#include "shaders/model_board_view.h"
#include "shaders/model_entity.h"
-VG_STATIC void player_avatar_load( struct player_avatar *av, const char *path )
-{
+static void player_avatar_load( struct player_avatar *av, const char *path ){
mdl_open( &av->meta, path, vg_mem.rtmemory );
mdl_load_metadata_block( &av->meta, vg_mem.rtmemory );
mdl_load_animation_block( &av->meta, vg_mem.rtmemory );
/* TODO: Standard model load */
-VG_STATIC void dynamic_model_load( mdl_context *ctx,
+static void dynamic_model_load( mdl_context *ctx,
struct dynamic_model_1texture *mdl,
- const char *path )
-{
+ const char *path ){
if( !mdl_arrcount( &ctx->textures ) )
vg_fatal_error( "No texture in model" );
mdl_async_load_glmesh( ctx, &mdl->mesh );
}
-VG_STATIC void dynamic_model_unload( struct dynamic_model_1texture *mdl ){
+static void dynamic_model_unload( struct dynamic_model_1texture *mdl ){
mesh_free( &mdl->mesh );
glDeleteTextures( 1, &mdl->texture );
}
/* TODO: allow error handling */
-VG_STATIC void player_board_load( struct player_board *board,
+static void player_board_load( struct player_board *board,
const char *path ){
vg_linear_clear( vg_mem.scratch );
mdl_close( &ctx );
}
-VG_STATIC void player_board_unload( struct player_board *board ){
+static void player_board_unload( struct player_board *board ){
dynamic_model_unload( &board->mdl );
}
-VG_STATIC void player_model_load( struct player_model *board, const char *path){
+static void player_model_load( struct player_model *board, const char *path){
vg_linear_clear( vg_mem.scratch );
mdl_context ctx;
mdl_close( &ctx );
}
-VG_STATIC void player_model_unload( struct player_model *board ){
+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;
-
- _player_animate[ player->subsystem ]( player, &res );
+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 );
+ }
+}
- m4x3f transform;
- q_m3x3( res.root_q, transform );
- v3_copy( res.root_co, transform[3] );
+static void player__animate(void){
+ struct player_subsystem_interface *sys =
+ player_subsystems[localplayer.subsystem];
- struct skeleton *sk = &player->playeravatar->sk;
+ assert( sys->animate );
+ assert( sys->pose );
+ assert( sys->animator_data );
- if( player->holdout_time > 0.0f ){
- skeleton_lerp_pose( sk, res.pose, player->holdout_pose,
- player->holdout_time, res.pose );
- player->holdout_time -= vg.time_frame_delta * 2.0f;
- }
+ sys->animate();
+ sys->pose( sys->animator_data, &localplayer.pose );
- 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 );
- }
+ struct skeleton *sk = &localplayer.playeravatar->sk;
- skeleton_debug( sk );
+ if( localplayer.holdout_time > 0.0f ){
+ player_pose *pose = &localplayer.pose;
+ skeleton_lerp_pose( sk,
+ pose->keyframes,localplayer.holdout_pose.keyframes,
+ localplayer.holdout_time, pose->keyframes );
+ 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;
}
- if( _player_post_animate[ player->subsystem ] )
- _player_post_animate[ player->subsystem ]( player );
+ apply_full_skeleton_pose( &localplayer.playeravatar->sk, &localplayer.pose,
+ localplayer.final_mtx );
+ 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];
- player__cam_iterate( player );
+ if( sys->animator_size ){
+ void *src = replay_frame_data( frame, k_replay_framedata_animator );
+ memcpy( sys->animator_data, src, sys->animator_size );
+ }
}
-VG_STATIC void player__animate_from_replay( player_instance *player,
- replay_buffer *replay ){
- /* TODO: holdout blending (from when the game has to slow down) */
+static void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t,
+ player_pose *posed ){
+ struct skeleton *sk = &localplayer.playeravatar->sk;
+
+ 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 );
+ }
+}
- player_animation res;
+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 );
- struct skeleton *sk = &player->playeravatar->sk;
- skeleton_lerp_pose(sk, frame->anim.pose, next->anim.pose, t, res.pose);
- v3_lerp( frame->anim.root_co, next->anim.root_co, t, res.root_co );
- q_nlerp( frame->anim.root_q, next->anim.root_q, t, res.root_q );
- res.type = k_player_animation_type_absolute;
- player->board_pose.lean = vg_lerpf( frame->board_pose.lean,
- next->board_pose.lean, t );
+ 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 {
- memcpy( &res, &frame->anim, sizeof(frame->anim) );
- memcpy( &frame->board_pose, &player->board_pose,
- sizeof(player->board_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;
- struct skeleton *sk = &player->playeravatar->sk;
- skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute );
+ apply_full_skeleton_pose( &localplayer.playeravatar->sk, &localplayer.pose,
+ localplayer.final_mtx );
}
-VG_STATIC void player__pre_render( player_instance *player ){
+static void player__pre_render(void){
/* shadowing/ao info */
- struct player_avatar *av = player->playeravatar;
+ struct player_avatar *av = localplayer.playeravatar;
struct player_board *board =
addon_cache_item_if_loaded( k_addon_type_board,
- player->board_view_slot );
+ localplayer.board_view_slot );
v3f vp0, vp1;
if( board ){
v3_copy((v3f){0.0f,0.1f, board->truck_positions[0][2]}, vp0 );
}
struct ub_world_lighting *ubo = &world_current_instance()->ub_lighting;
- m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, ubo->g_board_0 );
- m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, ubo->g_board_1 );
+ m4x3_mulv( localplayer.final_mtx[ av->id_board ], vp0, ubo->g_board_0 );
+ m4x3_mulv( localplayer.final_mtx[ av->id_board ], vp1, ubo->g_board_1 );
}
-VG_STATIC void render_board( camera *cam, world_instance *world,
- struct player_board *board, m4x3f root,
- struct board_pose *pose,
- enum board_shader shader )
+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 ) return;
}
}
-VG_STATIC void render_playermodel( camera *cam, world_instance *world,
- int depth_compare,
- struct player_model *model,
- struct skeleton *skeleton ){
+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();
glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
skeleton->bone_count,
0,
- (float *)skeleton->final_mtx );
+ (f32 *)final_mtx );
mesh_bind( &model->mdl.mesh );
mesh_draw( &model->mdl.mesh );
}
-PLAYER_API void player__render( camera *cam, player_instance *player ){
+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,
- player->playermodel_view_slot );
+ localplayer.playermodel_view_slot );
- if( !model ) model = &player->fallback_model;
- render_playermodel( cam, world, 1, model, &player->playeravatar->sk );
+ if( !model ) model = &localplayer.fallback_model;
+ render_playermodel( cam, world, 1, model, &localplayer.playeravatar->sk,
+ localplayer.final_mtx );
struct player_board *board =
addon_cache_item_if_loaded( k_addon_type_board,
- player->board_view_slot );
+ localplayer.board_view_slot );
- render_board( cam, world, board, player->playeravatar->sk.final_mtx[
- player->playeravatar->id_board],
- &player->board_pose,
+ render_board( cam, world, board, localplayer.final_mtx[
+ localplayer.playeravatar->id_board],
+ &localplayer.pose.board,
k_board_shader_player );
SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );