1 #ifndef PLAYER_RENDER_C
2 #define PLAYER_RENDER_C
5 #include "player_render.h"
7 #include "player_model.h"
8 #include "ent_skateshop.h"
12 #include "shaders/model_character_view.h"
13 #include "shaders/model_board_view.h"
14 #include "shaders/model_entity.h"
16 VG_STATIC
void player_avatar_load( struct player_avatar
*av
, const char *path
)
18 mdl_open( &av
->meta
, path
, vg_mem
.rtmemory
);
19 mdl_load_metadata_block( &av
->meta
, vg_mem
.rtmemory
);
20 mdl_load_animation_block( &av
->meta
, vg_mem
.rtmemory
);
21 mdl_close( &av
->meta
);
23 struct skeleton
*sk
= &av
->sk
;
24 skeleton_setup( sk
, vg_mem
.rtmemory
, &av
->meta
);
26 av
->id_hip
= skeleton_bone_id( sk
, "hips" );
27 av
->id_ik_hand_l
= skeleton_bone_id( sk
, "hand.IK.L" );
28 av
->id_ik_hand_r
= skeleton_bone_id( sk
, "hand.IK.R" );
29 av
->id_ik_elbow_l
= skeleton_bone_id( sk
, "elbow.L" );
30 av
->id_ik_elbow_r
= skeleton_bone_id( sk
, "elbow.R" );
31 av
->id_head
= skeleton_bone_id( sk
, "head" );
32 av
->id_ik_foot_l
= skeleton_bone_id( sk
, "foot.IK.L" );
33 av
->id_ik_foot_r
= skeleton_bone_id( sk
, "foot.IK.R" );
34 av
->id_board
= skeleton_bone_id( sk
, "board" );
35 av
->id_wheel_l
= skeleton_bone_id( sk
, "wheel.L" );
36 av
->id_wheel_r
= skeleton_bone_id( sk
, "wheel.R" );
37 av
->id_ik_knee_l
= skeleton_bone_id( sk
, "knee.L" );
38 av
->id_ik_knee_r
= skeleton_bone_id( sk
, "knee.R" );
41 /* TODO: Standard model load */
43 VG_STATIC
void dynamic_model_load( mdl_context
*ctx
,
44 struct dynamic_model_1texture
*mdl
,
47 if( !mdl_arrcount( &ctx
->textures
) )
48 vg_fatal_error( "No texture in model" );
50 mdl_texture
*tex0
= mdl_arritm( &ctx
->textures
, 0 );
51 void *data
= vg_linear_alloc( vg_mem
.scratch
, tex0
->file
.pack_size
);
52 mdl_fread_pack_file( ctx
, &tex0
->file
, data
);
54 vg_tex2d_load_qoi_async( data
, tex0
->file
.pack_size
,
55 VG_TEX2D_NEAREST
|VG_TEX2D_CLAMP
,
58 mdl_async_load_glmesh( ctx
, &mdl
->mesh
);
61 VG_STATIC
void dynamic_model_unload( struct dynamic_model_1texture
*mdl
){
62 mesh_free( &mdl
->mesh
);
63 glDeleteTextures( 1, &mdl
->texture
);
66 /* TODO: allow error handling */
67 VG_STATIC
void player_board_load( struct player_board
*board
,
70 vg_linear_clear( vg_mem
.scratch
);
73 mdl_open( &ctx
, path
, vg_mem
.scratch
);
74 mdl_load_metadata_block( &ctx
, vg_mem
.scratch
);
76 dynamic_model_load( &ctx
, &board
->mdl
, path
);
78 mdl_array_ptr markers
;
79 mdl_load_array( &ctx
, &markers
, "ent_marker", vg_mem
.scratch
);
81 /* TODO: you get put into a new section, the above is standard mdl loads. */
82 for( int i
=0; i
<4; i
++ )
83 board
->wheels
[i
].indice_count
= 0;
84 for( int i
=0; i
<2; i
++ )
85 board
->trucks
[i
].indice_count
= 0;
86 board
->board
.indice_count
= 0;
88 for( u32 i
=0; i
<mdl_arrcount(&ctx
.meshs
); i
++ ){
89 mdl_mesh
*mesh
= mdl_arritm( &ctx
.meshs
, i
);
91 if( mdl_entity_id_type( mesh
->entity_id
) != k_ent_marker
)
94 u32 index
= mdl_entity_id_id( mesh
->entity_id
);
95 ent_marker
*marker
= mdl_arritm( &markers
, index
);
97 mdl_submesh
*sm0
= mdl_arritm( &ctx
.submeshs
, mesh
->submesh_start
);
99 const char *alias
= mdl_pstr( &ctx
, marker
->pstr_alias
);
100 u32 lr
= marker
->transform
.co
[0] > 0.0f
? 1: 0,
101 fb
= marker
->transform
.co
[2] > 0.0f
? 0: 1;
103 if( !strcmp( alias
, "wheel" ) ){
105 board
->wheels
[ id
] = *sm0
;
106 v3_copy( marker
->transform
.co
, board
->wheel_positions
[ id
] );
108 else if( !strcmp( alias
, "board" ) ){
110 v3_copy( marker
->transform
.co
, board
->board_position
);
112 else if( !strcmp( alias
, "truck" ) ){
113 board
->trucks
[ fb
] = *sm0
;
114 v3_copy( marker
->transform
.co
, board
->truck_positions
[ fb
] );
121 VG_STATIC
void player_board_unload( struct player_board
*board
){
122 dynamic_model_unload( &board
->mdl
);
125 VG_STATIC
void player_model_load( struct player_model
*board
, const char *path
){
126 vg_linear_clear( vg_mem
.scratch
);
129 mdl_open( &ctx
, path
, vg_mem
.scratch
);
130 mdl_load_metadata_block( &ctx
, vg_mem
.scratch
);
132 dynamic_model_load( &ctx
, &board
->mdl
, path
);
137 VG_STATIC
void player_model_unload( struct player_model
*board
){
138 dynamic_model_unload( &board
->mdl
);
141 VG_STATIC
void player__animate( player_instance
*player
){
142 if( _player_animate
[ player
->subsystem
] ){
143 player_animation res
;
144 res
.type
= k_player_animation_type_fk
;
146 _player_animate
[ player
->subsystem
]( player
, &res
);
149 q_m3x3( res
.root_q
, transform
);
150 v3_copy( res
.root_co
, transform
[3] );
152 struct skeleton
*sk
= &player
->playeravatar
->sk
;
154 if( player
->holdout_time
> 0.0f
){
155 skeleton_lerp_pose( sk
, res
.pose
, player
->holdout_pose
,
156 player
->holdout_time
, res
.pose
);
157 player
->holdout_time
-= vg
.time_frame_delta
* 2.0f
;
160 if( res
.type
== k_player_animation_type_fk
){
161 skeleton_apply_pose( sk
, res
.pose
, k_anim_apply_defer_ik
);
162 skeleton_apply_ik_pass( sk
);
163 skeleton_apply_pose( sk
, res
.pose
, k_anim_apply_deffered_only
);
164 skeleton_apply_inverses( sk
);
165 skeleton_apply_transform( sk
, transform
);
168 skeleton_apply_pose( sk
, res
.pose
, k_anim_apply_absolute
);
171 skeleton_debug( sk
);
174 if( _player_post_animate
[ player
->subsystem
] )
175 _player_post_animate
[ player
->subsystem
]( player
);
177 player__cam_iterate( player
);
180 VG_STATIC
void player__animate_from_replay( player_instance
*player
,
181 replay_buffer
*replay
){
182 /* TODO: frame blending */
183 /* TODO: holdout blending (from when the game has to slow down) */
185 player_animation res
;
186 replay_frame
*frame
= replay
->cursor_frame
,
193 f32 t
= replay_subframe_time( replay
);
195 struct skeleton
*sk
= &player
->playeravatar
->sk
;
196 skeleton_lerp_pose(sk
, frame
->anim
.pose
, next
->anim
.pose
, t
, res
.pose
);
197 v3_lerp( frame
->anim
.root_co
, next
->anim
.root_co
, t
, res
.root_co
);
198 q_nlerp( frame
->anim
.root_q
, next
->anim
.root_q
, t
, res
.root_q
);
199 res
.type
= k_player_animation_type_absolute
;
200 player
->board_pose
.lean
= vg_lerpf( frame
->board_pose
.lean
,
201 next
->board_pose
.lean
, t
);
204 memcpy( &res
, &frame
->anim
, sizeof(frame
->anim
) );
205 memcpy( &frame
->board_pose
, &player
->board_pose
,
206 sizeof(player
->board_pose
) );
211 struct skeleton
*sk
= &player
->playeravatar
->sk
;
212 skeleton_apply_pose( sk
, res
.pose
, k_anim_apply_absolute
);
216 void player_record_replay_frame( player_instance
*player
,
217 replay_buffer
*replay
, int force_gamestate
){
218 f64 delta
= 9999999.9,
219 statedelta
= 9999999.9;
222 delta
= vg
.time
- replay
->head
->time
;
224 if( replay
->statehead
)
225 statedelta
= vg
.time
- replay
->statehead
->time
;
227 const f64 k_replay_rate
= 1.0/30.0,
228 k_gamestate_rate
= 0.5;
230 u32 gamestate_size
= 0;
231 void *gamestate_src
= NULL
;
232 if( (statedelta
> k_gamestate_rate
) || force_gamestate
){
233 if( player
->subsystem
== k_player_subsystem_walk
){
234 gamestate_size
= sizeof(struct player_walk_state
);
235 gamestate_src
= &player
->_walk
.state
;
237 else if( player
->subsystem
== k_player_subsystem_skate
){
238 gamestate_size
= sizeof(struct player_skate_state
);
239 gamestate_src
= &player
->_skate
.state
;
241 else if( player
->subsystem
== k_player_subsystem_dead
){
242 gamestate_size
= sizeof(struct player_ragdoll
);
243 gamestate_src
= &player
->ragdoll
;
246 assert( gamestate_size
< 0xffff );
248 if( (delta
> k_replay_rate
) || gamestate_size
){
249 replay_frame
*frame
= replay_newframe( replay
, gamestate_size
, 0 );
250 replay
->cursor
= vg
.time
;
251 replay
->cursor_frame
= frame
;
253 player_animation
*res
= &frame
->anim
;
254 v3_zero( res
->root_co
);
255 q_identity( res
->root_q
);
256 res
->type
= k_player_animation_type_absolute
;
258 struct skeleton
*sk
= &player
->playeravatar
->sk
;
259 skeleton_decompose_mtx_absolute( sk
, res
->pose
);
261 memcpy( &frame
->board_pose
, &player
->board_pose
,
262 sizeof(player
->board_pose
) );
263 frame
->time
= vg
.time
;
264 v3_copy( player
->cam
.pos
, frame
->cam_pos
);
265 v3_copy( player
->cam
.angles
, frame
->cam_angles
);
266 frame
->cam_fov
= player
->cam
.fov
;
268 if( gamestate_size
){
269 replay_gamestate
*gs
= replay_frame_gamestate( frame
);
270 gs
->system
= player
->subsystem
;
272 /* permanent block */
273 memcpy( &gs
->rb
, &player
->rb
, sizeof(rigidbody
) );
274 memcpy( &gs
->cam_control
, &player
->cam_control
,
275 sizeof(struct player_cam_controller
) );
276 v3_copy( player
->angles
, gs
->angles
);
278 /* subsytem/dynamic block */
279 void *dst
= replay_gamestate_subsystem_data( gs
);
280 memcpy( dst
, gamestate_src
, gamestate_size
);
285 VG_STATIC
void player__pre_render( player_instance
*player
){
286 /* shadowing/ao info */
287 struct player_avatar
*av
= player
->playeravatar
;
288 struct player_board
*board
=
289 addon_cache_item_if_loaded( k_addon_type_board
,
290 player
->board_view_slot
);
293 v3_copy((v3f
){0.0f
,0.1f
, board
->truck_positions
[0][2]}, vp0
);
294 v3_copy((v3f
){0.0f
,0.1f
, board
->truck_positions
[1][2]}, vp1
);
301 struct ub_world_lighting
*ubo
= &world_current_instance()->ub_lighting
;
302 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp0
, ubo
->g_board_0
);
303 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp1
, ubo
->g_board_1
);
306 VG_STATIC
void render_board( camera
*cam
, world_instance
*world
,
307 struct player_board
*board
, m4x3f root
,
308 struct board_pose
*pose
,
309 enum board_shader shader
)
315 glActiveTexture( GL_TEXTURE0
);
316 glBindTexture( GL_TEXTURE_2D
, board
->mdl
.texture
);
318 if( shader
== k_board_shader_player
){
319 shader_model_board_view_use();
320 shader_model_board_view_uTexMain( 0 );
321 shader_model_board_view_uCamera( cam
->transform
[3] );
322 shader_model_board_view_uPv( cam
->mtx
.pv
);
323 shader_model_board_view_uTexSceneDepth( 1 );
324 render_fb_bind_texture( gpipeline
.fb_main
, 2, 1 );
326 render_fb_inverse_ratio( gpipeline
.fb_main
, inverse
);
328 inverse
[2] = skaterift
.cam
.farz
-skaterift
.cam
.nearz
;
330 shader_model_board_view_uInverseRatioDepth( inverse
);
331 render_fb_inverse_ratio( NULL
, inverse
);
332 inverse
[2] = cam
->farz
-cam
->nearz
;
333 shader_model_board_view_uInverseRatioMain( inverse
);
335 world_link_lighting_ub( world
, _shader_model_board_view
.id
);
336 world_bind_position_texture( world
, _shader_model_board_view
.id
,
337 _uniform_model_board_view_g_world_depth
, 2 );
338 world_bind_light_array( world
, _shader_model_board_view
.id
,
339 _uniform_model_board_view_uLightsArray
, 3 );
340 world_bind_light_index( world
, _shader_model_board_view
.id
,
341 _uniform_model_board_view_uLightsIndex
, 4 );
343 else if( shader
== k_board_shader_entity
){
344 shader_model_entity_use();
345 shader_model_entity_uTexMain( 0 );
346 shader_model_entity_uCamera( cam
->transform
[3] );
347 shader_model_entity_uPv( cam
->mtx
.pv
);
349 world_link_lighting_ub( world
, _shader_model_entity
.id
);
350 world_bind_position_texture( world
, _shader_model_entity
.id
,
351 _uniform_model_entity_g_world_depth
, 2 );
352 world_bind_light_array( world
, _shader_model_entity
.id
,
353 _uniform_model_entity_uLightsArray
, 3 );
354 world_bind_light_index( world
, _shader_model_entity
.id
,
355 _uniform_model_entity_uLightsIndex
, 4 );
358 mesh_bind( &board
->mdl
.mesh
);
362 if( board
->board
.indice_count
){
364 m3x3_identity( mlocal
);
372 q_axis_angle( qroll
, (v3f
){0.0f
,0.0f
,1.0f
}, pose
->lean
* 0.6f
);
373 keyframe_rotate_around( &kf
, (v3f
){0.0f
,0.11f
,0.0f
},
374 (v3f
){0.0f
,0.0f
,0.0f
}, qroll
);
376 v3_add( board
->board_position
, kf
.co
, mlocal
[3] );
377 q_m3x3( kf
.q
, mlocal
);
379 m4x3_mul( root
, mlocal
, mlocal
);
381 if( shader
== k_board_shader_entity
){
382 /* TODO: provide a way to supply previous mdl mtx? */
383 m4x3_expand( mlocal
, m4mdl
);
384 m4x4_mul( cam
->mtx_prev
.pv
, m4mdl
, m4mdl
);
385 shader_model_entity_uPvmPrev( m4mdl
);
386 shader_model_entity_uMdl( mlocal
);
389 shader_model_board_view_uMdl( mlocal
);
391 mdl_draw_submesh( &board
->board
);
394 for( int i
=0; i
<2; i
++ ){
395 if( !board
->trucks
[i
].indice_count
)
399 m3x3_identity( mlocal
);
400 v3_copy( board
->truck_positions
[i
], mlocal
[3] );
401 m4x3_mul( root
, mlocal
, mlocal
);
403 if( shader
== k_board_shader_entity
){
404 m4x3_expand( mlocal
, m4mdl
);
405 m4x4_mul( cam
->mtx_prev
.pv
, m4mdl
, m4mdl
);
406 shader_model_entity_uPvmPrev( m4mdl
);
407 shader_model_entity_uMdl( mlocal
);
410 shader_model_board_view_uMdl( mlocal
);
412 mdl_draw_submesh( &board
->trucks
[i
] );
415 for( int i
=0; i
<4; i
++ ){
416 if( !board
->wheels
[i
].indice_count
)
420 m3x3_identity( mlocal
);
421 v3_copy( board
->wheel_positions
[i
], mlocal
[3] );
422 m4x3_mul( root
, mlocal
, mlocal
);
424 if( shader
== k_board_shader_entity
){
425 m4x3_expand( mlocal
, m4mdl
);
426 m4x4_mul( cam
->mtx_prev
.pv
, m4mdl
, m4mdl
);
427 shader_model_entity_uPvmPrev( m4mdl
);
428 shader_model_entity_uMdl( mlocal
);
431 shader_model_board_view_uMdl( mlocal
);
433 mdl_draw_submesh( &board
->wheels
[i
] );
437 VG_STATIC
void render_playermodel( camera
*cam
, world_instance
*world
,
438 struct player_model
*model
,
439 struct skeleton
*skeleton
){
442 shader_model_character_view_use();
444 glActiveTexture( GL_TEXTURE0
);
445 glBindTexture( GL_TEXTURE_2D
, model
->mdl
.texture
);
446 shader_model_character_view_uTexMain( 0 );
447 shader_model_character_view_uCamera( cam
->transform
[3] );
448 shader_model_character_view_uPv( cam
->mtx
.pv
);
449 shader_model_character_view_uTexSceneDepth( 1 );
450 render_fb_bind_texture( gpipeline
.fb_main
, 2, 1 );
452 render_fb_inverse_ratio( gpipeline
.fb_main
, inverse
);
453 inverse
[2] = skaterift
.cam
.farz
-skaterift
.cam
.nearz
;
455 shader_model_character_view_uInverseRatioDepth( inverse
);
456 render_fb_inverse_ratio( NULL
, inverse
);
457 inverse
[2] = cam
->farz
-cam
->nearz
;
458 shader_model_character_view_uInverseRatioMain( inverse
);
460 world_link_lighting_ub( world
, _shader_model_character_view
.id
);
461 world_bind_position_texture( world
, _shader_model_character_view
.id
,
462 _uniform_model_character_view_g_world_depth
, 2 );
463 world_bind_light_array( world
, _shader_model_character_view
.id
,
464 _uniform_model_character_view_uLightsArray
, 3 );
465 world_bind_light_index( world
, _shader_model_character_view
.id
,
466 _uniform_model_character_view_uLightsIndex
, 4 );
468 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms
,
469 skeleton
->bone_count
,
471 (float *)skeleton
->final_mtx
);
473 mesh_bind( &model
->mdl
.mesh
);
474 mesh_draw( &model
->mdl
.mesh
);
477 PLAYER_API
void player__render( camera
*cam
, player_instance
*player
)
479 world_instance
*world
= world_current_instance();
480 SDL_AtomicLock( &addon_system
.sl_cache_using_resources
);
482 struct player_model
*model
=
483 addon_cache_item_if_loaded( k_addon_type_player
,
484 player
->playermodel_view_slot
);
486 if( !model
) model
= &player
->fallback_model
;
487 render_playermodel( cam
, world
, model
, &player
->playeravatar
->sk
);
489 struct player_board
*board
=
490 addon_cache_item_if_loaded( k_addon_type_board
,
491 player
->board_view_slot
);
493 render_board( cam
, world
, board
, player
->playeravatar
->sk
.final_mtx
[
494 player
->playeravatar
->id_board
],
496 k_board_shader_player
);
498 SDL_AtomicUnlock( &addon_system
.sl_cache_using_resources
);
501 #endif /* PLAYER_RENDER_C */