#include "player_render.h"
#include "camera.h"
#include "player_model.h"
+#include "ent_skateshop.h"
+#include "audio.h"
#include "shaders/model_character_view.h"
#include "shaders/model_board_view.h"
/* TODO: Standard model load */
-VG_STATIC void player_model_load( struct player_model *mdl, const char *path )
+VG_STATIC void dynamic_model_load( mdl_context *ctx,
+ struct dynamic_model_1texture *mdl,
+ const char *path )
{
- vg_linear_clear( vg_mem.scratch );
+ if( !mdl_arrcount( &ctx->textures ) )
+ vg_fatal_error( "No texture in model" );
- mdl_context ctx;
- mdl_open( &ctx, path, vg_mem.scratch );
- mdl_load_metadata_block( &ctx, vg_mem.scratch );
-
- if( !mdl_arrcount( &ctx.textures ) )
- vg_fatal_error( "No texture in player model" );
-
- mdl_texture *tex0 = mdl_arritm( &ctx.textures, 0 );
+ mdl_texture *tex0 = mdl_arritm( &ctx->textures, 0 );
void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size );
- mdl_fread_pack_file( &ctx, &tex0->file, data );
+ mdl_fread_pack_file( ctx, &tex0->file, data );
vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
VG_TEX2D_NEAREST|VG_TEX2D_CLAMP,
&mdl->texture );
- mdl_async_load_glmesh( &ctx, &mdl->mesh );
- mdl_close( &ctx );
+ mdl_async_load_glmesh( ctx, &mdl->mesh );
}
-VG_STATIC void player_board_load( struct player_board *mdl, const char *path )
-{
+VG_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,
+ const char *path ){
+
vg_linear_clear( vg_mem.scratch );
mdl_context ctx;
mdl_open( &ctx, path, vg_mem.scratch );
mdl_load_metadata_block( &ctx, vg_mem.scratch );
+ dynamic_model_load( &ctx, &board->mdl, path );
+
mdl_array_ptr markers;
mdl_load_array( &ctx, &markers, "ent_marker", vg_mem.scratch );
- if( !mdl_arrcount( &ctx.textures ) )
- vg_fatal_error( "No texture in board model" );
-
- mdl_texture *tex0 = mdl_arritm( &ctx.textures, 0 );
- void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size );
- mdl_fread_pack_file( &ctx, &tex0->file, data );
-
- vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
- VG_TEX2D_CLAMP|VG_TEX2D_NEAREST,
- &mdl->texture );
-
- mdl_async_load_glmesh( &ctx, &mdl->mesh );
- mdl_close( &ctx );
-
+ /* TODO: you get put into a new section, the above is standard mdl loads. */
for( int i=0; i<4; i++ )
- mdl->wheels[i].indice_count = 0;
+ board->wheels[i].indice_count = 0;
for( int i=0; i<2; i++ )
- mdl->trucks[i].indice_count = 0;
- mdl->board.indice_count = 0;
+ board->trucks[i].indice_count = 0;
+ board->board.indice_count = 0;
for( u32 i=0; i<mdl_arrcount(&ctx.meshs); i++ ){
mdl_mesh *mesh = mdl_arritm( &ctx.meshs, i );
if( !strcmp( alias, "wheel" ) ){
u32 id = fb<<1 | lr;
- mdl->wheels[ id ] = *sm0;
- v3_copy( marker->transform.co, mdl->wheel_positions[ id ] );
+ board->wheels[ id ] = *sm0;
+ v3_copy( marker->transform.co, board->wheel_positions[ id ] );
}
else if( !strcmp( alias, "board" ) ){
- mdl->board = *sm0;
- v3_copy( marker->transform.co, mdl->board_position );
+ board->board = *sm0;
+ v3_copy( marker->transform.co, board->board_position );
}
else if( !strcmp( alias, "truck" ) ){
- mdl->trucks[ fb ] = *sm0;
- v3_copy( marker->transform.co, mdl->truck_positions[ fb ] );
+ board->trucks[ fb ] = *sm0;
+ v3_copy( marker->transform.co, board->truck_positions[ fb ] );
}
}
+
+ mdl_close( &ctx );
}
-VG_STATIC void player_board_unload( struct player_board *mdl )
-{
- mesh_free( &mdl->mesh );
- glDeleteTextures( 1, &mdl->texture );
+VG_STATIC void player_board_unload( struct player_board *board ){
+ dynamic_model_unload( &board->mdl );
}
-VG_STATIC void player__pre_render( player_instance *player )
-{
+VG_STATIC void player_model_load( struct player_model *board, const char *path){
+ vg_linear_clear( vg_mem.scratch );
+
+ mdl_context ctx;
+ mdl_open( &ctx, path, vg_mem.scratch );
+ mdl_load_metadata_block( &ctx, vg_mem.scratch );
+
+ dynamic_model_load( &ctx, &board->mdl, path );
+
+ mdl_close( &ctx );
+}
+
+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;
+
_player_animate[ player->subsystem ]( player, &res );
m4x3f transform;
player->holdout_time -= vg.time_frame_delta * 2.0f;
}
- 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 );
+ 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 );
+ }
skeleton_debug( sk );
}
if( _player_post_animate[ player->subsystem ] )
_player_post_animate[ player->subsystem ]( player );
+}
- struct player_avatar *av = player->playeravatar;
+VG_STATIC void player__pre_render( player_instance *player ){
+ player->cam_override_strength = 0.0f;
+ player_animate( player );
- struct player_board *board = player->board;
+ /* dev playbacker */
+ if( k_replay_test ){
+ f64 speed = 1.0;
+ f64 target = player->replay.cursor;
- v3f vp0, vp1;
+ if( vg_getkey( SDLK_9 ) ){
+ target -= vg.time_frame_delta * speed;
+ player->replay.control = k_replay_control_scrub;
+ replay_seek( &player->replay, target );
+ }
+ if( vg_getkey( SDLK_0 ) ){
+ target += vg.time_frame_delta * speed;
+ player->replay.control = k_replay_control_scrub;
+ replay_seek( &player->replay, target );
+ }
- if( board ){
- v3_copy((v3f){0.0f,0.1f, board->truck_positions[0][2]}, vp0 );
- v3_copy((v3f){0.0f,0.1f, board->truck_positions[1][2]}, vp1 );
- }
- else{
- v3_zero( vp0 );
- v3_zero( vp1 );
- }
+ if( vg_getkey( SDLK_7 ) )
+ player->replay.control = k_replay_control_play;
- struct ub_world_lighting *ubo = &get_active_world()->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 );
+ if( player->replay.control == k_replay_control_play ){
+ target += vg.time_frame_delta;
+ replay_seek( &player->replay, target );
+ }
- if( player->immobile ){
- player__cam_iterate( player );
- return;
- }
+ if( vg_getkey( SDLK_8 ) ){
+ replay_frame *prev = replay_find_recent_stateframe( &player->replay );
- if( player->rewinding ){
- if( player->rewind_time <= 0.0f ){
- double taken = vg.time - player->rewind_start;
- vg_success( "Rewind took (rt, pt, tl): %f, %f, %f\n",
- taken, player->rewind_predicted_time,
- player->rewind_total_length );
-
- player->rewinding = 0;
- player->rewind_length = 1;
- player->rewind_total_length = 0.0f;
- player->rewind_accum = 0.0f;
- world_global.sky_target_rate = 1.0;
- world_global.time = world_global.last_use;
- }
- else{
- world_global.sky_target_rate = -100.0;
-
- float budget = vg.time_delta,
- overall_length = player->rewind_length;
-
- for( int i=0; (i<10)&&(player->rewind_time>0.0f)&&(budget>0.0f); i++ ){
- /* Interpolate frames */
- int i0 = floorf( player->rewind_time ),
- i1 = VG_MIN( i0+1, player->rewind_length-1 );
-
- struct rewind_frame *fr = &player->rewind_buffer[i0],
- *fr1 = &player->rewind_buffer[i1];
-
- float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
- subl = vg_fractf( player->rewind_time ) + 0.001f,
-
- sramp = 3.0f-(1.0f/(0.4f+0.4f*player->rewind_time)),
- speed = sramp*28.0f + 0.5f*player->rewind_time,
- mod = speed * (budget / dist),
-
- advl = vg_minf( mod, subl ),
- advt = (advl / mod) * budget;
-
- player->dist_accum += speed * advt;
- player->rewind_time -= advl;
- budget -= advt;
+ if( prev ){
+ /* TODO: Make gamestate_apply function / swap ... */
+ replay_gamestate *gs = replay_frame_gamestate( prev, 0 );
+
+ if( gs->system == k_player_subsystem_walk ){
+ memcpy( &player->_walk.state, &gs->walk,
+ sizeof(struct player_walk_state) );
+ }
+ else if( gs->system == k_player_subsystem_skate ){
+ memcpy( &player->_skate.state, &gs->skate,
+ sizeof(struct player_skate_state) );
+ }
+ player->subsystem = gs->system;
+
+ memcpy( &player->rb, &gs->rb, sizeof(rigidbody) );
+ v3_copy( gs->angles, player->angles );
+ v3_copy( prev->cam_pos, player->cam.pos );
+ v3_copy( prev->cam_angles, player->cam_override_angles );
+ player->cam.fov = prev->cam_fov;
+ memcpy( &player->cam_control, &gs->cam_control,
+ sizeof(struct player_cam_controller) );
+
+ /* chop end off replay */
+ prev->r = NULL;
+ player->replay.statehead = prev;
+ player->replay.head = prev;
+ player->replay.cursor_frame = prev;
+ player->replay.cursor = prev->time;
+ vg.time = prev->time;
+
+ k_replay_test = 0;
+ player__pre_render( player );
+ return;
}
+ }
- player->rewind_time = vg_maxf( 0.0f, player->rewind_time );
+ player_animation res;
+ replay_frame *frame = player->replay.cursor_frame;
+
+ 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;
+ }
+ else return;
- float current_time = vg.time - player->rewind_start,
- remaining = player->rewind_predicted_time - current_time;
+ struct skeleton *sk = &player->playeravatar->sk;
+ skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute );
+ }
+ else {
+ /* replay recorder */
+ replay_buffer *replay = &player->replay;
- if( player->rewind_sound_wait ){
- if( player->rewind_predicted_time >= 6.5f ){
- if( remaining <= 6.5f ){
- audio_lock();
- audio_oneshot( &audio_rewind[3], 1.0f, 0.0f );
- audio_unlock();
- player->rewind_sound_wait = 0;
- }
- }
- else if( player->rewind_predicted_time >= 2.5f ){
- if( remaining <= 2.5f ){
- audio_lock();
- audio_oneshot( &audio_rewind[2], 1.0f, 0.0f );
- audio_unlock();
- player->rewind_sound_wait = 0;
- }
+ f64 delta = 9999999.9,
+ statedelta = 9999999.9;
+
+ if( replay->head )
+ delta = vg.time - replay->head->time;
+
+ if( replay->statehead )
+ statedelta = vg.time - replay->statehead->time;
+
+ const f64 k_replay_rate = 1.0/30.0,
+ k_gamestate_rate = 0.5;
+
+ u16 gamestates = 0;
+ if( statedelta > k_gamestate_rate /* 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_animation *res = &frame->anim;
+ v3_zero( res->root_co );
+ q_identity( res->root_q );
+ res->type = k_player_animation_type_absolute;
+
+ 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) );
}
- else if( player->rewind_predicted_time >= 1.5f ){
- if( remaining <= 1.5f ){
- audio_lock();
- audio_oneshot( &audio_rewind[1], 1.0f, 0.0f );
- audio_unlock();
- player->rewind_sound_wait = 0;
- }
+ else if( player->subsystem == k_player_subsystem_skate ){
+ memcpy( &gs->skate, &player->_skate.state,
+ sizeof(struct player_skate_state) );
}
+
+ 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 );
}
-
- int i0 = floorf( player->rewind_time ),
- i1 = VG_MIN( i0+1, player->rewind_length-1 );
-
- struct rewind_frame *fr = &player->rewind_buffer[i0],
- *fr1 = &player->rewind_buffer[i1];
-
- float sub = vg_fractf(player->rewind_time);
-
- v3_lerp( fr->pos, fr1->pos, sub, player->cam_override_pos );
- player->cam_override_angles[0] =
- vg_alerpf( fr->ang[0], fr1->ang[0], sub );
- player->cam_override_angles[1] =
- vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
- player->cam_override_fov = player->cam.fov;
-
- float blend = player->rewind_time * 0.25f;
- player->cam_override_strength = vg_clampf( blend, 0.0f, 1.0f );
}
}
- else player->cam_override_strength = 0.0f;
player__cam_iterate( player );
-}
-enum board_shader{
- k_board_shader_player,
- k_board_shader_entity
-};
+ /* shadowing/ao info */
+ struct player_avatar *av = player->playeravatar;
+ struct player_board *board =
+ addon_cache_item_if_loaded( k_addon_type_board,
+ player->board_view_slot );
+ v3f vp0, vp1;
+ if( board ){
+ v3_copy((v3f){0.0f,0.1f, board->truck_positions[0][2]}, vp0 );
+ v3_copy((v3f){0.0f,0.1f, board->truck_positions[1][2]}, vp1 );
+ }
+ else{
+ v3_zero( vp0 );
+ v3_zero( vp1 );
+ }
+
+ 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 );
+}
VG_STATIC void render_board( camera *cam, world_instance *world,
struct player_board *board, m4x3f root,
+ struct board_pose *pose,
enum board_shader shader )
{
if( !board ) return;
v3f inverse;
glActiveTexture( GL_TEXTURE0 );
- glBindTexture( GL_TEXTURE_2D, board->texture );
+ glBindTexture( GL_TEXTURE_2D, board->mdl.texture );
if( shader == k_board_shader_player ){
shader_model_board_view_use();
shader_model_board_view_uCamera( cam->transform[3] );
shader_model_board_view_uPv( cam->mtx.pv );
shader_model_board_view_uTexSceneDepth( 1 );
+ render_fb_bind_texture( gpipeline.fb_main, 2, 1 );
render_fb_inverse_ratio( gpipeline.fb_main, inverse );
+
inverse[2] = main_camera.farz-main_camera.nearz;
shader_model_board_view_uInverseRatioDepth( inverse );
_uniform_model_entity_uLightsIndex, 4 );
}
- mesh_bind( &board->mesh );
+ mesh_bind( &board->mdl.mesh );
m4x4f m4mdl;
if( board->board.indice_count ){
m4x3f mlocal;
m3x3_identity( mlocal );
- v3_copy( board->board_position, mlocal[3] );
+
+ mdl_keyframe kf;
+ v3_zero( kf.co );
+ q_identity( kf.q );
+ v3_zero( kf.s );
+
+ v4f qroll;
+ q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, pose->lean * 0.6f );
+ keyframe_rotate_around( &kf, (v3f){0.0f,0.11f,0.0f},
+ (v3f){0.0f,0.0f,0.0f}, qroll );
+
+ v3_add( board->board_position, kf.co, mlocal[3] );
+ q_m3x3( kf.q, mlocal );
+
m4x3_mul( root, mlocal, mlocal );
if( shader == k_board_shader_entity ){
}
}
-PLAYER_API void player__render( camera *cam, player_instance *player )
-{
+VG_STATIC void render_playermodel( camera *cam, world_instance *world,
+ struct player_model *model,
+ struct skeleton *skeleton ){
+ if( !model ) return;
+
shader_model_character_view_use();
glActiveTexture( GL_TEXTURE0 );
- glBindTexture( GL_TEXTURE_2D, player->playermodel->texture );
+ glBindTexture( GL_TEXTURE_2D, model->mdl.texture );
shader_model_character_view_uTexMain( 0 );
shader_model_character_view_uCamera( cam->transform[3] );
shader_model_character_view_uPv( cam->mtx.pv );
inverse[2] = cam->farz-cam->nearz;
shader_model_character_view_uInverseRatioMain( inverse );
- world_instance *world = get_active_world();
world_link_lighting_ub( world, _shader_model_character_view.id );
world_bind_position_texture( world, _shader_model_character_view.id,
_uniform_model_character_view_g_world_depth, 2 );
_uniform_model_character_view_uLightsIndex, 4 );
glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
- player->playeravatar->sk.bone_count,
+ skeleton->bone_count,
0,
- (float *)player->playeravatar->sk.final_mtx );
+ (float *)skeleton->final_mtx );
- mesh_bind( &player->playermodel->mesh );
- mesh_draw( &player->playermodel->mesh );
+ mesh_bind( &model->mdl.mesh );
+ mesh_draw( &model->mdl.mesh );
+}
- struct player_board *board = player->board;
+PLAYER_API void player__render( camera *cam, player_instance *player )
+{
+ 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 );
+
+ if( !model ) model = &player->fallback_model;
+ render_playermodel( cam, world, model, &player->playeravatar->sk );
+
+ struct player_board *board =
+ addon_cache_item_if_loaded( k_addon_type_board,
+ player->board_view_slot );
render_board( cam, world, board, player->playeravatar->sk.final_mtx[
- player->playeravatar->id_board],
- k_board_shader_player );
+ player->playeravatar->id_board],
+ &player->board_pose,
+ k_board_shader_player );
+
+ SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
}
#endif /* PLAYER_RENDER_C */