animator bugs
[carveJwlIkooP6JGAAIwe30JlM.git] / player_render.c
index 49a67c1ce2244eebe5e583888025900478c3fe36..38e65867faa16bb6a4c7ee6bdfa749389ae316a6 100644 (file)
@@ -138,150 +138,119 @@ VG_STATIC void player_model_unload( struct player_model *board ){
    dynamic_model_unload( &board->mdl );
 }
 
-VG_STATIC void player_animate( player_instance *player ){
-   if( _player_animate[ player->subsystem ] ){
-      player_animation res;
-      res.type = k_player_animation_type_fk;
+VG_STATIC void player_apply_pose_to_skeleton( player_instance *player ){
+   struct skeleton *sk = &player->playeravatar->sk;
+   player_pose *pose = &player->pose;
+
+   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 );
+      skeleton_apply_ik_pass( sk );
+      skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_deffered_only );
+      skeleton_apply_inverses( sk );
+      skeleton_apply_transform( sk, transform );
+   }
+   else if( pose->type == k_player_pose_type_fk_2 ){
+      skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_always );
+      skeleton_apply_inverses( sk );
+      skeleton_apply_transform( sk, transform );
+   }
+}
 
-      _player_animate[ player->subsystem ]( player, &res );
+VG_STATIC void player__animate( player_instance *player ){
+   if( _player_animate[ player->subsystem ] && 
+      _player_pose[ player->subsystem ] ){
+      _player_animate[ player->subsystem ]( player );
+      _player_pose[ player->subsystem ]( player, &player->pose );
 
-      m4x3f transform;
-      q_m3x3( res.root_q, transform );
-      v3_copy( res.root_co, transform[3] );
 
       struct skeleton *sk = &player->playeravatar->sk;
 
       if( player->holdout_time > 0.0f ){
-         skeleton_lerp_pose( sk, res.pose, player->holdout_pose, 
-                                           player->holdout_time, res.pose );
+         player_pose *pose = &player->pose;
+         skeleton_lerp_pose( sk, 
+                             pose->keyframes, player->holdout_pose.keyframes, 
+                             player->holdout_time, pose->keyframes );
          player->holdout_time -= vg.time_frame_delta * 2.0f;
       }
 
-      if( res.type == k_player_animation_type_fk ){
-         skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
-         skeleton_apply_ik_pass( sk );
-         skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only );
-         skeleton_apply_inverses( sk );
-         skeleton_apply_transform( sk, transform );
-      }
-      else {
-         skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute );
-      }
-
+      player_apply_pose_to_skeleton( player );
       skeleton_debug( sk );
    }
 
    if( _player_post_animate[ player->subsystem ] )
       _player_post_animate[ player->subsystem ]( player );
-}
 
-VG_STATIC void player_animate_from_replay( player_instance *player ){
-   /* TODO: frame blending */
+   player__cam_iterate( player );
+}
 
-   player_animation res;
-   replay_frame *frame = player->replay.cursor_frame;
+VG_STATIC void player_copy_frame_animator( player_instance *player,
+                                           replay_frame *frame ){
+   void *animator_src = replay_frame_data( frame, k_replay_framedata_animator );
+   u16 animator_size = frame->data_table[ k_replay_framedata_animator ][1];
 
-   if( frame ){
-      memcpy( &res, &frame->anim, sizeof(frame->anim) );
-      memcpy( &frame->board_pose, &player->board_pose, 
-              sizeof(player->board_pose) );
-      v3_copy( frame->cam_pos, player->cam_override_pos );
-      v3_copy( frame->cam_angles, player->cam_override_angles );
-      player->cam_override_fov = frame->cam_fov;
-      player->cam_override_strength = 1.0f;
+   if( frame->system == k_player_subsystem_walk ){
+      memcpy( &player->_walk.animator, animator_src, animator_size );
+   }
+   else if( frame->system == k_player_subsystem_dead ){
+      memcpy( &player->_dead.animator, animator_src, animator_size );
+   }
+   else if( frame->system == k_player_subsystem_skate ){
+      memcpy( &player->_skate.animator, animator_src, animator_size );
+   }
+   else if( frame->system == k_player_subsystem_drive ){
+      
    }
-   else return;
-
-   struct skeleton *sk = &player->playeravatar->sk;
-   skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute );
 }
 
-VG_STATIC void player_record_replay( player_instance *player, int force ){
-   /* replay recorder */
-   replay_buffer *replay = &player->replay;
-
-   f64 delta      = 9999999.9,
-       statedelta = 9999999.9;
+VG_STATIC void player__animate_from_replay( player_instance *player,
+                                            replay_buffer *replay ){
+   replay_frame *frame = replay->cursor_frame,
+                *next = NULL;
+   if( frame ){
+      next = frame->r;
 
-   if( replay->head )
-      delta = vg.time - replay->head->time;
+      if( next ){
+         f32 t = replay_subframe_time( replay );
 
-   if( replay->statehead )
-      statedelta = vg.time - replay->statehead->time;
+         player_pose pose0, pose1;
 
-   const f64 k_replay_rate = 1.0/30.0,
-             k_gamestate_rate = 0.5;
+         player_copy_frame_animator( player, frame );
+         _player_pose[ frame->system ]( player, &pose0 );
 
-   u16 gamestates = 0;
-   if( statedelta > k_gamestate_rate || force /* or switching */ ){
-      gamestates = 1;
-   }
-   
-   if( (delta > k_replay_rate) || gamestates ){
-      replay_frame *frame = replay_newframe( replay, gamestates, 0 );
-      replay->cursor = vg.time;
-      replay->cursor_frame = frame;
+         player_copy_frame_animator( player, next );
+         _player_pose[ next->system ]( player, &pose1 );
 
-      player_animation *res = &frame->anim;
-      v3_zero( res->root_co );
-      q_identity( res->root_q );
-      res->type = k_player_animation_type_absolute;
+         v3_lerp( pose0.root_co, pose1.root_co, t, player->pose.root_co );
+         q_nlerp( pose0.root_q,  pose1.root_q,  t, player->pose.root_q );
+         player->pose.type = pose0.type;
+         player->pose.board.lean = vg_lerpf( pose0.board.lean,
+                                             pose1.board.lean, t );
 
-      struct skeleton *sk = &player->playeravatar->sk;
-      skeleton_decompose_mtx_absolute( sk, res->pose );
-
-      memcpy( &frame->board_pose, &player->board_pose, 
-               sizeof(player->board_pose) );
-      frame->time = vg.time;
-      v3_copy( player->cam.pos, frame->cam_pos );
-      v3_copy( player->cam.angles, frame->cam_angles );
-      frame->cam_fov = player->cam.fov;
-
-      if( gamestates ){
-         replay_gamestate *gs = replay_frame_gamestate( frame, 0 );
-         gs->system = player->subsystem;
-
-         if( player->subsystem == k_player_subsystem_walk ){
-            memcpy( &gs->walk, &player->_walk.state, 
-                     sizeof(struct player_walk_state) );
+         struct skeleton *sk = &player->playeravatar->sk;
+         if( pose0.type != pose1.type ){
+            /* it would be nice to apply IK pass in-keyframes. TOO BAD! */
+            skeleton_copy_pose( sk, pose0.keyframes, player->pose.keyframes );
          }
-         else if( player->subsystem == k_player_subsystem_skate ){
-            memcpy( &gs->skate, &player->_skate.state
-                     sizeof(struct player_skate_state) );
+         else {
+            skeleton_lerp_pose( sk, pose0.keyframes, pose1.keyframes
+                                t, player->pose.keyframes );
          }
-
-         memcpy( &gs->rb, &player->rb, sizeof(rigidbody) );
-         memcpy( &gs->cam_control, &player->cam_control, 
-                  sizeof(struct player_cam_controller) );
-         v3_copy( player->angles, gs->angles );
       }
-   }
-}
-
-VG_STATIC void player__pre_render( player_instance *player ){
-   if( player->replay.control == k_replay_control_none ){
-      player->cam_override_strength = 0.0f;
-      player_animate( player );
-
-      if( button_down( k_srbind_reset ) && !player->immobile ){
-         audio_lock();
-         audio_oneshot( &audio_rewind[4], 1.0f, 0.0f );
-         audio_unlock();
-
-         player_record_replay( player, 1 );
-         player->replay.control = k_replay_control_scrub;
+      else{
+         player_copy_frame_animator( player, frame );
+         _player_pose[ frame->system ]( player, &player->pose );
       }
-      else
-         player_record_replay( player, 0 );
-   }
-   else {
-      player->cam_override_strength = 1.0f-skaterift.time_rate;
-      player_replay_control_update( player );
-      player_animate_from_replay( player );
    }
+   else return;
 
-   player__cam_iterate( player );
+   player_apply_pose_to_skeleton( player );
+}
 
+VG_STATIC void player__pre_render( player_instance *player ){
    /* shadowing/ao info */
    struct player_avatar *av = player->playeravatar;
    struct player_board *board = 
@@ -304,7 +273,7 @@ VG_STATIC void player__pre_render( player_instance *player ){
 
 VG_STATIC void render_board( camera *cam, world_instance *world,
                              struct player_board *board, m4x3f root,
-                             struct board_pose *pose,
+                             struct player_board_pose *pose,
                              enum board_shader shader )
 {
    if( !board ) return;
@@ -324,7 +293,7 @@ VG_STATIC void render_board( camera *cam, world_instance *world,
 
       render_fb_inverse_ratio( gpipeline.fb_main, inverse );
 
-      inverse[2] = main_camera.farz-main_camera.nearz;
+      inverse[2] = skaterift.cam.farz-skaterift.cam.nearz;
 
       shader_model_board_view_uInverseRatioDepth( inverse );
       render_fb_inverse_ratio( NULL, inverse );
@@ -434,6 +403,7 @@ VG_STATIC void render_board( camera *cam, world_instance *world,
 }
 
 VG_STATIC void render_playermodel( camera *cam, world_instance *world,
+                                   int depth_compare,
                                    struct player_model *model,
                                    struct skeleton *skeleton ){
    if( !model ) return;
@@ -445,16 +415,20 @@ VG_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_uTexSceneDepth( 1 );
-   render_fb_bind_texture( gpipeline.fb_main, 2, 1 );
-   v3f inverse;
-   render_fb_inverse_ratio( gpipeline.fb_main, inverse );
-   inverse[2] = main_camera.farz-main_camera.nearz;
 
-   shader_model_character_view_uInverseRatioDepth( inverse );
-   render_fb_inverse_ratio( NULL, inverse );
-   inverse[2] = cam->farz-cam->nearz;
-   shader_model_character_view_uInverseRatioMain( inverse );
+   if( depth_compare ){
+      shader_model_character_view_uTexSceneDepth( 1 );
+      render_fb_bind_texture( gpipeline.fb_main, 2, 1 );
+      v3f inverse;
+      render_fb_inverse_ratio( gpipeline.fb_main, inverse );
+      inverse[2] = skaterift.cam.farz-skaterift.cam.nearz;
+
+      shader_model_character_view_uInverseRatioDepth( inverse );
+      render_fb_inverse_ratio( NULL, inverse );
+      inverse[2] = cam->farz-cam->nearz;
+      shader_model_character_view_uInverseRatioMain( inverse );
+   }
+   shader_model_character_view_uDepthCompare( depth_compare );
 
    world_link_lighting_ub( world, _shader_model_character_view.id );
    world_bind_position_texture( world, _shader_model_character_view.id,
@@ -473,8 +447,7 @@ VG_STATIC void render_playermodel( camera *cam, world_instance *world,
    mesh_draw( &model->mdl.mesh );
 }
 
-PLAYER_API void player__render( camera *cam, player_instance *player )
-{
+PLAYER_API void player__render( camera *cam, player_instance *player ){
    world_instance *world = world_current_instance();
    SDL_AtomicLock( &addon_system.sl_cache_using_resources );
 
@@ -483,7 +456,7 @@ PLAYER_API void player__render( camera *cam, player_instance *player )
                                   player->playermodel_view_slot );
 
    if( !model ) model = &player->fallback_model;
-   render_playermodel( cam, world, model, &player->playeravatar->sk );
+   render_playermodel( cam, world, 1, model, &player->playeravatar->sk );
 
    struct player_board *board = 
       addon_cache_item_if_loaded( k_addon_type_board,
@@ -491,7 +464,7 @@ PLAYER_API void player__render( camera *cam, player_instance *player )
 
    render_board( cam, world, board, player->playeravatar->sk.final_mtx[
                                     player->playeravatar->id_board],
-                                    &player->board_pose,
+                                    &player->pose.board,
                                     k_board_shader_player );
 
    SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );