basic replayable replays
[carveJwlIkooP6JGAAIwe30JlM.git] / player_render.c
index 8f2521538ca9719b7c83b93dccf3a27553f49e0c..851b98fb34c2ef0dabf74ea67df68990a7b3ba7c 100644 (file)
@@ -6,6 +6,7 @@
 #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"
@@ -38,60 +39,50 @@ VG_STATIC void player_avatar_load( struct player_avatar *av, const char *path )
 
 /* 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 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 *mdl, const char *path )
-{
+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 );
@@ -110,30 +101,47 @@ VG_STATIC void player_board_load( struct player_board *mdl, const char *path )
 
       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;
@@ -148,147 +156,195 @@ VG_STATIC void player__pre_render( player_instance *player )
          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;
-   struct player_board *board = player_get_player_board( player );
+VG_STATIC void player__pre_render( player_instance *player ){
+   player->cam_override_strength = 0.0f;
+   player_animate( player );
 
-   v3f vp0, vp1;
+   /* dev playbacker */
+   if( k_replay_test ){
+      f64 speed = 1.0;
+      f64 target = player->replay.cursor;
 
-   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 = &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( 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( player->immobile ){
-      player__cam_iterate( player );
-      return;
-   }
+      if( vg_getkey( SDLK_7 ) )
+         player->replay.control = k_replay_control_play;
 
-   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;
+      if( player->replay.control == k_replay_control_play ){
+         target += vg.time_frame_delta;
+         replay_seek( &player->replay, target );
       }
-      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;
-         }
 
-         player->rewind_time = vg_maxf( 0.0f, player->rewind_time );
+      if( vg_getkey( SDLK_8 ) ){
+         replay_frame *prev = replay_find_recent_stateframe( &player->replay );
 
-         float current_time = vg.time - player->rewind_start,
-               remaining    = player->rewind_predicted_time - current_time;
+         if( prev ){
+            /* TODO: Make gamestate_apply function / swap ... */
+            replay_gamestate *gs = replay_frame_gamestate( prev, 0 );
 
-         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;
-               }
+            if( gs->system == k_player_subsystem_walk ){
+               memcpy( &player->_walk.state, &gs->walk, 
+                        sizeof(struct player_walk_state) );
             }
-            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;
-               }
+            else if( gs->system == k_player_subsystem_skate ){
+               memcpy( &player->_skate.state, &gs->skate, 
+                        sizeof(struct player_skate_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;
-               }
+            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_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;
+
+      struct skeleton *sk = &player->playeravatar->sk;
+      skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute );
+   }
+   else {
+      /* replay recorder */
+      replay_buffer *replay = &player->replay;
+
+      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->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;
@@ -296,7 +352,7 @@ VG_STATIC void render_board( camera *cam, world_instance *world,
    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();
@@ -304,6 +360,7 @@ VG_STATIC void render_board( camera *cam, world_instance *world,
       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 );
 
@@ -337,14 +394,27 @@ VG_STATIC void render_board( camera *cam, world_instance *world,
                                  _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 ){
@@ -403,12 +473,15 @@ VG_STATIC void render_board( camera *cam, world_instance *world,
    }
 }
 
-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 );
@@ -423,7 +496,6 @@ PLAYER_API void player__render( camera *cam, player_instance *player )
    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 );
@@ -433,18 +505,36 @@ PLAYER_API void player__render( camera *cam, player_instance *player )
                               _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_get_player_board( 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 );
+
+   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 */