Merge all features from glider feature branch
[carveJwlIkooP6JGAAIwe30JlM.git] / player_render.c
index aed6caf099359f9993c050344ebb1ef17c77a7c3..40c2f9a73b5d5db2c3a828e9970ee93287ea5224 100644 (file)
@@ -17,6 +17,7 @@
 
 #include "network.h"
 #include "player_remote.h"
+#include "player_glide.h"
 
 static void player_load_animation_reference( const char *path ){
    mdl_context *meta = &localplayer.skeleton_meta;
@@ -28,6 +29,7 @@ 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 +37,8 @@ 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" );
@@ -44,6 +48,35 @@ static void player_load_animation_reference( const char *path ){
    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 */
@@ -51,6 +84,8 @@ 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 */
@@ -226,7 +261,7 @@ 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,
@@ -243,6 +278,10 @@ static void player__animate(void){
    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();
 }
 
@@ -275,34 +314,82 @@ static void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t,
    }
 }
 
+static 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;
+   }
+}
+
 static 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;
@@ -507,6 +594,31 @@ 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 );
 }
 
+static 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];
+   }
+}
 #endif /* PLAYER_RENDER_C */