-#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 );
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" );
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_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 */
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, u32 *fixup_table ){
+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_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_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_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] );
}
}
-static void player__animate(void){
+void player__animate(void)
+{
struct player_subsystem_interface *sys =
player_subsystems[localplayer.subsystem];
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;
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,
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();
}
}
}
-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 );
}
}
-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;
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,
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;
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,
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] );
}
}
-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();
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,
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 );
&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];
+ }
+}