update helpers/location to 'frosted' ui
[carveJwlIkooP6JGAAIwe30JlM.git] / player_render.c
index b0416f5f3e927c946ebbe7a7ea6b46719dea1c61..15dec10523bb7b2a0bd528c29ed755a081dedba8 100644 (file)
@@ -1,9 +1,6 @@
-#ifndef PLAYER_RENDER_C
-#define PLAYER_RENDER_C
-
 #include "player.h"
 #include "player_render.h"
-#include "camera.h"
+#include "vg/vg_camera.h"
 #include "player_model.h"
 #include "ent_skateshop.h"
 #include "audio.h"
 
 #include "network.h"
 #include "player_remote.h"
+#include "player_glide.h"
 
-static void player_load_animation_reference( const char *path ){
+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 );
@@ -28,6 +27,7 @@ static void player_load_animation_reference( const char *path ){
    struct skeleton *sk = &localplayer.skeleton;
    skeleton_setup( sk, vg_mem.rtmemory, meta );
 
+   localplayer.id_world      = skeleton_bone_id( sk, "world" );
    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" );
@@ -35,6 +35,8 @@ static void player_load_animation_reference( const char *path ){
    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" );
@@ -42,6 +44,36 @@ static void player_load_animation_reference( const char *path ){
    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 );
 
@@ -50,13 +82,16 @@ static void player_load_animation_reference( const char *path ){
    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 );
+   netplayers.glider_mtx = vg_linear_alloc( vg_mem.rtmemory,
+                                            sizeof(m4x3f)*NETWORK_MAX_PLAYERS );
 }
 
 /* TODO: Standard model load */
 
-static void dynamic_model_load( mdl_context *ctx,
-                                   struct dynamic_model_1texture *mdl, 
-                                   const char *path ){
+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" );
 
@@ -68,25 +103,25 @@ static void dynamic_model_load( mdl_context *ctx,
                             VG_TEX2D_NEAREST|VG_TEX2D_CLAMP,
                             &mdl->texture );
 
-   mdl_async_load_glmesh( ctx, &mdl->mesh );
+   mdl_async_load_glmesh( ctx, &mdl->mesh, fixup_table );
 }
 
-static void dynamic_model_unload( struct dynamic_model_1texture *mdl ){
+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 ){
-
+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 );
+   dynamic_model_load( &ctx, &board->mdl, path, NULL );
 
    mdl_array_ptr markers;
    MDL_LOAD_ARRAY( &ctx, &markers, ent_marker, vg_mem.scratch );
@@ -131,28 +166,53 @@ static void player_board_load( struct player_board *board,
    mdl_close( &ctx );
 }
 
-static void player_board_unload( struct player_board *board ){
+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){
+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 );
 
-   dynamic_model_load( &ctx, &board->mdl, path );
+   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 ){
+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 ){
+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] );
@@ -174,13 +234,14 @@ static void apply_full_skeleton_pose( struct skeleton *sk, player_pose *pose,
    }
 }
 
-static void player__animate(void){
+void player__animate(void)
+{
    struct player_subsystem_interface *sys = 
       player_subsystems[localplayer.subsystem];
 
-   assert( sys->animate );
-   assert( sys->pose );
-   assert( sys->animator_data );
+   struct player_board *board = 
+      addon_cache_item_if_loaded( k_addon_type_board, 
+                                  localplayer.board_view_slot );
 
    sys->animate();
 
@@ -199,15 +260,27 @@ static void player__animate(void){
       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;
+      localplayer.holdout_time -= vg.time_frame_delta / 0.25f;
    }
 
+   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__observe_system( localplayer.subsystem );
+   if( sys->sfx_comp )
+      sys->sfx_comp( sys->animator_data );
+
    player__cam_iterate();
 }
 
@@ -221,8 +294,8 @@ static void player_copy_frame_animator( replay_frame *frame ){
    }
 }
 
-static void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t,
-                              player_pose *posed ){
+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 );
@@ -240,34 +313,84 @@ static void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t,
    }
 }
 
-static void player__animate_from_replay( replay_buffer *replay ){
+void player__observe_system( enum player_subsystem id )
+{
+   if( id != localplayer.observing_system ){
+      struct player_subsystem_interface *sysm1 = 
+         player_subsystems[ localplayer.observing_system ];
+
+      if( sysm1->sfx_kill ) sysm1->sfx_kill();
+      localplayer.observing_system = id;
+   }
+}
+
+void player__animate_from_replay( replay_buffer *replay )
+{
    replay_frame *frame = replay->cursor_frame,
                 *next = NULL;
    if( frame ){
       next = frame->r;
 
+      struct player_subsystem_interface 
+         *sys0 = player_subsystems[frame->system];
+      void *a0 = replay_frame_data( frame, k_replay_framedata_animator );
+
+      struct replay_glider_data 
+         *g0 = replay_frame_data( frame, k_replay_framedata_glider ),
+         *g1;
+
+      f32 t = 0.0f;
+
       if( next ){
-         f32 t = replay_subframe_time( replay );
+         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 );
+         void *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 );
+         g1 = replay_frame_data( next,  k_replay_framedata_glider );
       }
       else{
-         struct player_subsystem_interface 
-            *sys = player_subsystems[frame->system];
-         sys->pose( replay_frame_data( frame, k_replay_framedata_animator ), 
-                     &localplayer.pose );
+         sys0->pose( a0, &localplayer.pose );
+         g1 = NULL;
+      }
+
+      player__observe_system( frame->system );
+      if( sys0->sfx_comp ) 
+         sys0->sfx_comp( a0 );
+
+      if( g0 ){
+         if( g0->glider_orphan ){
+            if( g1 ){
+               v3_lerp( g0->co, g1->co, t, player_glide.rb.co );
+               q_nlerp( g0->q,  g1->q,  t, player_glide.rb.q );
+            }
+            else {
+               v3_copy( g0->co, player_glide.rb.co );
+               v4_copy( g0->q,  player_glide.rb.q );
+            }
+
+            rb_update_matrices( &player_glide.rb );
+         }
+
+         if( g1 )
+            player_glide.t = vg_lerpf( g0->t, g1->t, t );
+         else
+            player_glide.t = g0->t;
+
+         localplayer.have_glider   = g0->have_glider;
+         localplayer.glider_orphan = g0->glider_orphan;
+      }
+      else /* no glider data in g1, or edge case we dont care about */ {
+         localplayer.have_glider = 0;
+         localplayer.glider_orphan = 0;
+         player_glide.t = 0.0f;
       }
    }
    else return;
@@ -276,7 +399,8 @@ static void player__animate_from_replay( replay_buffer *replay ){
                              localplayer.final_mtx );
 }
 
-static void player__pre_render(void){
+void player__pre_render(void)
+{
    /* shadowing/ao info */
    struct player_board *board = 
       addon_cache_item_if_loaded( k_addon_type_board,
@@ -297,10 +421,10 @@ static void player__pre_render(void){
    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 )
+void render_board( vg_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;
@@ -314,13 +438,14 @@ static void render_board( camera *cam, world_instance *world,
    glActiveTexture( GL_TEXTURE0 );
    glBindTexture( GL_TEXTURE_2D, board->mdl.texture );
 
-   if( shader == k_board_shader_player ){
+   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);
+      shader_model_board_view_uDepthMode(1);
       depth_compare_bind(
          shader_model_board_view_uTexSceneDepth,
          shader_model_board_view_uInverseRatioDepth,
@@ -329,7 +454,8 @@ static void render_board( camera *cam, world_instance *world,
 
       WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_board_view );
    }
-   else if( shader == k_board_shader_entity ){
+   else if( shader == k_board_shader_entity )
+   {
       shader_model_entity_use();
       shader_model_entity_uTexMain( 0 );
       shader_model_entity_uCamera( cam->transform[3] );
@@ -417,11 +543,12 @@ static void render_board( camera *cam, world_instance *world,
    }
 }
 
-static void render_playermodel( camera *cam, world_instance *world,
-                                int depth_compare,
-                                struct player_model *model,
-                                struct skeleton *skeleton,
-                                m4x3f *final_mtx ){
+void render_playermodel( vg_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();
@@ -431,9 +558,9 @@ static void render_playermodel( camera *cam, world_instance *world,
    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 ){
+   shader_model_character_view_uDepthMode( depth_compare );
+   if( depth_compare )
+   {
       depth_compare_bind(
          shader_model_character_view_uTexSceneDepth,
          shader_model_character_view_uInverseRatioDepth,
@@ -452,7 +579,8 @@ static void render_playermodel( camera *cam, world_instance *world,
    mesh_draw( &model->mdl.mesh );
 }
 
-static void player__render( camera *cam ){
+void player__render( vg_camera *cam )
+{
    world_instance *world = world_current_instance();
    SDL_AtomicLock( &addon_system.sl_cache_using_resources );
 
@@ -472,6 +600,30 @@ static void player__render( camera *cam ){
                   &localplayer.pose.board, k_board_shader_player );
 
    SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
+
+   glEnable( GL_CULL_FACE );
+   player_glide_render( cam, world, &localplayer.pose );
+   glDisable( GL_CULL_FACE );
 }
 
-#endif /* PLAYER_RENDER_C */
+void player_mirror_pose( mdl_keyframe pose[32], mdl_keyframe mirrored[32] )
+{
+   mdl_keyframe temp[32];
+
+   struct skeleton *sk = &localplayer.skeleton;
+   for( u32 i=1; i<sk->bone_count; i ++ ){
+      mdl_keyframe *dest = &temp[i-1];
+      u8 mapping = localplayer.skeleton_mirror[i];
+
+      if( mapping ) *dest = pose[mapping-1]; /* R */
+      else          *dest = pose[i-1];       /* L */
+
+      dest->co[2] *= -1.0f;
+      dest->q[0] *= -1.0f;
+      dest->q[1] *= -1.0f;
+   }
+
+   for( u32 i=0; i<sk->bone_count-1; i ++ ){
+      mirrored[i] = temp[i];
+   }
+}