+++ /dev/null
-#ifndef PLAYER_RENDER_C
-#define PLAYER_RENDER_C
-
-#include "player.h"
-#include "player_render.h"
-#include "camera.h"
-#include "player_model.h"
-#include "ent_skateshop.h"
-#include "audio.h"
-#include "input.h"
-
-#include "shaders/model_character_view.h"
-#include "shaders/model_board_view.h"
-#include "shaders/model_entity.h"
-#include "shaders/model_board_view.h"
-#include "depth_compare.h"
-
-#include "network.h"
-#include "player_remote.h"
-
-static void player_load_animation_reference( const char *path ){
- mdl_context *meta = &localplayer.skeleton_meta;
- mdl_open( meta, path, vg_mem.rtmemory );
- mdl_load_metadata_block( meta, vg_mem.rtmemory );
- mdl_load_animation_block( meta, vg_mem.rtmemory );
- mdl_close( meta );
-
- struct skeleton *sk = &localplayer.skeleton;
- skeleton_setup( sk, vg_mem.rtmemory, meta );
-
- localplayer.id_hip = skeleton_bone_id( sk, "hips" );
- localplayer.id_chest = skeleton_bone_id( sk, "chest" );
- localplayer.id_ik_hand_l = skeleton_bone_id( sk, "hand.IK.L" );
- localplayer.id_ik_hand_r = skeleton_bone_id( sk, "hand.IK.R" );
- localplayer.id_ik_elbow_l = skeleton_bone_id( sk, "elbow.L" );
- localplayer.id_ik_elbow_r = skeleton_bone_id( sk, "elbow.R" );
- localplayer.id_head = skeleton_bone_id( sk, "head" );
- localplayer.id_foot_l = skeleton_bone_id( sk, "foot.L" );
- localplayer.id_foot_r = skeleton_bone_id( sk, "foot.R" );
- localplayer.id_ik_foot_l = skeleton_bone_id( sk, "foot.IK.L" );
- localplayer.id_ik_foot_r = skeleton_bone_id( sk, "foot.IK.R" );
- localplayer.id_board = skeleton_bone_id( sk, "board" );
- localplayer.id_wheel_l = skeleton_bone_id( sk, "wheel.L" );
- localplayer.id_wheel_r = skeleton_bone_id( sk, "wheel.R" );
- localplayer.id_ik_knee_l = skeleton_bone_id( sk, "knee.L" );
- localplayer.id_ik_knee_r = skeleton_bone_id( sk, "knee.R" );
- localplayer.id_eyes = skeleton_bone_id( sk, "eyes" );
-
- for( i32 i=0; i<sk->bone_count; i ++ ){
- localplayer.skeleton_mirror[i] = 0;
- }
-
- for( i32 i=1; i<sk->bone_count-1; i ++ ){
- struct skeleton_bone *si = &sk->bones[i];
-
- char tmp[64];
- vg_str str;
- vg_strnull( &str, tmp, 64 );
- vg_strcat( &str, si->name );
-
- char *L = vg_strch( &str, 'L' );
- if( !L ) continue;
- u32 len = L-tmp;
-
- for( i32 j=i+1; j<sk->bone_count; j ++ ){
- struct skeleton_bone *sj = &sk->bones[j];
-
- if( !strncmp( si->name, sj->name, len ) ){
- if( sj->name[len] == 'R' ){
- localplayer.skeleton_mirror[i] = j;
- localplayer.skeleton_mirror[j] = i;
- break;
- }
- }
- }
- }
-
- setup_ragdoll_from_skeleton( sk, &localplayer.ragdoll );
-
- /* allocate matrix buffers for localplayer and remote players */
- u32 mtx_size = sizeof(m4x3f)*sk->bone_count;
- localplayer.final_mtx = vg_linear_alloc( vg_mem.rtmemory, mtx_size );
- netplayers.final_mtx = vg_linear_alloc( vg_mem.rtmemory,
- mtx_size*NETWORK_MAX_PLAYERS );
-}
-
-/* TODO: Standard model load */
-
-static void dynamic_model_load( mdl_context *ctx,
- struct dynamic_model_1texture *mdl,
- const char *path, u32 *fixup_table ){
- if( !mdl_arrcount( &ctx->textures ) )
- vg_fatal_error( "No texture in model" );
-
- mdl_texture *tex0 = mdl_arritm( &ctx->textures, 0 );
- void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size );
- mdl_fread_pack_file( ctx, &tex0->file, data );
-
- vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
- VG_TEX2D_NEAREST|VG_TEX2D_CLAMP,
- &mdl->texture );
-
- mdl_async_load_glmesh( ctx, &mdl->mesh, fixup_table );
-}
-
-static void dynamic_model_unload( struct dynamic_model_1texture *mdl ){
- mesh_free( &mdl->mesh );
- glDeleteTextures( 1, &mdl->texture );
-}
-
-/* TODO: allow error handling */
-static void player_board_load( struct player_board *board,
- const char *path ){
-
- vg_linear_clear( vg_mem.scratch );
-
- mdl_context ctx;
- mdl_open( &ctx, path, vg_mem.scratch );
- mdl_load_metadata_block( &ctx, vg_mem.scratch );
-
- dynamic_model_load( &ctx, &board->mdl, path, NULL );
-
- mdl_array_ptr markers;
- MDL_LOAD_ARRAY( &ctx, &markers, ent_marker, vg_mem.scratch );
-
- /* TODO: you get put into a new section, the above is standard mdl loads. */
- for( int i=0; i<4; i++ )
- board->wheels[i].indice_count = 0;
- for( int i=0; i<2; i++ )
- board->trucks[i].indice_count = 0;
- board->board.indice_count = 0;
-
- for( u32 i=0; i<mdl_arrcount(&ctx.meshs); i++ ){
- mdl_mesh *mesh = mdl_arritm( &ctx.meshs, i );
-
- if( mdl_entity_id_type( mesh->entity_id ) != k_ent_marker )
- continue;
-
- u32 index = mdl_entity_id_id( mesh->entity_id );
- ent_marker *marker = mdl_arritm( &markers, index );
-
- mdl_submesh *sm0 = mdl_arritm( &ctx.submeshs, mesh->submesh_start );
-
- const char *alias = mdl_pstr( &ctx, marker->pstr_alias );
- u32 lr = marker->transform.co[0] > 0.0f? 1: 0,
- fb = marker->transform.co[2] > 0.0f? 0: 1;
-
- if( !strcmp( alias, "wheel" ) ){
- u32 id = fb<<1 | lr;
- board->wheels[ id ] = *sm0;
- v3_copy( marker->transform.co, board->wheel_positions[ id ] );
- }
- else if( !strcmp( alias, "board" ) ){
- board->board = *sm0;
- v3_copy( marker->transform.co, board->board_position );
- }
- else if( !strcmp( alias, "truck" ) ){
- board->trucks[ fb ] = *sm0;
- v3_copy( marker->transform.co, board->truck_positions[ fb ] );
- }
- }
-
- mdl_close( &ctx );
-}
-
-static void player_board_unload( struct player_board *board ){
- dynamic_model_unload( &board->mdl );
-}
-
-static void player_model_load( struct player_model *board, const char *path){
- vg_linear_clear( vg_mem.scratch );
-
- mdl_context ctx;
- mdl_open( &ctx, path, vg_mem.scratch );
- mdl_load_metadata_block( &ctx, vg_mem.scratch );
-
- if( !ctx.armatures.count )
- vg_fatal_error( "No armature in playermodel\n" );
-
- mdl_armature *armature = mdl_arritm( &ctx.armatures, 0 );
-
- u32 fixup_table[ armature->bone_count+1 ];
- for( u32 i=0; i<armature->bone_count+1; i ++ )
- fixup_table[i] = 0;
-
- for( u32 i=1; i<localplayer.skeleton.bone_count; i ++ ){
- struct skeleton_bone *sb = &localplayer.skeleton.bones[i];
- u32 hash = vg_strdjb2( sb->name );
-
- for( u32 j=1; j<armature->bone_count; j ++ ){
- mdl_bone *bone = mdl_arritm( &ctx.bones, armature->bone_start+j );
-
- if( mdl_pstreq( &ctx, bone->pstr_name, sb->name, hash ) ){
- fixup_table[j+1] = i;
- break;
- }
- }
- }
-
- dynamic_model_load( &ctx, &board->mdl, path, fixup_table );
- mdl_close( &ctx );
-}
-
-static void player_model_unload( struct player_model *board ){
- dynamic_model_unload( &board->mdl );
-}
-
-static void apply_full_skeleton_pose( struct skeleton *sk, player_pose *pose,
- m4x3f *final_mtx ){
- m4x3f transform;
- q_m3x3( pose->root_q, transform );
- v3_copy( pose->root_co, transform[3] );
-
- if( pose->type == k_player_pose_type_ik ){
- skeleton_apply_pose( sk, pose->keyframes,
- k_anim_apply_defer_ik, final_mtx );
- skeleton_apply_ik_pass( sk, final_mtx );
- skeleton_apply_pose( sk, pose->keyframes,
- k_anim_apply_deffered_only, final_mtx );
- skeleton_apply_inverses( sk, final_mtx );
- skeleton_apply_transform( sk, transform, final_mtx );
- }
- else if( pose->type == k_player_pose_type_fk_2 ){
- skeleton_apply_pose( sk, pose->keyframes,
- k_anim_apply_always, final_mtx );
- skeleton_apply_inverses( sk, final_mtx );
- skeleton_apply_transform( sk, transform, final_mtx );
- }
-}
-
-static void player__animate(void){
- struct player_subsystem_interface *sys =
- player_subsystems[localplayer.subsystem];
-
- struct player_board *board =
- addon_cache_item_if_loaded( k_addon_type_board,
- localplayer.board_view_slot );
-
- assert( sys->animate );
- assert( sys->pose );
- assert( sys->animator_data );
-
- sys->animate();
-
- player_pose *pose = &localplayer.pose;
- sys->pose( sys->animator_data, pose );
-
- struct skeleton *sk = &localplayer.skeleton;
-
- if( localplayer.holdout_time > 0.0f ){
- skeleton_lerp_pose( sk,
- pose->keyframes,localplayer.holdout_pose.keyframes,
- localplayer.holdout_time, pose->keyframes );
-
- v3_muladds( pose->root_co, localplayer.holdout_pose.root_co,
- localplayer.holdout_time, pose->root_co );
- q_nlerp( pose->root_q, localplayer.holdout_pose.root_q,
- localplayer.holdout_time, pose->root_q );
-
- localplayer.holdout_time -= vg.time_frame_delta * 2.0f;
- }
-
- effect_blink_apply( &localplayer.effect_data.blink,
- &localplayer.pose, vg.time_delta );
- apply_full_skeleton_pose( sk, &localplayer.pose, localplayer.final_mtx );
-
- if( sys->effects ){
- sys->effects( sys->animator_data, localplayer.final_mtx, board,
- &localplayer.effect_data );
- }
-
- skeleton_debug( sk, localplayer.final_mtx );
-
- if( sys->post_animate )
- sys->post_animate();
-
- player__cam_iterate();
-}
-
-static void player_copy_frame_animator( replay_frame *frame ){
- struct player_subsystem_interface *sys =
- player_subsystems[localplayer.subsystem];
-
- if( sys->animator_size ){
- void *src = replay_frame_data( frame, k_replay_framedata_animator );
- memcpy( sys->animator_data, src, sys->animator_size );
- }
-}
-
-static void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t,
- player_pose *posed ){
- struct skeleton *sk = &localplayer.skeleton;
-
- v3_lerp( pose0->root_co, pose1->root_co, t, posed->root_co );
- q_nlerp( pose0->root_q, pose1->root_q, t, posed->root_q );
- posed->type = pose0->type;
- posed->board.lean = vg_lerpf( pose0->board.lean, pose1->board.lean, t );
-
- if( pose0->type != pose1->type ){
- /* it would be nice to apply IK pass in-keyframes. TOO BAD! */
- skeleton_copy_pose( sk, pose0->keyframes, posed->keyframes );
- }
- else {
- skeleton_lerp_pose( sk, pose0->keyframes, pose1->keyframes, t,
- posed->keyframes );
- }
-}
-
-static void player__animate_from_replay( replay_buffer *replay ){
- replay_frame *frame = replay->cursor_frame,
- *next = NULL;
- if( frame ){
- next = frame->r;
-
- if( next ){
- f32 t = replay_subframe_time( replay );
-
- player_pose pose0, pose1;
-
- struct player_subsystem_interface
- *sys0 = player_subsystems[frame->system],
- *sys1 = player_subsystems[next->system];
-
- void *a0 = replay_frame_data( frame, k_replay_framedata_animator ),
- *a1 = replay_frame_data( next, k_replay_framedata_animator );
-
- sys0->pose( a0, &pose0 );
- sys1->pose( a1, &pose1 );
-
- lerp_player_pose( &pose0, &pose1, t, &localplayer.pose );
- }
- else{
- struct player_subsystem_interface
- *sys = player_subsystems[frame->system];
- sys->pose( replay_frame_data( frame, k_replay_framedata_animator ),
- &localplayer.pose );
- }
- }
- else return;
-
- apply_full_skeleton_pose( &localplayer.skeleton, &localplayer.pose,
- localplayer.final_mtx );
-}
-
-static void player__pre_render(void){
- /* shadowing/ao info */
- struct player_board *board =
- addon_cache_item_if_loaded( k_addon_type_board,
- localplayer.board_view_slot );
- v3f vp0, vp1;
- if( board ){
- v3_copy((v3f){0.0f,0.1f, board->truck_positions[0][2]}, vp0 );
- v3_copy((v3f){0.0f,0.1f, board->truck_positions[1][2]}, vp1 );
- }
- else{
- v3_zero( vp0 );
- v3_zero( vp1 );
- }
-
- struct ub_world_lighting *ubo = &world_current_instance()->ub_lighting;
- v3f *board_mtx = localplayer.final_mtx[ localplayer.id_board ];
- m4x3_mulv( board_mtx, vp0, ubo->g_board_0 );
- m4x3_mulv( board_mtx, vp1, ubo->g_board_1 );
-}
-
-static void render_board( camera *cam, world_instance *world,
- struct player_board *board, m4x3f root,
- struct player_board_pose *pose,
- enum board_shader shader )
-{
- if( !board )
- board = &localplayer.fallback_board;
-
- /* TODO:
- * adding depth compare to this shader
- */
-
- v3f inverse;
-
- glActiveTexture( GL_TEXTURE0 );
- glBindTexture( GL_TEXTURE_2D, board->mdl.texture );
-
- if( shader == k_board_shader_player ){
- shader_model_board_view_use();
- shader_model_board_view_uTexMain( 0 );
- shader_model_board_view_uCamera( cam->transform[3] );
- shader_model_board_view_uPv( cam->mtx.pv );
-
- shader_model_board_view_uDepthCompare(1);
- depth_compare_bind(
- shader_model_board_view_uTexSceneDepth,
- shader_model_board_view_uInverseRatioDepth,
- shader_model_board_view_uInverseRatioMain,
- cam );
-
- WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_board_view );
- }
- else if( shader == k_board_shader_entity ){
- shader_model_entity_use();
- shader_model_entity_uTexMain( 0 );
- shader_model_entity_uCamera( cam->transform[3] );
- shader_model_entity_uPv( cam->mtx.pv );
-
- WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_entity );
- }
-
- mesh_bind( &board->mdl.mesh );
-
- m4x4f m4mdl;
-
- if( board->board.indice_count ){
- m4x3f mlocal;
- m3x3_identity( mlocal );
-
- mdl_keyframe kf;
- v3_zero( kf.co );
- q_identity( kf.q );
- v3_zero( kf.s );
-
- v4f qroll;
- q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, pose->lean * 0.6f );
- keyframe_rotate_around( &kf, (v3f){0.0f,0.11f,0.0f},
- (v3f){0.0f,0.0f,0.0f}, qroll );
-
- v3_add( board->board_position, kf.co, mlocal[3] );
- q_m3x3( kf.q, mlocal );
-
- m4x3_mul( root, mlocal, mlocal );
-
- if( shader == k_board_shader_entity ){
- /* TODO: provide a way to supply previous mdl mtx? */
- m4x3_expand( mlocal, m4mdl );
- m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
- shader_model_entity_uPvmPrev( m4mdl );
- shader_model_entity_uMdl( mlocal );
- }
- else
- shader_model_board_view_uMdl( mlocal );
-
- mdl_draw_submesh( &board->board );
- }
-
- for( int i=0; i<2; i++ ){
- if( !board->trucks[i].indice_count )
- continue;
-
- m4x3f mlocal;
- m3x3_identity( mlocal );
- v3_copy( board->truck_positions[i], mlocal[3] );
- m4x3_mul( root, mlocal, mlocal );
-
- if( shader == k_board_shader_entity ){
- m4x3_expand( mlocal, m4mdl );
- m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
- shader_model_entity_uPvmPrev( m4mdl );
- shader_model_entity_uMdl( mlocal );
- }
- else
- shader_model_board_view_uMdl( mlocal );
-
- mdl_draw_submesh( &board->trucks[i] );
- }
-
- for( int i=0; i<4; i++ ){
- if( !board->wheels[i].indice_count )
- continue;
-
- m4x3f mlocal;
- m3x3_identity( mlocal );
- v3_copy( board->wheel_positions[i], mlocal[3] );
- m4x3_mul( root, mlocal, mlocal );
-
- if( shader == k_board_shader_entity ){
- m4x3_expand( mlocal, m4mdl );
- m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
- shader_model_entity_uPvmPrev( m4mdl );
- shader_model_entity_uMdl( mlocal );
- }
- else
- shader_model_board_view_uMdl( mlocal );
-
- mdl_draw_submesh( &board->wheels[i] );
- }
-}
-
-static void render_playermodel( camera *cam, world_instance *world,
- int depth_compare,
- struct player_model *model,
- struct skeleton *skeleton,
- m4x3f *final_mtx ){
- if( !model ) return;
-
- shader_model_character_view_use();
-
- glActiveTexture( GL_TEXTURE0 );
- glBindTexture( GL_TEXTURE_2D, model->mdl.texture );
- shader_model_character_view_uTexMain( 0 );
- shader_model_character_view_uCamera( cam->transform[3] );
- shader_model_character_view_uPv( cam->mtx.pv );
-
- shader_model_character_view_uDepthCompare( depth_compare );
- if( depth_compare ){
- depth_compare_bind(
- shader_model_character_view_uTexSceneDepth,
- shader_model_character_view_uInverseRatioDepth,
- shader_model_character_view_uInverseRatioMain,
- cam );
- }
-
- WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_character_view );
-
- glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
- skeleton->bone_count,
- 0,
- (const GLfloat *)final_mtx );
-
- mesh_bind( &model->mdl.mesh );
- mesh_draw( &model->mdl.mesh );
-}
-
-static void player__render( camera *cam ){
- world_instance *world = world_current_instance();
- SDL_AtomicLock( &addon_system.sl_cache_using_resources );
-
- struct player_model *model =
- addon_cache_item_if_loaded( k_addon_type_player,
- localplayer.playermodel_view_slot );
-
- if( !model ) model = &localplayer.fallback_model;
- render_playermodel( cam, world, 1, model, &localplayer.skeleton,
- localplayer.final_mtx );
-
- struct player_board *board =
- addon_cache_item_if_loaded( k_addon_type_board,
- localplayer.board_view_slot );
-
- render_board( cam, world, board, localplayer.final_mtx[localplayer.id_board],
- &localplayer.pose.board, k_board_shader_player );
-
- SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
-}
-
-#endif /* PLAYER_RENDER_C */