animation board tweaks
[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 dynamic_model_load( mdl_context *ctx,
43 struct dynamic_model_1texture *mdl,
44 const char *path )
45 {
46 if( !mdl_arrcount( &ctx->textures ) )
47 vg_fatal_error( "No texture in model" );
48
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 );
52
53 vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
54 VG_TEX2D_NEAREST|VG_TEX2D_CLAMP,
55 &mdl->texture );
56
57 mdl_async_load_glmesh( ctx, &mdl->mesh );
58 }
59
60 VG_STATIC void dynamic_model_unload( struct dynamic_model_1texture *mdl ){
61 mesh_free( &mdl->mesh );
62 glDeleteTextures( 1, &mdl->texture );
63 }
64
65 /* TODO: allow error handling */
66 VG_STATIC void player_board_load( struct player_board *board,
67 const char *path ){
68
69 vg_linear_clear( vg_mem.scratch );
70
71 mdl_context ctx;
72 mdl_open( &ctx, path, vg_mem.scratch );
73 mdl_load_metadata_block( &ctx, vg_mem.scratch );
74
75 dynamic_model_load( &ctx, &board->mdl, path );
76
77 mdl_array_ptr markers;
78 mdl_load_array( &ctx, &markers, "ent_marker", vg_mem.scratch );
79
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;
86
87 for( u32 i=0; i<mdl_arrcount(&ctx.meshs); i++ ){
88 mdl_mesh *mesh = mdl_arritm( &ctx.meshs, i );
89
90 if( mdl_entity_id_type( mesh->entity_id ) != k_ent_marker )
91 continue;
92
93 u32 index = mdl_entity_id_id( mesh->entity_id );
94 ent_marker *marker = mdl_arritm( &markers, index );
95
96 mdl_submesh *sm0 = mdl_arritm( &ctx.submeshs, mesh->submesh_start );
97
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;
101
102 if( !strcmp( alias, "wheel" ) ){
103 u32 id = fb<<1 | lr;
104 board->wheels[ id ] = *sm0;
105 v3_copy( marker->transform.co, board->wheel_positions[ id ] );
106 }
107 else if( !strcmp( alias, "board" ) ){
108 board->board = *sm0;
109 v3_copy( marker->transform.co, board->board_position );
110 }
111 else if( !strcmp( alias, "truck" ) ){
112 board->trucks[ fb ] = *sm0;
113 v3_copy( marker->transform.co, board->truck_positions[ fb ] );
114 }
115 }
116
117 mdl_close( &ctx );
118 }
119
120 VG_STATIC void player_board_unload( struct player_board *board ){
121 dynamic_model_unload( &board->mdl );
122 }
123
124 VG_STATIC void player_model_load( struct player_model *board, const char *path){
125 vg_linear_clear( vg_mem.scratch );
126
127 mdl_context ctx;
128 mdl_open( &ctx, path, vg_mem.scratch );
129 mdl_load_metadata_block( &ctx, vg_mem.scratch );
130
131 dynamic_model_load( &ctx, &board->mdl, path );
132
133 mdl_close( &ctx );
134 }
135
136 VG_STATIC void player_model_unload( struct player_model *board ){
137 dynamic_model_unload( &board->mdl );
138 }
139
140 VG_STATIC void player__pre_render( player_instance *player )
141 {
142 if( _player_animate[ player->subsystem ] ){
143 player_animation res;
144 _player_animate[ player->subsystem ]( player, &res );
145
146 m4x3f transform;
147 q_m3x3( res.root_q, transform );
148 v3_copy( res.root_co, transform[3] );
149
150 struct skeleton *sk = &player->playeravatar->sk;
151
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;
156 }
157
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 );
163
164 skeleton_debug( sk );
165 }
166
167 if( _player_post_animate[ player->subsystem ] )
168 _player_post_animate[ player->subsystem ]( player );
169
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 );
174
175 v3f vp0, vp1;
176
177 if( board ){
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 );
180 }
181 else{
182 v3_zero( vp0 );
183 v3_zero( vp1 );
184 }
185
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 );
189
190 if( player->immobile ){
191 player__cam_iterate( player );
192 return;
193 }
194
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 );
201
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;
208 }
209 else{
210 world_render.sky_target_rate = -100.0;
211
212 float budget = vg.time_delta,
213 overall_length = player->rewind_length;
214
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 );
219
220 struct rewind_frame *fr = &player->rewind_buffer[i0],
221 *fr1 = &player->rewind_buffer[i1];
222
223 float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
224 subl = vg_fractf( player->rewind_time ) + 0.001f,
225
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),
229
230 advl = vg_minf( mod, subl ),
231 advt = (advl / mod) * budget;
232
233 player->dist_accum += speed * advt;
234 player->rewind_time -= advl;
235 budget -= advt;
236 }
237
238 player->rewind_time = vg_maxf( 0.0f, player->rewind_time );
239
240 float current_time = vg.time - player->rewind_start,
241 remaining = player->rewind_predicted_time - current_time;
242
243 if( player->rewind_sound_wait ){
244 if( player->rewind_predicted_time >= 6.5f ){
245 if( remaining <= 6.5f ){
246 audio_lock();
247 audio_oneshot( &audio_rewind[3], 1.0f, 0.0f );
248 audio_unlock();
249 player->rewind_sound_wait = 0;
250 }
251 }
252 else if( player->rewind_predicted_time >= 2.5f ){
253 if( remaining <= 2.5f ){
254 audio_lock();
255 audio_oneshot( &audio_rewind[2], 1.0f, 0.0f );
256 audio_unlock();
257 player->rewind_sound_wait = 0;
258 }
259 }
260 else if( player->rewind_predicted_time >= 1.5f ){
261 if( remaining <= 1.5f ){
262 audio_lock();
263 audio_oneshot( &audio_rewind[1], 1.0f, 0.0f );
264 audio_unlock();
265 player->rewind_sound_wait = 0;
266 }
267 }
268 }
269
270 int i0 = floorf( player->rewind_time ),
271 i1 = VG_MIN( i0+1, player->rewind_length-1 );
272
273 struct rewind_frame *fr = &player->rewind_buffer[i0],
274 *fr1 = &player->rewind_buffer[i1];
275
276 float sub = vg_fractf(player->rewind_time);
277
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;
284
285 float blend = player->rewind_time * 0.25f;
286 player->cam_override_strength = vg_clampf( blend, 0.0f, 1.0f );
287 }
288 }
289 else player->cam_override_strength = 0.0f;
290
291 player__cam_iterate( player );
292 }
293
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 )
298 {
299 if( !board ) return;
300
301 v3f inverse;
302
303 glActiveTexture( GL_TEXTURE0 );
304 glBindTexture( GL_TEXTURE_2D, board->mdl.texture );
305
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 );
313
314 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
315
316 inverse[2] = main_camera.farz-main_camera.nearz;
317
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 );
322
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 );
330 }
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 );
336
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 );
344 }
345
346 mesh_bind( &board->mdl.mesh );
347
348 m4x4f m4mdl;
349
350 if( board->board.indice_count ){
351 m4x3f mlocal;
352 m3x3_identity( mlocal );
353
354 mdl_keyframe kf;
355 v3_zero( kf.co );
356 q_identity( kf.q );
357 v3_zero( kf.s );
358
359 v4f qroll;
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 );
363
364 v3_add( board->board_position, kf.co, mlocal[3] );
365 q_m3x3( kf.q, mlocal );
366
367 m4x3_mul( root, mlocal, mlocal );
368
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 );
375 }
376 else
377 shader_model_board_view_uMdl( mlocal );
378
379 mdl_draw_submesh( &board->board );
380 }
381
382 for( int i=0; i<2; i++ ){
383 if( !board->trucks[i].indice_count )
384 continue;
385
386 m4x3f mlocal;
387 m3x3_identity( mlocal );
388 v3_copy( board->truck_positions[i], mlocal[3] );
389 m4x3_mul( root, mlocal, mlocal );
390
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 );
396 }
397 else
398 shader_model_board_view_uMdl( mlocal );
399
400 mdl_draw_submesh( &board->trucks[i] );
401 }
402
403 for( int i=0; i<4; i++ ){
404 if( !board->wheels[i].indice_count )
405 continue;
406
407 m4x3f mlocal;
408 m3x3_identity( mlocal );
409 v3_copy( board->wheel_positions[i], mlocal[3] );
410 m4x3_mul( root, mlocal, mlocal );
411
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 );
417 }
418 else
419 shader_model_board_view_uMdl( mlocal );
420
421 mdl_draw_submesh( &board->wheels[i] );
422 }
423 }
424
425 VG_STATIC void render_playermodel( camera *cam, world_instance *world,
426 struct player_model *model,
427 struct skeleton *skeleton ){
428 if( !model ) return;
429
430 shader_model_character_view_use();
431
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 );
439 v3f inverse;
440 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
441 inverse[2] = main_camera.farz-main_camera.nearz;
442
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 );
447
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 );
455
456 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
457 skeleton->bone_count,
458 0,
459 (float *)skeleton->final_mtx );
460
461 mesh_bind( &model->mdl.mesh );
462 mesh_draw( &model->mdl.mesh );
463 }
464
465 PLAYER_API void player__render( camera *cam, player_instance *player )
466 {
467 world_instance *world = world_current_instance();
468 SDL_AtomicLock( &addon_system.sl_cache_using_resources );
469
470 struct player_model *model =
471 addon_cache_item_if_loaded( k_addon_type_player,
472 player->playermodel_view_slot );
473
474 if( !model ) model = &player->fallback_model;
475 render_playermodel( cam, world, model, &player->playeravatar->sk );
476
477 struct player_board *board =
478 addon_cache_item_if_loaded( k_addon_type_board,
479 player->board_view_slot );
480
481 render_board( cam, world, board, player->playeravatar->sk.final_mtx[
482 player->playeravatar->id_board],
483 &player->board_pose,
484 k_board_shader_player );
485
486 SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
487 }
488
489 #endif /* PLAYER_RENDER_C */