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"
11 #include "shaders/model_character_view.h"
12 #include "shaders/model_board_view.h"
13 #include "shaders/model_entity.h"
15 VG_STATIC
void player_avatar_load( struct player_avatar
*av
, const char *path
)
17 mdl_open( &av
->meta
, path
, vg_mem
.rtmemory
);
18 mdl_load_metadata_block( &av
->meta
, vg_mem
.rtmemory
);
19 mdl_load_animation_block( &av
->meta
, vg_mem
.rtmemory
);
20 mdl_close( &av
->meta
);
22 struct skeleton
*sk
= &av
->sk
;
23 skeleton_setup( sk
, vg_mem
.rtmemory
, &av
->meta
);
25 av
->id_hip
= skeleton_bone_id( sk
, "hips" );
26 av
->id_ik_hand_l
= skeleton_bone_id( sk
, "hand.IK.L" );
27 av
->id_ik_hand_r
= skeleton_bone_id( sk
, "hand.IK.R" );
28 av
->id_ik_elbow_l
= skeleton_bone_id( sk
, "elbow.L" );
29 av
->id_ik_elbow_r
= skeleton_bone_id( sk
, "elbow.R" );
30 av
->id_head
= skeleton_bone_id( sk
, "head" );
31 av
->id_ik_foot_l
= skeleton_bone_id( sk
, "foot.IK.L" );
32 av
->id_ik_foot_r
= skeleton_bone_id( sk
, "foot.IK.R" );
33 av
->id_board
= skeleton_bone_id( sk
, "board" );
34 av
->id_wheel_l
= skeleton_bone_id( sk
, "wheel.L" );
35 av
->id_wheel_r
= skeleton_bone_id( sk
, "wheel.R" );
36 av
->id_ik_knee_l
= skeleton_bone_id( sk
, "knee.L" );
37 av
->id_ik_knee_r
= skeleton_bone_id( sk
, "knee.R" );
40 /* TODO: Standard model load */
42 VG_STATIC
void dynamic_model_load( mdl_context
*ctx
,
43 struct dynamic_model_1texture
*mdl
,
46 if( !mdl_arrcount( &ctx
->textures
) )
47 vg_fatal_error( "No texture in model" );
49 mdl_texture
*tex0
= mdl_arritm( &ctx
->textures
, 0 );
50 void *data
= vg_linear_alloc( vg_mem
.scratch
, tex0
->file
.pack_size
);
51 mdl_fread_pack_file( ctx
, &tex0
->file
, data
);
53 vg_tex2d_load_qoi_async( data
, tex0
->file
.pack_size
,
54 VG_TEX2D_NEAREST
|VG_TEX2D_CLAMP
,
57 mdl_async_load_glmesh( ctx
, &mdl
->mesh
);
60 VG_STATIC
void dynamic_model_unload( struct dynamic_model_1texture
*mdl
){
61 mesh_free( &mdl
->mesh
);
62 glDeleteTextures( 1, &mdl
->texture
);
65 /* TODO: allow error handling */
66 VG_STATIC
void player_board_load( struct player_board
*board
,
69 vg_linear_clear( vg_mem
.scratch
);
72 mdl_open( &ctx
, path
, vg_mem
.scratch
);
73 mdl_load_metadata_block( &ctx
, vg_mem
.scratch
);
75 dynamic_model_load( &ctx
, &board
->mdl
, path
);
77 mdl_array_ptr markers
;
78 mdl_load_array( &ctx
, &markers
, "ent_marker", vg_mem
.scratch
);
80 /* TODO: you get put into a new section, the above is standard mdl loads. */
81 for( int i
=0; i
<4; i
++ )
82 board
->wheels
[i
].indice_count
= 0;
83 for( int i
=0; i
<2; i
++ )
84 board
->trucks
[i
].indice_count
= 0;
85 board
->board
.indice_count
= 0;
87 for( u32 i
=0; i
<mdl_arrcount(&ctx
.meshs
); i
++ ){
88 mdl_mesh
*mesh
= mdl_arritm( &ctx
.meshs
, i
);
90 if( mdl_entity_id_type( mesh
->entity_id
) != k_ent_marker
)
93 u32 index
= mdl_entity_id_id( mesh
->entity_id
);
94 ent_marker
*marker
= mdl_arritm( &markers
, index
);
96 mdl_submesh
*sm0
= mdl_arritm( &ctx
.submeshs
, mesh
->submesh_start
);
98 const char *alias
= mdl_pstr( &ctx
, marker
->pstr_alias
);
99 u32 lr
= marker
->transform
.co
[0] > 0.0f
? 1: 0,
100 fb
= marker
->transform
.co
[2] > 0.0f
? 0: 1;
102 if( !strcmp( alias
, "wheel" ) ){
104 board
->wheels
[ id
] = *sm0
;
105 v3_copy( marker
->transform
.co
, board
->wheel_positions
[ id
] );
107 else if( !strcmp( alias
, "board" ) ){
109 v3_copy( marker
->transform
.co
, board
->board_position
);
111 else if( !strcmp( alias
, "truck" ) ){
112 board
->trucks
[ fb
] = *sm0
;
113 v3_copy( marker
->transform
.co
, board
->truck_positions
[ fb
] );
120 VG_STATIC
void player_board_unload( struct player_board
*board
){
121 dynamic_model_unload( &board
->mdl
);
124 VG_STATIC
void player_model_load( struct player_model
*board
, const char *path
){
125 vg_linear_clear( vg_mem
.scratch
);
128 mdl_open( &ctx
, path
, vg_mem
.scratch
);
129 mdl_load_metadata_block( &ctx
, vg_mem
.scratch
);
131 dynamic_model_load( &ctx
, &board
->mdl
, path
);
136 VG_STATIC
void player_model_unload( struct player_model
*board
){
137 dynamic_model_unload( &board
->mdl
);
140 VG_STATIC
void player__pre_render( player_instance
*player
)
142 if( _player_animate
[ player
->subsystem
] ){
143 player_animation res
;
144 _player_animate
[ player
->subsystem
]( player
, &res
);
147 q_m3x3( res
.root_q
, transform
);
148 v3_copy( res
.root_co
, transform
[3] );
150 struct skeleton
*sk
= &player
->playeravatar
->sk
;
152 if( player
->holdout_time
> 0.0f
){
153 skeleton_lerp_pose( sk
, res
.pose
, player
->holdout_pose
,
154 player
->holdout_time
, res
.pose
);
155 player
->holdout_time
-= vg
.time_frame_delta
* 2.0f
;
158 skeleton_apply_pose( sk
, res
.pose
, k_anim_apply_defer_ik
);
159 skeleton_apply_ik_pass( sk
);
160 skeleton_apply_pose( sk
, res
.pose
, k_anim_apply_deffered_only
);
161 skeleton_apply_inverses( sk
);
162 skeleton_apply_transform( sk
, transform
);
164 skeleton_debug( sk
);
167 if( _player_post_animate
[ player
->subsystem
] )
168 _player_post_animate
[ player
->subsystem
]( player
);
170 struct player_avatar
*av
= player
->playeravatar
;
171 struct player_board
*board
=
172 addon_cache_item_if_loaded( k_addon_type_board
,
173 player
->board_view_slot
);
178 v3_copy((v3f
){0.0f
,0.1f
, board
->truck_positions
[0][2]}, vp0
);
179 v3_copy((v3f
){0.0f
,0.1f
, board
->truck_positions
[1][2]}, vp1
);
186 struct ub_world_lighting
*ubo
= &world_current_instance()->ub_lighting
;
187 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp0
, ubo
->g_board_0
);
188 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp1
, ubo
->g_board_1
);
190 if( player
->immobile
){
191 player__cam_iterate( player
);
195 if( player
->rewinding
){
196 if( player
->rewind_time
<= 0.0f
){
197 double taken
= vg
.time
- player
->rewind_start
;
198 vg_success( "Rewind took (rt, pt, tl): %f, %f, %f\n",
199 taken
, player
->rewind_predicted_time
,
200 player
->rewind_total_length
);
202 player
->rewinding
= 0;
203 player
->rewind_length
= 1;
204 player
->rewind_total_length
= 0.0f
;
205 player
->rewind_accum
= 0.0f
;
206 world_render
.sky_target_rate
= 1.0;
207 world_static
.time
= world_static
.last_use
;
210 world_render
.sky_target_rate
= -100.0;
212 float budget
= vg
.time_delta
,
213 overall_length
= player
->rewind_length
;
215 for( int i
=0; (i
<10)&&(player
->rewind_time
>0.0f
)&&(budget
>0.0f
); i
++ ){
216 /* Interpolate frames */
217 int i0
= floorf( player
->rewind_time
),
218 i1
= VG_MIN( i0
+1, player
->rewind_length
-1 );
220 struct rewind_frame
*fr
= &player
->rewind_buffer
[i0
],
221 *fr1
= &player
->rewind_buffer
[i1
];
223 float dist
= vg_maxf( v3_dist( fr
->pos
, fr1
->pos
), 0.001f
),
224 subl
= vg_fractf( player
->rewind_time
) + 0.001f
,
226 sramp
= 3.0f
-(1.0f
/(0.4f
+0.4f
*player
->rewind_time
)),
227 speed
= sramp
*28.0f
+ 0.5f
*player
->rewind_time
,
228 mod
= speed
* (budget
/ dist
),
230 advl
= vg_minf( mod
, subl
),
231 advt
= (advl
/ mod
) * budget
;
233 player
->dist_accum
+= speed
* advt
;
234 player
->rewind_time
-= advl
;
238 player
->rewind_time
= vg_maxf( 0.0f
, player
->rewind_time
);
240 float current_time
= vg
.time
- player
->rewind_start
,
241 remaining
= player
->rewind_predicted_time
- current_time
;
243 if( player
->rewind_sound_wait
){
244 if( player
->rewind_predicted_time
>= 6.5f
){
245 if( remaining
<= 6.5f
){
247 audio_oneshot( &audio_rewind
[3], 1.0f
, 0.0f
);
249 player
->rewind_sound_wait
= 0;
252 else if( player
->rewind_predicted_time
>= 2.5f
){
253 if( remaining
<= 2.5f
){
255 audio_oneshot( &audio_rewind
[2], 1.0f
, 0.0f
);
257 player
->rewind_sound_wait
= 0;
260 else if( player
->rewind_predicted_time
>= 1.5f
){
261 if( remaining
<= 1.5f
){
263 audio_oneshot( &audio_rewind
[1], 1.0f
, 0.0f
);
265 player
->rewind_sound_wait
= 0;
270 int i0
= floorf( player
->rewind_time
),
271 i1
= VG_MIN( i0
+1, player
->rewind_length
-1 );
273 struct rewind_frame
*fr
= &player
->rewind_buffer
[i0
],
274 *fr1
= &player
->rewind_buffer
[i1
];
276 float sub
= vg_fractf(player
->rewind_time
);
278 v3_lerp( fr
->pos
, fr1
->pos
, sub
, player
->cam_override_pos
);
279 player
->cam_override_angles
[0] =
280 vg_alerpf( fr
->ang
[0], fr1
->ang
[0], sub
);
281 player
->cam_override_angles
[1] =
282 vg_lerpf ( fr
->ang
[1], fr1
->ang
[1], sub
);
283 player
->cam_override_fov
= player
->cam
.fov
;
285 float blend
= player
->rewind_time
* 0.25f
;
286 player
->cam_override_strength
= vg_clampf( blend
, 0.0f
, 1.0f
);
289 else player
->cam_override_strength
= 0.0f
;
291 player__cam_iterate( player
);
294 VG_STATIC
void render_board( camera
*cam
, world_instance
*world
,
295 struct player_board
*board
, m4x3f root
,
296 struct board_pose
*pose
,
297 enum board_shader shader
)
303 glActiveTexture( GL_TEXTURE0
);
304 glBindTexture( GL_TEXTURE_2D
, board
->mdl
.texture
);
306 if( shader
== k_board_shader_player
){
307 shader_model_board_view_use();
308 shader_model_board_view_uTexMain( 0 );
309 shader_model_board_view_uCamera( cam
->transform
[3] );
310 shader_model_board_view_uPv( cam
->mtx
.pv
);
311 shader_model_board_view_uTexSceneDepth( 1 );
312 render_fb_bind_texture( gpipeline
.fb_main
, 2, 1 );
314 render_fb_inverse_ratio( gpipeline
.fb_main
, inverse
);
316 inverse
[2] = main_camera
.farz
-main_camera
.nearz
;
318 shader_model_board_view_uInverseRatioDepth( inverse
);
319 render_fb_inverse_ratio( NULL
, inverse
);
320 inverse
[2] = cam
->farz
-cam
->nearz
;
321 shader_model_board_view_uInverseRatioMain( inverse
);
323 world_link_lighting_ub( world
, _shader_model_board_view
.id
);
324 world_bind_position_texture( world
, _shader_model_board_view
.id
,
325 _uniform_model_board_view_g_world_depth
, 2 );
326 world_bind_light_array( world
, _shader_model_board_view
.id
,
327 _uniform_model_board_view_uLightsArray
, 3 );
328 world_bind_light_index( world
, _shader_model_board_view
.id
,
329 _uniform_model_board_view_uLightsIndex
, 4 );
331 else if( shader
== k_board_shader_entity
){
332 shader_model_entity_use();
333 shader_model_entity_uTexMain( 0 );
334 shader_model_entity_uCamera( cam
->transform
[3] );
335 shader_model_entity_uPv( cam
->mtx
.pv
);
337 world_link_lighting_ub( world
, _shader_model_entity
.id
);
338 world_bind_position_texture( world
, _shader_model_entity
.id
,
339 _uniform_model_entity_g_world_depth
, 2 );
340 world_bind_light_array( world
, _shader_model_entity
.id
,
341 _uniform_model_entity_uLightsArray
, 3 );
342 world_bind_light_index( world
, _shader_model_entity
.id
,
343 _uniform_model_entity_uLightsIndex
, 4 );
346 mesh_bind( &board
->mdl
.mesh
);
350 if( board
->board
.indice_count
){
352 m3x3_identity( mlocal
);
360 q_axis_angle( qroll
, (v3f
){0.0f
,0.0f
,1.0f
}, pose
->lean
* 0.6f
);
361 keyframe_rotate_around( &kf
, (v3f
){0.0f
,0.11f
,0.0f
},
362 (v3f
){0.0f
,0.0f
,0.0f
}, qroll
);
364 v3_add( board
->board_position
, kf
.co
, mlocal
[3] );
365 q_m3x3( kf
.q
, mlocal
);
367 m4x3_mul( root
, mlocal
, mlocal
);
369 if( shader
== k_board_shader_entity
){
370 /* TODO: provide a way to supply previous mdl mtx? */
371 m4x3_expand( mlocal
, m4mdl
);
372 m4x4_mul( cam
->mtx_prev
.pv
, m4mdl
, m4mdl
);
373 shader_model_entity_uPvmPrev( m4mdl
);
374 shader_model_entity_uMdl( mlocal
);
377 shader_model_board_view_uMdl( mlocal
);
379 mdl_draw_submesh( &board
->board
);
382 for( int i
=0; i
<2; i
++ ){
383 if( !board
->trucks
[i
].indice_count
)
387 m3x3_identity( mlocal
);
388 v3_copy( board
->truck_positions
[i
], mlocal
[3] );
389 m4x3_mul( root
, mlocal
, mlocal
);
391 if( shader
== k_board_shader_entity
){
392 m4x3_expand( mlocal
, m4mdl
);
393 m4x4_mul( cam
->mtx_prev
.pv
, m4mdl
, m4mdl
);
394 shader_model_entity_uPvmPrev( m4mdl
);
395 shader_model_entity_uMdl( mlocal
);
398 shader_model_board_view_uMdl( mlocal
);
400 mdl_draw_submesh( &board
->trucks
[i
] );
403 for( int i
=0; i
<4; i
++ ){
404 if( !board
->wheels
[i
].indice_count
)
408 m3x3_identity( mlocal
);
409 v3_copy( board
->wheel_positions
[i
], mlocal
[3] );
410 m4x3_mul( root
, mlocal
, mlocal
);
412 if( shader
== k_board_shader_entity
){
413 m4x3_expand( mlocal
, m4mdl
);
414 m4x4_mul( cam
->mtx_prev
.pv
, m4mdl
, m4mdl
);
415 shader_model_entity_uPvmPrev( m4mdl
);
416 shader_model_entity_uMdl( mlocal
);
419 shader_model_board_view_uMdl( mlocal
);
421 mdl_draw_submesh( &board
->wheels
[i
] );
425 VG_STATIC
void render_playermodel( camera
*cam
, world_instance
*world
,
426 struct player_model
*model
,
427 struct skeleton
*skeleton
){
430 shader_model_character_view_use();
432 glActiveTexture( GL_TEXTURE0
);
433 glBindTexture( GL_TEXTURE_2D
, model
->mdl
.texture
);
434 shader_model_character_view_uTexMain( 0 );
435 shader_model_character_view_uCamera( cam
->transform
[3] );
436 shader_model_character_view_uPv( cam
->mtx
.pv
);
437 shader_model_character_view_uTexSceneDepth( 1 );
438 render_fb_bind_texture( gpipeline
.fb_main
, 2, 1 );
440 render_fb_inverse_ratio( gpipeline
.fb_main
, inverse
);
441 inverse
[2] = main_camera
.farz
-main_camera
.nearz
;
443 shader_model_character_view_uInverseRatioDepth( inverse
);
444 render_fb_inverse_ratio( NULL
, inverse
);
445 inverse
[2] = cam
->farz
-cam
->nearz
;
446 shader_model_character_view_uInverseRatioMain( inverse
);
448 world_link_lighting_ub( world
, _shader_model_character_view
.id
);
449 world_bind_position_texture( world
, _shader_model_character_view
.id
,
450 _uniform_model_character_view_g_world_depth
, 2 );
451 world_bind_light_array( world
, _shader_model_character_view
.id
,
452 _uniform_model_character_view_uLightsArray
, 3 );
453 world_bind_light_index( world
, _shader_model_character_view
.id
,
454 _uniform_model_character_view_uLightsIndex
, 4 );
456 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms
,
457 skeleton
->bone_count
,
459 (float *)skeleton
->final_mtx
);
461 mesh_bind( &model
->mdl
.mesh
);
462 mesh_draw( &model
->mdl
.mesh
);
465 PLAYER_API
void player__render( camera
*cam
, player_instance
*player
)
467 world_instance
*world
= world_current_instance();
468 SDL_AtomicLock( &addon_system
.sl_cache_using_resources
);
470 struct player_model
*model
=
471 addon_cache_item_if_loaded( k_addon_type_player
,
472 player
->playermodel_view_slot
);
474 if( !model
) model
= &player
->fallback_model
;
475 render_playermodel( cam
, world
, model
, &player
->playeravatar
->sk
);
477 struct player_board
*board
=
478 addon_cache_item_if_loaded( k_addon_type_board
,
479 player
->board_view_slot
);
481 render_board( cam
, world
, board
, player
->playeravatar
->sk
.final_mtx
[
482 player
->playeravatar
->id_board
],
484 k_board_shader_player
);
486 SDL_AtomicUnlock( &addon_system
.sl_cache_using_resources
);
489 #endif /* PLAYER_RENDER_C */