network oneshots
[carveJwlIkooP6JGAAIwe30JlM.git] / player_render.c
index 93786b3602b3a9829bc73fb8d51c2f9e15bdac00..3f72657b1d8ed87c89bfce9504f88a0100d90774 100644 (file)
@@ -136,25 +136,26 @@ static void player_model_unload( struct player_model *board ){
    dynamic_model_unload( &board->mdl );
 }
 
-static void player_apply_pose_to_skeleton(void){
-   struct skeleton *sk = &localplayer.playeravatar->sk;
-   player_pose *pose = &localplayer.pose;
-
+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 );
-      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 );
+      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 );
-      skeleton_apply_inverses( sk );
-      skeleton_apply_transform( sk, transform );
+      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 );
    }
 }
 
@@ -181,8 +182,9 @@ static void player__animate(void){
       localplayer.holdout_time -= vg.time_frame_delta * 2.0f;
    }
 
-   player_apply_pose_to_skeleton();
-   skeleton_debug( sk );
+   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();
@@ -200,6 +202,25 @@ 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 ){
+   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 );
+   }
+}
+
 static void player__animate_from_replay( replay_buffer *replay ){
    replay_frame *frame = replay->cursor_frame,
                 *next = NULL;
@@ -221,22 +242,7 @@ static void player__animate_from_replay( replay_buffer *replay ){
          sys0->pose( a0, &pose0 );
          sys1->pose( a1, &pose1 );
 
-         v3_lerp( pose0.root_co, pose1.root_co, t, localplayer.pose.root_co );
-         q_nlerp( pose0.root_q,  pose1.root_q,  t, localplayer.pose.root_q );
-         localplayer.pose.type = pose0.type;
-         localplayer.pose.board.lean = vg_lerpf( pose0.board.lean,
-                                             pose1.board.lean, t );
-
-         struct skeleton *sk = &localplayer.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, 
-                                localplayer.pose.keyframes );
-         }
-         else {
-            skeleton_lerp_pose( sk, pose0.keyframes, pose1.keyframes, 
-                                t, localplayer.pose.keyframes );
-         }
+         lerp_player_pose( &pose0, &pose1, t, &localplayer.pose );
       }
       else{
          struct player_subsystem_interface 
@@ -247,7 +253,8 @@ static void player__animate_from_replay( replay_buffer *replay ){
    }
    else return;
 
-   player_apply_pose_to_skeleton();
+   apply_full_skeleton_pose( &localplayer.playeravatar->sk, &localplayer.pose,
+                             localplayer.final_mtx );
 }
 
 static void player__pre_render(void){
@@ -267,8 +274,8 @@ static void player__pre_render(void){
    }
 
    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 );
 }
 
 static void render_board( camera *cam, world_instance *world,
@@ -405,7 +412,8 @@ 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 ){
+                                struct skeleton *skeleton,
+                                m4x3f *final_mtx ){
    if( !model ) return;
    
    shader_model_character_view_use();
@@ -441,7 +449,7 @@ static void render_playermodel( camera *cam, world_instance *world,
    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 );
@@ -456,14 +464,15 @@ static void player__render( camera *cam ){
                                   localplayer.playermodel_view_slot );
 
    if( !model ) model = &localplayer.fallback_model;
-   render_playermodel( cam, world, 1, model, &localplayer.playeravatar->sk );
+   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,
                                   localplayer.board_view_slot );
 
-   render_board( cam, world, board, localplayer.playeravatar->sk.final_mtx[
-                                    localplayer.playeravatar->id_board],
+   render_board( cam, world, board, localplayer.final_mtx[
+                                       localplayer.playeravatar->id_board],
                                     &localplayer.pose.board,
                                     k_board_shader_player );