refactor network packets
[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 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 );
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 static void dynamic_model_load( mdl_context *ctx,
43 struct dynamic_model_1texture *mdl,
44 const char *path ){
45 if( !mdl_arrcount( &ctx->textures ) )
46 vg_fatal_error( "No texture in model" );
47
48 mdl_texture *tex0 = mdl_arritm( &ctx->textures, 0 );
49 void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size );
50 mdl_fread_pack_file( ctx, &tex0->file, data );
51
52 vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
53 VG_TEX2D_NEAREST|VG_TEX2D_CLAMP,
54 &mdl->texture );
55
56 mdl_async_load_glmesh( ctx, &mdl->mesh );
57 }
58
59 static void dynamic_model_unload( struct dynamic_model_1texture *mdl ){
60 mesh_free( &mdl->mesh );
61 glDeleteTextures( 1, &mdl->texture );
62 }
63
64 /* TODO: allow error handling */
65 static void player_board_load( struct player_board *board,
66 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 dynamic_model_load( &ctx, &board->mdl, path );
75
76 mdl_array_ptr markers;
77 mdl_load_array( &ctx, &markers, "ent_marker", vg_mem.scratch );
78
79 /* TODO: you get put into a new section, the above is standard mdl loads. */
80 for( int i=0; i<4; i++ )
81 board->wheels[i].indice_count = 0;
82 for( int i=0; i<2; i++ )
83 board->trucks[i].indice_count = 0;
84 board->board.indice_count = 0;
85
86 for( u32 i=0; i<mdl_arrcount(&ctx.meshs); i++ ){
87 mdl_mesh *mesh = mdl_arritm( &ctx.meshs, i );
88
89 if( mdl_entity_id_type( mesh->entity_id ) != k_ent_marker )
90 continue;
91
92 u32 index = mdl_entity_id_id( mesh->entity_id );
93 ent_marker *marker = mdl_arritm( &markers, index );
94
95 mdl_submesh *sm0 = mdl_arritm( &ctx.submeshs, mesh->submesh_start );
96
97 const char *alias = mdl_pstr( &ctx, marker->pstr_alias );
98 u32 lr = marker->transform.co[0] > 0.0f? 1: 0,
99 fb = marker->transform.co[2] > 0.0f? 0: 1;
100
101 if( !strcmp( alias, "wheel" ) ){
102 u32 id = fb<<1 | lr;
103 board->wheels[ id ] = *sm0;
104 v3_copy( marker->transform.co, board->wheel_positions[ id ] );
105 }
106 else if( !strcmp( alias, "board" ) ){
107 board->board = *sm0;
108 v3_copy( marker->transform.co, board->board_position );
109 }
110 else if( !strcmp( alias, "truck" ) ){
111 board->trucks[ fb ] = *sm0;
112 v3_copy( marker->transform.co, board->truck_positions[ fb ] );
113 }
114 }
115
116 mdl_close( &ctx );
117 }
118
119 static void player_board_unload( struct player_board *board ){
120 dynamic_model_unload( &board->mdl );
121 }
122
123 static void player_model_load( struct player_model *board, const char *path){
124 vg_linear_clear( vg_mem.scratch );
125
126 mdl_context ctx;
127 mdl_open( &ctx, path, vg_mem.scratch );
128 mdl_load_metadata_block( &ctx, vg_mem.scratch );
129
130 dynamic_model_load( &ctx, &board->mdl, path );
131
132 mdl_close( &ctx );
133 }
134
135 static void player_model_unload( struct player_model *board ){
136 dynamic_model_unload( &board->mdl );
137 }
138
139 static void apply_full_skeleton_pose( struct skeleton *sk, player_pose *pose,
140 m4x3f *final_mtx ){
141 m4x3f transform;
142 q_m3x3( pose->root_q, transform );
143 v3_copy( pose->root_co, transform[3] );
144
145 if( pose->type == k_player_pose_type_ik ){
146 skeleton_apply_pose( sk, pose->keyframes,
147 k_anim_apply_defer_ik, final_mtx );
148 skeleton_apply_ik_pass( sk, final_mtx );
149 skeleton_apply_pose( sk, pose->keyframes,
150 k_anim_apply_deffered_only, final_mtx );
151 skeleton_apply_inverses( sk, final_mtx );
152 skeleton_apply_transform( sk, transform, final_mtx );
153 }
154 else if( pose->type == k_player_pose_type_fk_2 ){
155 skeleton_apply_pose( sk, pose->keyframes,
156 k_anim_apply_always, final_mtx );
157 skeleton_apply_inverses( sk, final_mtx );
158 skeleton_apply_transform( sk, transform, final_mtx );
159 }
160 }
161
162 static void player__animate(void){
163 struct player_subsystem_interface *sys =
164 player_subsystems[localplayer.subsystem];
165
166 assert( sys->animate );
167 assert( sys->pose );
168 assert( sys->animator_data );
169
170 sys->animate();
171 sys->pose( sys->animator_data, &localplayer.pose );
172
173 struct skeleton *sk = &localplayer.playeravatar->sk;
174
175 if( localplayer.holdout_time > 0.0f ){
176 player_pose *pose = &localplayer.pose;
177 skeleton_lerp_pose( sk,
178 pose->keyframes,localplayer.holdout_pose.keyframes,
179 localplayer.holdout_time, pose->keyframes );
180 q_nlerp( pose->root_q, localplayer.holdout_pose.root_q,
181 localplayer.holdout_time, pose->root_q );
182 localplayer.holdout_time -= vg.time_frame_delta * 2.0f;
183 }
184
185 apply_full_skeleton_pose( &localplayer.playeravatar->sk, &localplayer.pose,
186 localplayer.final_mtx );
187 skeleton_debug( sk, localplayer.final_mtx );
188
189 if( sys->post_animate )
190 sys->post_animate();
191
192 player__cam_iterate();
193 }
194
195 static void player_copy_frame_animator( replay_frame *frame ){
196 struct player_subsystem_interface *sys =
197 player_subsystems[localplayer.subsystem];
198
199 if( sys->animator_size ){
200 void *src = replay_frame_data( frame, k_replay_framedata_animator );
201 memcpy( sys->animator_data, src, sys->animator_size );
202 }
203 }
204
205 static void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t,
206 player_pose *posed ){
207 struct skeleton *sk = &localplayer.playeravatar->sk;
208
209 v3_lerp( pose0->root_co, pose1->root_co, t, posed->root_co );
210 q_nlerp( pose0->root_q, pose1->root_q, t, posed->root_q );
211 posed->type = pose0->type;
212 posed->board.lean = vg_lerpf( pose0->board.lean, pose1->board.lean, t );
213
214 if( pose0->type != pose1->type ){
215 /* it would be nice to apply IK pass in-keyframes. TOO BAD! */
216 skeleton_copy_pose( sk, pose0->keyframes, posed->keyframes );
217 }
218 else {
219 skeleton_lerp_pose( sk, pose0->keyframes, pose1->keyframes, t,
220 posed->keyframes );
221 }
222 }
223
224 static void player__animate_from_replay( replay_buffer *replay ){
225 replay_frame *frame = replay->cursor_frame,
226 *next = NULL;
227 if( frame ){
228 next = frame->r;
229
230 if( next ){
231 f32 t = replay_subframe_time( replay );
232
233 player_pose pose0, pose1;
234
235 struct player_subsystem_interface
236 *sys0 = player_subsystems[frame->system],
237 *sys1 = player_subsystems[next->system];
238
239 void *a0 = replay_frame_data( frame, k_replay_framedata_animator ),
240 *a1 = replay_frame_data( next, k_replay_framedata_animator );
241
242 sys0->pose( a0, &pose0 );
243 sys1->pose( a1, &pose1 );
244
245 lerp_player_pose( &pose0, &pose1, t, &localplayer.pose );
246 }
247 else{
248 struct player_subsystem_interface
249 *sys = player_subsystems[frame->system];
250 sys->pose( replay_frame_data( frame, k_replay_framedata_animator ),
251 &localplayer.pose );
252 }
253 }
254 else return;
255
256 apply_full_skeleton_pose( &localplayer.playeravatar->sk, &localplayer.pose,
257 localplayer.final_mtx );
258 }
259
260 static void player__pre_render(void){
261 /* shadowing/ao info */
262 struct player_avatar *av = localplayer.playeravatar;
263 struct player_board *board =
264 addon_cache_item_if_loaded( k_addon_type_board,
265 localplayer.board_view_slot );
266 v3f vp0, vp1;
267 if( board ){
268 v3_copy((v3f){0.0f,0.1f, board->truck_positions[0][2]}, vp0 );
269 v3_copy((v3f){0.0f,0.1f, board->truck_positions[1][2]}, vp1 );
270 }
271 else{
272 v3_zero( vp0 );
273 v3_zero( vp1 );
274 }
275
276 struct ub_world_lighting *ubo = &world_current_instance()->ub_lighting;
277 m4x3_mulv( localplayer.final_mtx[ av->id_board ], vp0, ubo->g_board_0 );
278 m4x3_mulv( localplayer.final_mtx[ av->id_board ], vp1, ubo->g_board_1 );
279 }
280
281 static void render_board( camera *cam, world_instance *world,
282 struct player_board *board, m4x3f root,
283 struct player_board_pose *pose,
284 enum board_shader shader )
285 {
286 if( !board ) return;
287
288 v3f inverse;
289
290 glActiveTexture( GL_TEXTURE0 );
291 glBindTexture( GL_TEXTURE_2D, board->mdl.texture );
292
293 if( shader == k_board_shader_player ){
294 shader_model_board_view_use();
295 shader_model_board_view_uTexMain( 0 );
296 shader_model_board_view_uCamera( cam->transform[3] );
297 shader_model_board_view_uPv( cam->mtx.pv );
298 shader_model_board_view_uTexSceneDepth( 1 );
299 render_fb_bind_texture( gpipeline.fb_main, 2, 1 );
300
301 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
302
303 inverse[2] = skaterift.cam.farz-skaterift.cam.nearz;
304
305 shader_model_board_view_uInverseRatioDepth( inverse );
306 render_fb_inverse_ratio( NULL, inverse );
307 inverse[2] = cam->farz-cam->nearz;
308 shader_model_board_view_uInverseRatioMain( inverse );
309
310 world_link_lighting_ub( world, _shader_model_board_view.id );
311 world_bind_position_texture( world, _shader_model_board_view.id,
312 _uniform_model_board_view_g_world_depth, 2 );
313 world_bind_light_array( world, _shader_model_board_view.id,
314 _uniform_model_board_view_uLightsArray, 3 );
315 world_bind_light_index( world, _shader_model_board_view.id,
316 _uniform_model_board_view_uLightsIndex, 4 );
317 }
318 else if( shader == k_board_shader_entity ){
319 shader_model_entity_use();
320 shader_model_entity_uTexMain( 0 );
321 shader_model_entity_uCamera( cam->transform[3] );
322 shader_model_entity_uPv( cam->mtx.pv );
323
324 world_link_lighting_ub( world, _shader_model_entity.id );
325 world_bind_position_texture( world, _shader_model_entity.id,
326 _uniform_model_entity_g_world_depth, 2 );
327 world_bind_light_array( world, _shader_model_entity.id,
328 _uniform_model_entity_uLightsArray, 3 );
329 world_bind_light_index( world, _shader_model_entity.id,
330 _uniform_model_entity_uLightsIndex, 4 );
331 }
332
333 mesh_bind( &board->mdl.mesh );
334
335 m4x4f m4mdl;
336
337 if( board->board.indice_count ){
338 m4x3f mlocal;
339 m3x3_identity( mlocal );
340
341 mdl_keyframe kf;
342 v3_zero( kf.co );
343 q_identity( kf.q );
344 v3_zero( kf.s );
345
346 v4f qroll;
347 q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, pose->lean * 0.6f );
348 keyframe_rotate_around( &kf, (v3f){0.0f,0.11f,0.0f},
349 (v3f){0.0f,0.0f,0.0f}, qroll );
350
351 v3_add( board->board_position, kf.co, mlocal[3] );
352 q_m3x3( kf.q, mlocal );
353
354 m4x3_mul( root, mlocal, mlocal );
355
356 if( shader == k_board_shader_entity ){
357 /* TODO: provide a way to supply previous mdl mtx? */
358 m4x3_expand( mlocal, m4mdl );
359 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
360 shader_model_entity_uPvmPrev( m4mdl );
361 shader_model_entity_uMdl( mlocal );
362 }
363 else
364 shader_model_board_view_uMdl( mlocal );
365
366 mdl_draw_submesh( &board->board );
367 }
368
369 for( int i=0; i<2; i++ ){
370 if( !board->trucks[i].indice_count )
371 continue;
372
373 m4x3f mlocal;
374 m3x3_identity( mlocal );
375 v3_copy( board->truck_positions[i], mlocal[3] );
376 m4x3_mul( root, mlocal, mlocal );
377
378 if( shader == k_board_shader_entity ){
379 m4x3_expand( mlocal, m4mdl );
380 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
381 shader_model_entity_uPvmPrev( m4mdl );
382 shader_model_entity_uMdl( mlocal );
383 }
384 else
385 shader_model_board_view_uMdl( mlocal );
386
387 mdl_draw_submesh( &board->trucks[i] );
388 }
389
390 for( int i=0; i<4; i++ ){
391 if( !board->wheels[i].indice_count )
392 continue;
393
394 m4x3f mlocal;
395 m3x3_identity( mlocal );
396 v3_copy( board->wheel_positions[i], mlocal[3] );
397 m4x3_mul( root, mlocal, mlocal );
398
399 if( shader == k_board_shader_entity ){
400 m4x3_expand( mlocal, m4mdl );
401 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
402 shader_model_entity_uPvmPrev( m4mdl );
403 shader_model_entity_uMdl( mlocal );
404 }
405 else
406 shader_model_board_view_uMdl( mlocal );
407
408 mdl_draw_submesh( &board->wheels[i] );
409 }
410 }
411
412 static void render_playermodel( camera *cam, world_instance *world,
413 int depth_compare,
414 struct player_model *model,
415 struct skeleton *skeleton,
416 m4x3f *final_mtx ){
417 if( !model ) return;
418
419 shader_model_character_view_use();
420
421 glActiveTexture( GL_TEXTURE0 );
422 glBindTexture( GL_TEXTURE_2D, model->mdl.texture );
423 shader_model_character_view_uTexMain( 0 );
424 shader_model_character_view_uCamera( cam->transform[3] );
425 shader_model_character_view_uPv( cam->mtx.pv );
426
427 if( depth_compare ){
428 shader_model_character_view_uTexSceneDepth( 1 );
429 render_fb_bind_texture( gpipeline.fb_main, 2, 1 );
430 v3f inverse;
431 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
432 inverse[2] = skaterift.cam.farz-skaterift.cam.nearz;
433
434 shader_model_character_view_uInverseRatioDepth( inverse );
435 render_fb_inverse_ratio( NULL, inverse );
436 inverse[2] = cam->farz-cam->nearz;
437 shader_model_character_view_uInverseRatioMain( inverse );
438 }
439 shader_model_character_view_uDepthCompare( depth_compare );
440
441 world_link_lighting_ub( world, _shader_model_character_view.id );
442 world_bind_position_texture( world, _shader_model_character_view.id,
443 _uniform_model_character_view_g_world_depth, 2 );
444 world_bind_light_array( world, _shader_model_character_view.id,
445 _uniform_model_character_view_uLightsArray, 3 );
446 world_bind_light_index( world, _shader_model_character_view.id,
447 _uniform_model_character_view_uLightsIndex, 4 );
448
449 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
450 skeleton->bone_count,
451 0,
452 (f32 *)final_mtx );
453
454 mesh_bind( &model->mdl.mesh );
455 mesh_draw( &model->mdl.mesh );
456 }
457
458 static void player__render( camera *cam ){
459 world_instance *world = world_current_instance();
460 SDL_AtomicLock( &addon_system.sl_cache_using_resources );
461
462 struct player_model *model =
463 addon_cache_item_if_loaded( k_addon_type_player,
464 localplayer.playermodel_view_slot );
465
466 if( !model ) model = &localplayer.fallback_model;
467 render_playermodel( cam, world, 1, model, &localplayer.playeravatar->sk,
468 localplayer.final_mtx );
469
470 struct player_board *board =
471 addon_cache_item_if_loaded( k_addon_type_board,
472 localplayer.board_view_slot );
473
474 render_board( cam, world, board, localplayer.final_mtx[
475 localplayer.playeravatar->id_board],
476 &localplayer.pose.board,
477 k_board_shader_player );
478
479 SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
480 }
481
482 #endif /* PLAYER_RENDER_C */