switch to dynamic sizes
[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 #include "input.h"
11
12 #include "shaders/model_character_view.h"
13 #include "shaders/model_board_view.h"
14 #include "shaders/model_entity.h"
15
16 VG_STATIC void player_avatar_load( struct player_avatar *av, const char *path )
17 {
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 );
22
23 struct skeleton *sk = &av->sk;
24 skeleton_setup( sk, vg_mem.rtmemory, &av->meta );
25
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" );
39 }
40
41 /* TODO: Standard model load */
42
43 VG_STATIC void dynamic_model_load( mdl_context *ctx,
44 struct dynamic_model_1texture *mdl,
45 const char *path )
46 {
47 if( !mdl_arrcount( &ctx->textures ) )
48 vg_fatal_error( "No texture in model" );
49
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 );
53
54 vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
55 VG_TEX2D_NEAREST|VG_TEX2D_CLAMP,
56 &mdl->texture );
57
58 mdl_async_load_glmesh( ctx, &mdl->mesh );
59 }
60
61 VG_STATIC void dynamic_model_unload( struct dynamic_model_1texture *mdl ){
62 mesh_free( &mdl->mesh );
63 glDeleteTextures( 1, &mdl->texture );
64 }
65
66 /* TODO: allow error handling */
67 VG_STATIC void player_board_load( struct player_board *board,
68 const char *path ){
69
70 vg_linear_clear( vg_mem.scratch );
71
72 mdl_context ctx;
73 mdl_open( &ctx, path, vg_mem.scratch );
74 mdl_load_metadata_block( &ctx, vg_mem.scratch );
75
76 dynamic_model_load( &ctx, &board->mdl, path );
77
78 mdl_array_ptr markers;
79 mdl_load_array( &ctx, &markers, "ent_marker", vg_mem.scratch );
80
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;
87
88 for( u32 i=0; i<mdl_arrcount(&ctx.meshs); i++ ){
89 mdl_mesh *mesh = mdl_arritm( &ctx.meshs, i );
90
91 if( mdl_entity_id_type( mesh->entity_id ) != k_ent_marker )
92 continue;
93
94 u32 index = mdl_entity_id_id( mesh->entity_id );
95 ent_marker *marker = mdl_arritm( &markers, index );
96
97 mdl_submesh *sm0 = mdl_arritm( &ctx.submeshs, mesh->submesh_start );
98
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;
102
103 if( !strcmp( alias, "wheel" ) ){
104 u32 id = fb<<1 | lr;
105 board->wheels[ id ] = *sm0;
106 v3_copy( marker->transform.co, board->wheel_positions[ id ] );
107 }
108 else if( !strcmp( alias, "board" ) ){
109 board->board = *sm0;
110 v3_copy( marker->transform.co, board->board_position );
111 }
112 else if( !strcmp( alias, "truck" ) ){
113 board->trucks[ fb ] = *sm0;
114 v3_copy( marker->transform.co, board->truck_positions[ fb ] );
115 }
116 }
117
118 mdl_close( &ctx );
119 }
120
121 VG_STATIC void player_board_unload( struct player_board *board ){
122 dynamic_model_unload( &board->mdl );
123 }
124
125 VG_STATIC void player_model_load( struct player_model *board, const char *path){
126 vg_linear_clear( vg_mem.scratch );
127
128 mdl_context ctx;
129 mdl_open( &ctx, path, vg_mem.scratch );
130 mdl_load_metadata_block( &ctx, vg_mem.scratch );
131
132 dynamic_model_load( &ctx, &board->mdl, path );
133
134 mdl_close( &ctx );
135 }
136
137 VG_STATIC void player_model_unload( struct player_model *board ){
138 dynamic_model_unload( &board->mdl );
139 }
140
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;
145
146 _player_animate[ player->subsystem ]( player, &res );
147
148 m4x3f transform;
149 q_m3x3( res.root_q, transform );
150 v3_copy( res.root_co, transform[3] );
151
152 struct skeleton *sk = &player->playeravatar->sk;
153
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;
158 }
159
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 );
166 }
167 else {
168 skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute );
169 }
170
171 skeleton_debug( sk );
172 }
173
174 if( _player_post_animate[ player->subsystem ] )
175 _player_post_animate[ player->subsystem ]( player );
176
177 player__cam_iterate( player );
178 }
179
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) */
184
185 player_animation res;
186 replay_frame *frame = replay->cursor_frame,
187 *next = NULL;
188
189 if( frame ){
190 next = frame->r;
191
192 if( next ){
193 f32 t = replay_subframe_time( replay );
194
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 );
202 }
203 else {
204 memcpy( &res, &frame->anim, sizeof(frame->anim) );
205 memcpy( &frame->board_pose, &player->board_pose,
206 sizeof(player->board_pose) );
207 }
208 }
209 else return;
210
211 struct skeleton *sk = &player->playeravatar->sk;
212 skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute );
213 }
214
215 VG_STATIC
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;
220
221 if( replay->head )
222 delta = vg.time - replay->head->time;
223
224 if( replay->statehead )
225 statedelta = vg.time - replay->statehead->time;
226
227 const f64 k_replay_rate = 1.0/30.0,
228 k_gamestate_rate = 0.5;
229
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;
236 }
237 else if( player->subsystem == k_player_subsystem_skate ){
238 gamestate_size = sizeof(struct player_skate_state);
239 gamestate_src = &player->_skate.state;
240 }
241 else if( player->subsystem == k_player_subsystem_dead ){
242 gamestate_size = sizeof(struct player_ragdoll);
243 gamestate_src = &player->ragdoll;
244 }
245 }
246 assert( gamestate_size < 0xffff );
247
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;
252
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;
257
258 struct skeleton *sk = &player->playeravatar->sk;
259 skeleton_decompose_mtx_absolute( sk, res->pose );
260
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;
267
268 if( gamestate_size ){
269 replay_gamestate *gs = replay_frame_gamestate( frame );
270 gs->system = player->subsystem;
271
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 );
277
278 /* subsytem/dynamic block */
279 void *dst = replay_gamestate_subsystem_data( gs );
280 memcpy( dst, gamestate_src, gamestate_size );
281 }
282 }
283 }
284
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 );
291 v3f vp0, vp1;
292 if( board ){
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 );
295 }
296 else{
297 v3_zero( vp0 );
298 v3_zero( vp1 );
299 }
300
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 );
304 }
305
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 )
310 {
311 if( !board ) return;
312
313 v3f inverse;
314
315 glActiveTexture( GL_TEXTURE0 );
316 glBindTexture( GL_TEXTURE_2D, board->mdl.texture );
317
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 );
325
326 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
327
328 inverse[2] = skaterift.cam.farz-skaterift.cam.nearz;
329
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 );
334
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 );
342 }
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 );
348
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 );
356 }
357
358 mesh_bind( &board->mdl.mesh );
359
360 m4x4f m4mdl;
361
362 if( board->board.indice_count ){
363 m4x3f mlocal;
364 m3x3_identity( mlocal );
365
366 mdl_keyframe kf;
367 v3_zero( kf.co );
368 q_identity( kf.q );
369 v3_zero( kf.s );
370
371 v4f qroll;
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 );
375
376 v3_add( board->board_position, kf.co, mlocal[3] );
377 q_m3x3( kf.q, mlocal );
378
379 m4x3_mul( root, mlocal, mlocal );
380
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 );
387 }
388 else
389 shader_model_board_view_uMdl( mlocal );
390
391 mdl_draw_submesh( &board->board );
392 }
393
394 for( int i=0; i<2; i++ ){
395 if( !board->trucks[i].indice_count )
396 continue;
397
398 m4x3f mlocal;
399 m3x3_identity( mlocal );
400 v3_copy( board->truck_positions[i], mlocal[3] );
401 m4x3_mul( root, mlocal, mlocal );
402
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 );
408 }
409 else
410 shader_model_board_view_uMdl( mlocal );
411
412 mdl_draw_submesh( &board->trucks[i] );
413 }
414
415 for( int i=0; i<4; i++ ){
416 if( !board->wheels[i].indice_count )
417 continue;
418
419 m4x3f mlocal;
420 m3x3_identity( mlocal );
421 v3_copy( board->wheel_positions[i], mlocal[3] );
422 m4x3_mul( root, mlocal, mlocal );
423
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 );
429 }
430 else
431 shader_model_board_view_uMdl( mlocal );
432
433 mdl_draw_submesh( &board->wheels[i] );
434 }
435 }
436
437 VG_STATIC void render_playermodel( camera *cam, world_instance *world,
438 struct player_model *model,
439 struct skeleton *skeleton ){
440 if( !model ) return;
441
442 shader_model_character_view_use();
443
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 );
451 v3f inverse;
452 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
453 inverse[2] = skaterift.cam.farz-skaterift.cam.nearz;
454
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 );
459
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 );
467
468 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
469 skeleton->bone_count,
470 0,
471 (float *)skeleton->final_mtx );
472
473 mesh_bind( &model->mdl.mesh );
474 mesh_draw( &model->mdl.mesh );
475 }
476
477 PLAYER_API void player__render( camera *cam, player_instance *player )
478 {
479 world_instance *world = world_current_instance();
480 SDL_AtomicLock( &addon_system.sl_cache_using_resources );
481
482 struct player_model *model =
483 addon_cache_item_if_loaded( k_addon_type_player,
484 player->playermodel_view_slot );
485
486 if( !model ) model = &player->fallback_model;
487 render_playermodel( cam, world, model, &player->playeravatar->sk );
488
489 struct player_board *board =
490 addon_cache_item_if_loaded( k_addon_type_board,
491 player->board_view_slot );
492
493 render_board( cam, world, board, player->playeravatar->sk.final_mtx[
494 player->playeravatar->id_board],
495 &player->board_pose,
496 k_board_shader_player );
497
498 SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
499 }
500
501 #endif /* PLAYER_RENDER_C */