move registration order
[carveJwlIkooP6JGAAIwe30JlM.git] / player_render.c
diff --git a/player_render.c b/player_render.c
deleted file mode 100644 (file)
index 5b9b3be..0000000
+++ /dev/null
@@ -1,543 +0,0 @@
-#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 */