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"
15 #include "shaders/model_board_view.h"
16 #include "depth_compare.h"
19 #include "player_remote.h"
21 static void player_load_animation_reference( const char *path
){
22 mdl_context
*meta
= &localplayer
.skeleton_meta
;
23 mdl_open( meta
, path
, vg_mem
.rtmemory
);
24 mdl_load_metadata_block( meta
, vg_mem
.rtmemory
);
25 mdl_load_animation_block( meta
, vg_mem
.rtmemory
);
28 struct skeleton
*sk
= &localplayer
.skeleton
;
29 skeleton_setup( sk
, vg_mem
.rtmemory
, meta
);
31 localplayer
.id_hip
= skeleton_bone_id( sk
, "hips" );
32 localplayer
.id_chest
= skeleton_bone_id( sk
, "chest" );
33 localplayer
.id_ik_hand_l
= skeleton_bone_id( sk
, "hand.IK.L" );
34 localplayer
.id_ik_hand_r
= skeleton_bone_id( sk
, "hand.IK.R" );
35 localplayer
.id_ik_elbow_l
= skeleton_bone_id( sk
, "elbow.L" );
36 localplayer
.id_ik_elbow_r
= skeleton_bone_id( sk
, "elbow.R" );
37 localplayer
.id_head
= skeleton_bone_id( sk
, "head" );
38 localplayer
.id_ik_foot_l
= skeleton_bone_id( sk
, "foot.IK.L" );
39 localplayer
.id_ik_foot_r
= skeleton_bone_id( sk
, "foot.IK.R" );
40 localplayer
.id_board
= skeleton_bone_id( sk
, "board" );
41 localplayer
.id_wheel_l
= skeleton_bone_id( sk
, "wheel.L" );
42 localplayer
.id_wheel_r
= skeleton_bone_id( sk
, "wheel.R" );
43 localplayer
.id_ik_knee_l
= skeleton_bone_id( sk
, "knee.L" );
44 localplayer
.id_ik_knee_r
= skeleton_bone_id( sk
, "knee.R" );
45 localplayer
.id_eyes
= skeleton_bone_id( sk
, "eyes" );
47 setup_ragdoll_from_skeleton( sk
, &localplayer
.ragdoll
);
49 /* allocate matrix buffers for localplayer and remote players */
50 u32 mtx_size
= sizeof(m4x3f
)*sk
->bone_count
;
51 localplayer
.final_mtx
= vg_linear_alloc( vg_mem
.rtmemory
, mtx_size
);
52 netplayers
.final_mtx
= vg_linear_alloc( vg_mem
.rtmemory
,
53 mtx_size
*NETWORK_MAX_PLAYERS
);
56 /* TODO: Standard model load */
58 static void dynamic_model_load( mdl_context
*ctx
,
59 struct dynamic_model_1texture
*mdl
,
60 const char *path
, u32
*fixup_table
){
61 if( !mdl_arrcount( &ctx
->textures
) )
62 vg_fatal_error( "No texture in model" );
64 mdl_texture
*tex0
= mdl_arritm( &ctx
->textures
, 0 );
65 void *data
= vg_linear_alloc( vg_mem
.scratch
, tex0
->file
.pack_size
);
66 mdl_fread_pack_file( ctx
, &tex0
->file
, data
);
68 vg_tex2d_load_qoi_async( data
, tex0
->file
.pack_size
,
69 VG_TEX2D_NEAREST
|VG_TEX2D_CLAMP
,
72 mdl_async_load_glmesh( ctx
, &mdl
->mesh
, fixup_table
);
75 static void dynamic_model_unload( struct dynamic_model_1texture
*mdl
){
76 mesh_free( &mdl
->mesh
);
77 glDeleteTextures( 1, &mdl
->texture
);
80 /* TODO: allow error handling */
81 static void player_board_load( struct player_board
*board
,
84 vg_linear_clear( vg_mem
.scratch
);
87 mdl_open( &ctx
, path
, vg_mem
.scratch
);
88 mdl_load_metadata_block( &ctx
, vg_mem
.scratch
);
90 dynamic_model_load( &ctx
, &board
->mdl
, path
, NULL
);
92 mdl_array_ptr markers
;
93 MDL_LOAD_ARRAY( &ctx
, &markers
, ent_marker
, vg_mem
.scratch
);
95 /* TODO: you get put into a new section, the above is standard mdl loads. */
96 for( int i
=0; i
<4; i
++ )
97 board
->wheels
[i
].indice_count
= 0;
98 for( int i
=0; i
<2; i
++ )
99 board
->trucks
[i
].indice_count
= 0;
100 board
->board
.indice_count
= 0;
102 for( u32 i
=0; i
<mdl_arrcount(&ctx
.meshs
); i
++ ){
103 mdl_mesh
*mesh
= mdl_arritm( &ctx
.meshs
, i
);
105 if( mdl_entity_id_type( mesh
->entity_id
) != k_ent_marker
)
108 u32 index
= mdl_entity_id_id( mesh
->entity_id
);
109 ent_marker
*marker
= mdl_arritm( &markers
, index
);
111 mdl_submesh
*sm0
= mdl_arritm( &ctx
.submeshs
, mesh
->submesh_start
);
113 const char *alias
= mdl_pstr( &ctx
, marker
->pstr_alias
);
114 u32 lr
= marker
->transform
.co
[0] > 0.0f
? 1: 0,
115 fb
= marker
->transform
.co
[2] > 0.0f
? 0: 1;
117 if( !strcmp( alias
, "wheel" ) ){
119 board
->wheels
[ id
] = *sm0
;
120 v3_copy( marker
->transform
.co
, board
->wheel_positions
[ id
] );
122 else if( !strcmp( alias
, "board" ) ){
124 v3_copy( marker
->transform
.co
, board
->board_position
);
126 else if( !strcmp( alias
, "truck" ) ){
127 board
->trucks
[ fb
] = *sm0
;
128 v3_copy( marker
->transform
.co
, board
->truck_positions
[ fb
] );
135 static void player_board_unload( struct player_board
*board
){
136 dynamic_model_unload( &board
->mdl
);
139 static void player_model_load( struct player_model
*board
, const char *path
){
140 vg_linear_clear( vg_mem
.scratch
);
143 mdl_open( &ctx
, path
, vg_mem
.scratch
);
144 mdl_load_metadata_block( &ctx
, vg_mem
.scratch
);
146 if( !ctx
.armatures
.count
)
147 vg_fatal_error( "No armature in playermodel\n" );
149 mdl_armature
*armature
= mdl_arritm( &ctx
.armatures
, 0 );
151 u32 fixup_table
[ armature
->bone_count
+1 ];
152 for( u32 i
=0; i
<armature
->bone_count
+1; i
++ )
155 for( u32 i
=1; i
<localplayer
.skeleton
.bone_count
; i
++ ){
156 struct skeleton_bone
*sb
= &localplayer
.skeleton
.bones
[i
];
157 u32 hash
= vg_strdjb2( sb
->name
);
159 for( u32 j
=1; j
<armature
->bone_count
; j
++ ){
160 mdl_bone
*bone
= mdl_arritm( &ctx
.bones
, armature
->bone_start
+j
);
162 if( mdl_pstreq( &ctx
, bone
->pstr_name
, sb
->name
, hash
) ){
163 fixup_table
[j
+1] = i
;
169 dynamic_model_load( &ctx
, &board
->mdl
, path
, fixup_table
);
173 static void player_model_unload( struct player_model
*board
){
174 dynamic_model_unload( &board
->mdl
);
177 static void apply_full_skeleton_pose( struct skeleton
*sk
, player_pose
*pose
,
180 q_m3x3( pose
->root_q
, transform
);
181 v3_copy( pose
->root_co
, transform
[3] );
183 if( pose
->type
== k_player_pose_type_ik
){
184 skeleton_apply_pose( sk
, pose
->keyframes
,
185 k_anim_apply_defer_ik
, final_mtx
);
186 skeleton_apply_ik_pass( sk
, final_mtx
);
187 skeleton_apply_pose( sk
, pose
->keyframes
,
188 k_anim_apply_deffered_only
, final_mtx
);
189 skeleton_apply_inverses( sk
, final_mtx
);
190 skeleton_apply_transform( sk
, transform
, final_mtx
);
192 else if( pose
->type
== k_player_pose_type_fk_2
){
193 skeleton_apply_pose( sk
, pose
->keyframes
,
194 k_anim_apply_always
, final_mtx
);
195 skeleton_apply_inverses( sk
, final_mtx
);
196 skeleton_apply_transform( sk
, transform
, final_mtx
);
200 static void player__animate(void){
201 struct player_subsystem_interface
*sys
=
202 player_subsystems
[localplayer
.subsystem
];
204 assert( sys
->animate
);
206 assert( sys
->animator_data
);
210 player_pose
*pose
= &localplayer
.pose
;
211 sys
->pose( sys
->animator_data
, pose
);
213 struct skeleton
*sk
= &localplayer
.skeleton
;
215 if( localplayer
.holdout_time
> 0.0f
){
216 skeleton_lerp_pose( sk
,
217 pose
->keyframes
,localplayer
.holdout_pose
.keyframes
,
218 localplayer
.holdout_time
, pose
->keyframes
);
220 v3_muladds( pose
->root_co
, localplayer
.holdout_pose
.root_co
,
221 localplayer
.holdout_time
, pose
->root_co
);
222 q_nlerp( pose
->root_q
, localplayer
.holdout_pose
.root_q
,
223 localplayer
.holdout_time
, pose
->root_q
);
225 localplayer
.holdout_time
-= vg
.time_frame_delta
* 2.0f
;
228 v3_fill( pose
->keyframes
[ localplayer
.id_eyes
-1 ].co
, sinf(vg
.time
) );
230 apply_full_skeleton_pose( sk
, &localplayer
.pose
, localplayer
.final_mtx
);
231 skeleton_debug( sk
, localplayer
.final_mtx
);
233 if( sys
->post_animate
)
236 player__cam_iterate();
239 static void player_copy_frame_animator( replay_frame
*frame
){
240 struct player_subsystem_interface
*sys
=
241 player_subsystems
[localplayer
.subsystem
];
243 if( sys
->animator_size
){
244 void *src
= replay_frame_data( frame
, k_replay_framedata_animator
);
245 memcpy( sys
->animator_data
, src
, sys
->animator_size
);
249 static void lerp_player_pose( player_pose
*pose0
, player_pose
*pose1
, f32 t
,
250 player_pose
*posed
){
251 struct skeleton
*sk
= &localplayer
.skeleton
;
253 v3_lerp( pose0
->root_co
, pose1
->root_co
, t
, posed
->root_co
);
254 q_nlerp( pose0
->root_q
, pose1
->root_q
, t
, posed
->root_q
);
255 posed
->type
= pose0
->type
;
256 posed
->board
.lean
= vg_lerpf( pose0
->board
.lean
, pose1
->board
.lean
, t
);
258 if( pose0
->type
!= pose1
->type
){
259 /* it would be nice to apply IK pass in-keyframes. TOO BAD! */
260 skeleton_copy_pose( sk
, pose0
->keyframes
, posed
->keyframes
);
263 skeleton_lerp_pose( sk
, pose0
->keyframes
, pose1
->keyframes
, t
,
268 static void player__animate_from_replay( replay_buffer
*replay
){
269 replay_frame
*frame
= replay
->cursor_frame
,
275 f32 t
= replay_subframe_time( replay
);
277 player_pose pose0
, pose1
;
279 struct player_subsystem_interface
280 *sys0
= player_subsystems
[frame
->system
],
281 *sys1
= player_subsystems
[next
->system
];
283 void *a0
= replay_frame_data( frame
, k_replay_framedata_animator
),
284 *a1
= replay_frame_data( next
, k_replay_framedata_animator
);
286 sys0
->pose( a0
, &pose0
);
287 sys1
->pose( a1
, &pose1
);
289 lerp_player_pose( &pose0
, &pose1
, t
, &localplayer
.pose
);
292 struct player_subsystem_interface
293 *sys
= player_subsystems
[frame
->system
];
294 sys
->pose( replay_frame_data( frame
, k_replay_framedata_animator
),
300 apply_full_skeleton_pose( &localplayer
.skeleton
, &localplayer
.pose
,
301 localplayer
.final_mtx
);
304 static void player__pre_render(void){
305 /* shadowing/ao info */
306 struct player_board
*board
=
307 addon_cache_item_if_loaded( k_addon_type_board
,
308 localplayer
.board_view_slot
);
311 v3_copy((v3f
){0.0f
,0.1f
, board
->truck_positions
[0][2]}, vp0
);
312 v3_copy((v3f
){0.0f
,0.1f
, board
->truck_positions
[1][2]}, vp1
);
319 struct ub_world_lighting
*ubo
= &world_current_instance()->ub_lighting
;
320 v3f
*board_mtx
= localplayer
.final_mtx
[ localplayer
.id_board
];
321 m4x3_mulv( board_mtx
, vp0
, ubo
->g_board_0
);
322 m4x3_mulv( board_mtx
, vp1
, ubo
->g_board_1
);
325 static void render_board( camera
*cam
, world_instance
*world
,
326 struct player_board
*board
, m4x3f root
,
327 struct player_board_pose
*pose
,
328 enum board_shader shader
)
331 board
= &localplayer
.fallback_board
;
334 * adding depth compare to this shader
339 glActiveTexture( GL_TEXTURE0
);
340 glBindTexture( GL_TEXTURE_2D
, board
->mdl
.texture
);
342 if( shader
== k_board_shader_player
){
343 shader_model_board_view_use();
344 shader_model_board_view_uTexMain( 0 );
345 shader_model_board_view_uCamera( cam
->transform
[3] );
346 shader_model_board_view_uPv( cam
->mtx
.pv
);
348 shader_model_board_view_uDepthCompare(1);
350 shader_model_board_view_uTexSceneDepth
,
351 shader_model_board_view_uInverseRatioDepth
,
352 shader_model_board_view_uInverseRatioMain
,
355 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, model_board_view
);
357 else if( shader
== k_board_shader_entity
){
358 shader_model_entity_use();
359 shader_model_entity_uTexMain( 0 );
360 shader_model_entity_uCamera( cam
->transform
[3] );
361 shader_model_entity_uPv( cam
->mtx
.pv
);
363 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, model_entity
);
366 mesh_bind( &board
->mdl
.mesh
);
370 if( board
->board
.indice_count
){
372 m3x3_identity( mlocal
);
380 q_axis_angle( qroll
, (v3f
){0.0f
,0.0f
,1.0f
}, pose
->lean
* 0.6f
);
381 keyframe_rotate_around( &kf
, (v3f
){0.0f
,0.11f
,0.0f
},
382 (v3f
){0.0f
,0.0f
,0.0f
}, qroll
);
384 v3_add( board
->board_position
, kf
.co
, mlocal
[3] );
385 q_m3x3( kf
.q
, mlocal
);
387 m4x3_mul( root
, mlocal
, mlocal
);
389 if( shader
== k_board_shader_entity
){
390 /* TODO: provide a way to supply previous mdl mtx? */
391 m4x3_expand( mlocal
, m4mdl
);
392 m4x4_mul( cam
->mtx_prev
.pv
, m4mdl
, m4mdl
);
393 shader_model_entity_uPvmPrev( m4mdl
);
394 shader_model_entity_uMdl( mlocal
);
397 shader_model_board_view_uMdl( mlocal
);
399 mdl_draw_submesh( &board
->board
);
402 for( int i
=0; i
<2; i
++ ){
403 if( !board
->trucks
[i
].indice_count
)
407 m3x3_identity( mlocal
);
408 v3_copy( board
->truck_positions
[i
], mlocal
[3] );
409 m4x3_mul( root
, mlocal
, mlocal
);
411 if( shader
== k_board_shader_entity
){
412 m4x3_expand( mlocal
, m4mdl
);
413 m4x4_mul( cam
->mtx_prev
.pv
, m4mdl
, m4mdl
);
414 shader_model_entity_uPvmPrev( m4mdl
);
415 shader_model_entity_uMdl( mlocal
);
418 shader_model_board_view_uMdl( mlocal
);
420 mdl_draw_submesh( &board
->trucks
[i
] );
423 for( int i
=0; i
<4; i
++ ){
424 if( !board
->wheels
[i
].indice_count
)
428 m3x3_identity( mlocal
);
429 v3_copy( board
->wheel_positions
[i
], mlocal
[3] );
430 m4x3_mul( root
, mlocal
, mlocal
);
432 if( shader
== k_board_shader_entity
){
433 m4x3_expand( mlocal
, m4mdl
);
434 m4x4_mul( cam
->mtx_prev
.pv
, m4mdl
, m4mdl
);
435 shader_model_entity_uPvmPrev( m4mdl
);
436 shader_model_entity_uMdl( mlocal
);
439 shader_model_board_view_uMdl( mlocal
);
441 mdl_draw_submesh( &board
->wheels
[i
] );
445 static void render_playermodel( camera
*cam
, world_instance
*world
,
447 struct player_model
*model
,
448 struct skeleton
*skeleton
,
452 shader_model_character_view_use();
454 glActiveTexture( GL_TEXTURE0
);
455 glBindTexture( GL_TEXTURE_2D
, model
->mdl
.texture
);
456 shader_model_character_view_uTexMain( 0 );
457 shader_model_character_view_uCamera( cam
->transform
[3] );
458 shader_model_character_view_uPv( cam
->mtx
.pv
);
460 shader_model_character_view_uDepthCompare( depth_compare
);
463 shader_model_character_view_uTexSceneDepth
,
464 shader_model_character_view_uInverseRatioDepth
,
465 shader_model_character_view_uInverseRatioMain
,
469 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, model_character_view
);
471 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms
,
472 skeleton
->bone_count
,
474 (const GLfloat
*)final_mtx
);
476 mesh_bind( &model
->mdl
.mesh
);
477 mesh_draw( &model
->mdl
.mesh
);
480 static void player__render( camera
*cam
){
481 world_instance
*world
= world_current_instance();
482 SDL_AtomicLock( &addon_system
.sl_cache_using_resources
);
484 struct player_model
*model
=
485 addon_cache_item_if_loaded( k_addon_type_player
,
486 localplayer
.playermodel_view_slot
);
488 if( !model
) model
= &localplayer
.fallback_model
;
489 render_playermodel( cam
, world
, 1, model
, &localplayer
.skeleton
,
490 localplayer
.final_mtx
);
492 struct player_board
*board
=
493 addon_cache_item_if_loaded( k_addon_type_board
,
494 localplayer
.board_view_slot
);
496 render_board( cam
, world
, board
, localplayer
.final_mtx
[localplayer
.id_board
],
497 &localplayer
.pose
.board
, k_board_shader_player
);
499 SDL_AtomicUnlock( &addon_system
.sl_cache_using_resources
);
502 #endif /* PLAYER_RENDER_C */