the luxuries of a modern C compiler
[carveJwlIkooP6JGAAIwe30JlM.git] / player_render.c
1 #ifndef PLAYER_RENDER_C
2 #define PLAYER_RENDER_C
3
4 #include "player.h"
5 #include "player_render.h"
6 #include "camera.h"
7 #include "player_model.h"
8 #include "ent_skateshop.h"
9 #include "audio.h"
10
11 #include "shaders/model_character_view.h"
12 #include "shaders/model_board_view.h"
13 #include "shaders/model_entity.h"
14
15 VG_STATIC void player_avatar_load( struct player_avatar *av, const char *path )
16 {
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 );
21
22 struct skeleton *sk = &av->sk;
23 skeleton_setup( sk, vg_mem.rtmemory, &av->meta );
24
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" );
38 }
39
40 /* TODO: Standard model load */
41
42 VG_STATIC void player_model_load( struct player_model *mdl, const char *path )
43 {
44 vg_linear_clear( vg_mem.scratch );
45
46 mdl_context ctx;
47 mdl_open( &ctx, path, vg_mem.scratch );
48 mdl_load_metadata_block( &ctx, vg_mem.scratch );
49
50 if( !mdl_arrcount( &ctx.textures ) )
51 vg_fatal_error( "No texture in player model" );
52
53 mdl_texture *tex0 = mdl_arritm( &ctx.textures, 0 );
54 void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size );
55 mdl_fread_pack_file( &ctx, &tex0->file, data );
56
57 vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
58 VG_TEX2D_NEAREST|VG_TEX2D_CLAMP,
59 &mdl->texture );
60
61 mdl_async_load_glmesh( &ctx, &mdl->mesh );
62 mdl_close( &ctx );
63 }
64
65 /* TODO: allow error handling */
66 VG_STATIC void player_board_load( struct player_board *mdl, const char *path )
67 {
68 vg_linear_clear( vg_mem.scratch );
69
70 mdl_context ctx;
71 mdl_open( &ctx, path, vg_mem.scratch );
72 mdl_load_metadata_block( &ctx, vg_mem.scratch );
73
74 mdl_array_ptr markers;
75 mdl_load_array( &ctx, &markers, "ent_marker", vg_mem.scratch );
76
77 if( !mdl_arrcount( &ctx.textures ) )
78 vg_fatal_error( "No texture in board model" );
79
80 mdl_texture *tex0 = mdl_arritm( &ctx.textures, 0 );
81 void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size );
82 mdl_fread_pack_file( &ctx, &tex0->file, data );
83
84 vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
85 VG_TEX2D_CLAMP|VG_TEX2D_NEAREST,
86 &mdl->texture );
87
88 mdl_async_load_glmesh( &ctx, &mdl->mesh );
89 mdl_close( &ctx );
90
91 for( int i=0; i<4; i++ )
92 mdl->wheels[i].indice_count = 0;
93 for( int i=0; i<2; i++ )
94 mdl->trucks[i].indice_count = 0;
95 mdl->board.indice_count = 0;
96
97 for( u32 i=0; i<mdl_arrcount(&ctx.meshs); i++ ){
98 mdl_mesh *mesh = mdl_arritm( &ctx.meshs, i );
99
100 if( mdl_entity_id_type( mesh->entity_id ) != k_ent_marker )
101 continue;
102
103 u32 index = mdl_entity_id_id( mesh->entity_id );
104 ent_marker *marker = mdl_arritm( &markers, index );
105
106 mdl_submesh *sm0 = mdl_arritm( &ctx.submeshs, mesh->submesh_start );
107
108 const char *alias = mdl_pstr( &ctx, marker->pstr_alias );
109 u32 lr = marker->transform.co[0] > 0.0f? 1: 0,
110 fb = marker->transform.co[2] > 0.0f? 0: 1;
111
112 if( !strcmp( alias, "wheel" ) ){
113 u32 id = fb<<1 | lr;
114 mdl->wheels[ id ] = *sm0;
115 v3_copy( marker->transform.co, mdl->wheel_positions[ id ] );
116 }
117 else if( !strcmp( alias, "board" ) ){
118 mdl->board = *sm0;
119 v3_copy( marker->transform.co, mdl->board_position );
120 }
121 else if( !strcmp( alias, "truck" ) ){
122 mdl->trucks[ fb ] = *sm0;
123 v3_copy( marker->transform.co, mdl->truck_positions[ fb ] );
124 }
125 }
126 }
127
128 VG_STATIC void player_board_unload( struct player_board *mdl )
129 {
130 mesh_free( &mdl->mesh );
131 glDeleteTextures( 1, &mdl->texture );
132 }
133
134 VG_STATIC void player__pre_render( player_instance *player )
135 {
136 if( _player_animate[ player->subsystem ] ){
137 player_animation res;
138 _player_animate[ player->subsystem ]( player, &res );
139
140 m4x3f transform;
141 q_m3x3( res.root_q, transform );
142 v3_copy( res.root_co, transform[3] );
143
144 struct skeleton *sk = &player->playeravatar->sk;
145
146 if( player->holdout_time > 0.0f ){
147 skeleton_lerp_pose( sk, res.pose, player->holdout_pose,
148 player->holdout_time, res.pose );
149 player->holdout_time -= vg.time_frame_delta * 2.0f;
150 }
151
152 skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
153 skeleton_apply_ik_pass( sk );
154 skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only );
155 skeleton_apply_inverses( sk );
156 skeleton_apply_transform( sk, transform );
157
158 skeleton_debug( sk );
159 }
160
161 if( _player_post_animate[ player->subsystem ] )
162 _player_post_animate[ player->subsystem ]( player );
163
164 struct player_avatar *av = player->playeravatar;
165 struct player_board *board = player_get_player_board( player );
166
167 v3f vp0, vp1;
168
169 if( board ){
170 v3_copy((v3f){0.0f,0.1f, board->truck_positions[0][2]}, vp0 );
171 v3_copy((v3f){0.0f,0.1f, board->truck_positions[1][2]}, vp1 );
172 }
173 else{
174 v3_zero( vp0 );
175 v3_zero( vp1 );
176 }
177
178 struct ub_world_lighting *ubo = &world_current_instance()->ub_lighting;
179 m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, ubo->g_board_0 );
180 m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, ubo->g_board_1 );
181
182 if( player->immobile ){
183 player__cam_iterate( player );
184 return;
185 }
186
187 if( player->rewinding ){
188 if( player->rewind_time <= 0.0f ){
189 double taken = vg.time - player->rewind_start;
190 vg_success( "Rewind took (rt, pt, tl): %f, %f, %f\n",
191 taken, player->rewind_predicted_time,
192 player->rewind_total_length );
193
194 player->rewinding = 0;
195 player->rewind_length = 1;
196 player->rewind_total_length = 0.0f;
197 player->rewind_accum = 0.0f;
198 world_render.sky_target_rate = 1.0;
199 world_static.time = world_static.last_use;
200 }
201 else{
202 world_render.sky_target_rate = -100.0;
203
204 float budget = vg.time_delta,
205 overall_length = player->rewind_length;
206
207 for( int i=0; (i<10)&&(player->rewind_time>0.0f)&&(budget>0.0f); i++ ){
208 /* Interpolate frames */
209 int i0 = floorf( player->rewind_time ),
210 i1 = VG_MIN( i0+1, player->rewind_length-1 );
211
212 struct rewind_frame *fr = &player->rewind_buffer[i0],
213 *fr1 = &player->rewind_buffer[i1];
214
215 float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
216 subl = vg_fractf( player->rewind_time ) + 0.001f,
217
218 sramp = 3.0f-(1.0f/(0.4f+0.4f*player->rewind_time)),
219 speed = sramp*28.0f + 0.5f*player->rewind_time,
220 mod = speed * (budget / dist),
221
222 advl = vg_minf( mod, subl ),
223 advt = (advl / mod) * budget;
224
225 player->dist_accum += speed * advt;
226 player->rewind_time -= advl;
227 budget -= advt;
228 }
229
230 player->rewind_time = vg_maxf( 0.0f, player->rewind_time );
231
232 float current_time = vg.time - player->rewind_start,
233 remaining = player->rewind_predicted_time - current_time;
234
235 if( player->rewind_sound_wait ){
236 if( player->rewind_predicted_time >= 6.5f ){
237 if( remaining <= 6.5f ){
238 audio_lock();
239 audio_oneshot( &audio_rewind[3], 1.0f, 0.0f );
240 audio_unlock();
241 player->rewind_sound_wait = 0;
242 }
243 }
244 else if( player->rewind_predicted_time >= 2.5f ){
245 if( remaining <= 2.5f ){
246 audio_lock();
247 audio_oneshot( &audio_rewind[2], 1.0f, 0.0f );
248 audio_unlock();
249 player->rewind_sound_wait = 0;
250 }
251 }
252 else if( player->rewind_predicted_time >= 1.5f ){
253 if( remaining <= 1.5f ){
254 audio_lock();
255 audio_oneshot( &audio_rewind[1], 1.0f, 0.0f );
256 audio_unlock();
257 player->rewind_sound_wait = 0;
258 }
259 }
260 }
261
262 int i0 = floorf( player->rewind_time ),
263 i1 = VG_MIN( i0+1, player->rewind_length-1 );
264
265 struct rewind_frame *fr = &player->rewind_buffer[i0],
266 *fr1 = &player->rewind_buffer[i1];
267
268 float sub = vg_fractf(player->rewind_time);
269
270 v3_lerp( fr->pos, fr1->pos, sub, player->cam_override_pos );
271 player->cam_override_angles[0] =
272 vg_alerpf( fr->ang[0], fr1->ang[0], sub );
273 player->cam_override_angles[1] =
274 vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
275 player->cam_override_fov = player->cam.fov;
276
277 float blend = player->rewind_time * 0.25f;
278 player->cam_override_strength = vg_clampf( blend, 0.0f, 1.0f );
279 }
280 }
281 else player->cam_override_strength = 0.0f;
282
283 player__cam_iterate( player );
284 }
285
286 VG_STATIC void render_board( camera *cam, world_instance *world,
287 struct player_board *board, m4x3f root,
288 enum board_shader shader )
289 {
290 if( !board ) return;
291
292 v3f inverse;
293
294 glActiveTexture( GL_TEXTURE0 );
295 glBindTexture( GL_TEXTURE_2D, board->texture );
296
297 if( shader == k_board_shader_player ){
298 shader_model_board_view_use();
299 shader_model_board_view_uTexMain( 0 );
300 shader_model_board_view_uCamera( cam->transform[3] );
301 shader_model_board_view_uPv( cam->mtx.pv );
302 shader_model_board_view_uTexSceneDepth( 1 );
303
304 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
305
306 inverse[2] = main_camera.farz-main_camera.nearz;
307
308 shader_model_board_view_uInverseRatioDepth( inverse );
309 render_fb_inverse_ratio( NULL, inverse );
310 inverse[2] = cam->farz-cam->nearz;
311 shader_model_board_view_uInverseRatioMain( inverse );
312
313 world_link_lighting_ub( world, _shader_model_board_view.id );
314 world_bind_position_texture( world, _shader_model_board_view.id,
315 _uniform_model_board_view_g_world_depth, 2 );
316 world_bind_light_array( world, _shader_model_board_view.id,
317 _uniform_model_board_view_uLightsArray, 3 );
318 world_bind_light_index( world, _shader_model_board_view.id,
319 _uniform_model_board_view_uLightsIndex, 4 );
320 }
321 else if( shader == k_board_shader_entity ){
322 shader_model_entity_use();
323 shader_model_entity_uTexMain( 0 );
324 shader_model_entity_uCamera( cam->transform[3] );
325 shader_model_entity_uPv( cam->mtx.pv );
326
327 world_link_lighting_ub( world, _shader_model_entity.id );
328 world_bind_position_texture( world, _shader_model_entity.id,
329 _uniform_model_entity_g_world_depth, 2 );
330 world_bind_light_array( world, _shader_model_entity.id,
331 _uniform_model_entity_uLightsArray, 3 );
332 world_bind_light_index( world, _shader_model_entity.id,
333 _uniform_model_entity_uLightsIndex, 4 );
334 }
335
336 mesh_bind( &board->mesh );
337
338 m4x4f m4mdl;
339
340 if( board->board.indice_count ){
341 m4x3f mlocal;
342 m3x3_identity( mlocal );
343 v3_copy( board->board_position, mlocal[3] );
344 m4x3_mul( root, mlocal, mlocal );
345
346 if( shader == k_board_shader_entity ){
347 /* TODO: provide a way to supply previous mdl mtx? */
348 m4x3_expand( mlocal, m4mdl );
349 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
350 shader_model_entity_uPvmPrev( m4mdl );
351 shader_model_entity_uMdl( mlocal );
352 }
353 else
354 shader_model_board_view_uMdl( mlocal );
355
356 mdl_draw_submesh( &board->board );
357 }
358
359 for( int i=0; i<2; i++ ){
360 if( !board->trucks[i].indice_count )
361 continue;
362
363 m4x3f mlocal;
364 m3x3_identity( mlocal );
365 v3_copy( board->truck_positions[i], mlocal[3] );
366 m4x3_mul( root, mlocal, mlocal );
367
368 if( shader == k_board_shader_entity ){
369 m4x3_expand( mlocal, m4mdl );
370 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
371 shader_model_entity_uPvmPrev( m4mdl );
372 shader_model_entity_uMdl( mlocal );
373 }
374 else
375 shader_model_board_view_uMdl( mlocal );
376
377 mdl_draw_submesh( &board->trucks[i] );
378 }
379
380 for( int i=0; i<4; i++ ){
381 if( !board->wheels[i].indice_count )
382 continue;
383
384 m4x3f mlocal;
385 m3x3_identity( mlocal );
386 v3_copy( board->wheel_positions[i], mlocal[3] );
387 m4x3_mul( root, mlocal, mlocal );
388
389 if( shader == k_board_shader_entity ){
390 m4x3_expand( mlocal, m4mdl );
391 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
392 shader_model_entity_uPvmPrev( m4mdl );
393 shader_model_entity_uMdl( mlocal );
394 }
395 else
396 shader_model_board_view_uMdl( mlocal );
397
398 mdl_draw_submesh( &board->wheels[i] );
399 }
400 }
401
402 PLAYER_API void player__render( camera *cam, player_instance *player )
403 {
404 shader_model_character_view_use();
405
406 glActiveTexture( GL_TEXTURE0 );
407 glBindTexture( GL_TEXTURE_2D, player->playermodel->texture );
408 shader_model_character_view_uTexMain( 0 );
409 shader_model_character_view_uCamera( cam->transform[3] );
410 shader_model_character_view_uPv( cam->mtx.pv );
411 shader_model_character_view_uTexSceneDepth( 1 );
412 render_fb_bind_texture( gpipeline.fb_main, 2, 1 );
413 v3f inverse;
414 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
415 inverse[2] = main_camera.farz-main_camera.nearz;
416
417 shader_model_character_view_uInverseRatioDepth( inverse );
418 render_fb_inverse_ratio( NULL, inverse );
419 inverse[2] = cam->farz-cam->nearz;
420 shader_model_character_view_uInverseRatioMain( inverse );
421
422 world_instance *world = world_current_instance();
423 world_link_lighting_ub( world, _shader_model_character_view.id );
424 world_bind_position_texture( world, _shader_model_character_view.id,
425 _uniform_model_character_view_g_world_depth, 2 );
426 world_bind_light_array( world, _shader_model_character_view.id,
427 _uniform_model_character_view_uLightsArray, 3 );
428 world_bind_light_index( world, _shader_model_character_view.id,
429 _uniform_model_character_view_uLightsIndex, 4 );
430
431 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
432 player->playeravatar->sk.bone_count,
433 0,
434 (float *)player->playeravatar->sk.final_mtx );
435
436 mesh_bind( &player->playermodel->mesh );
437 mesh_draw( &player->playermodel->mesh );
438
439 struct player_board *board = player_get_player_board( player );
440
441 render_board( cam, world, board, player->playeravatar->sk.final_mtx[
442 player->playeravatar->id_board],
443 k_board_shader_player );
444 }
445
446 #endif /* PLAYER_RENDER_C */