small compression
[carveJwlIkooP6JGAAIwe30JlM.git] / player_render.c
index 22938b5f76468ba53ff052af4d6a4baa132d34f2..92aecbe5635578f0f72706d5d49e1d1fb8ecae0b 100644 (file)
@@ -12,6 +12,8 @@
 #include "shaders/model_character_view.h"
 #include "shaders/model_board_view.h"
 #include "shaders/model_entity.h"
+#include "shaders/model_board_view.h"
+#include "depth_compare.h"
 
 static void player_avatar_load( struct player_avatar *av, const char *path ){
    mdl_open( &av->meta, path, vg_mem.rtmemory );
@@ -23,6 +25,7 @@ static void player_avatar_load( struct player_avatar *av, const char *path ){
    skeleton_setup( sk, vg_mem.rtmemory, &av->meta );
 
    av->id_hip        = skeleton_bone_id( sk, "hips" );
+   av->id_chest      = skeleton_bone_id( sk, "chest" );
    av->id_ik_hand_l  = skeleton_bone_id( sk, "hand.IK.L" );
    av->id_ik_hand_r  = skeleton_bone_id( sk, "hand.IK.R" );
    av->id_ik_elbow_l = skeleton_bone_id( sk, "elbow.L" );
@@ -168,17 +171,22 @@ static void player__animate(void){
    assert( sys->animator_data );
 
    sys->animate();
-   sys->pose( sys->animator_data, &localplayer.pose );
+
+   player_pose *pose = &localplayer.pose;
+   sys->pose( sys->animator_data, pose );
 
    struct skeleton *sk = &localplayer.playeravatar->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 );
+
+      v3_muladds( pose->root_co, localplayer.holdout_pose.root_co, 
+                  localplayer.holdout_time, pose->root_co );
       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;
    }
 
@@ -202,6 +210,25 @@ 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;
@@ -223,22 +250,7 @@ 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 
@@ -281,6 +293,10 @@ static void render_board( camera *cam, world_instance *world,
 {
    if( !board ) return;
 
+   /* TODO: 
+    *  adding depth compare to this shader
+    */
+
    v3f inverse;
 
    glActiveTexture( GL_TEXTURE0 );
@@ -291,25 +307,15 @@ static void render_board( camera *cam, world_instance *world,
       shader_model_board_view_uTexMain( 0 );
       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] = skaterift.cam.farz-skaterift.cam.nearz;
+      shader_model_board_view_uDepthCompare(1);
+      depth_compare_bind(
+         shader_model_board_view_uTexSceneDepth,
+         shader_model_board_view_uInverseRatioDepth,
+         shader_model_board_view_uInverseRatioMain,
+         cam );
 
-      shader_model_board_view_uInverseRatioDepth( inverse );
-      render_fb_inverse_ratio( NULL, inverse );
-      inverse[2] = cam->farz-cam->nearz;
-      shader_model_board_view_uInverseRatioMain( inverse );
-
-      world_link_lighting_ub( world, _shader_model_board_view.id );
-      world_bind_position_texture( world, _shader_model_board_view.id,
-                                 _uniform_model_board_view_g_world_depth, 2 );
-      world_bind_light_array( world, _shader_model_board_view.id,
-                                 _uniform_model_board_view_uLightsArray, 3 );
-      world_bind_light_index( world, _shader_model_board_view.id,
-                                 _uniform_model_board_view_uLightsIndex, 4 );
+      WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_board_view );
    }
    else if( shader == k_board_shader_entity ){
       shader_model_entity_use();
@@ -317,13 +323,7 @@ static void render_board( camera *cam, world_instance *world,
       shader_model_entity_uCamera( cam->transform[3] );
       shader_model_entity_uPv( cam->mtx.pv );
       
-      world_link_lighting_ub( world, _shader_model_entity.id );
-      world_bind_position_texture( world, _shader_model_entity.id,
-                                 _uniform_model_entity_g_world_depth, 2 );
-      world_bind_light_array( world, _shader_model_entity.id,
-                                 _uniform_model_entity_uLightsArray, 3 );
-      world_bind_light_index( world, _shader_model_entity.id,
-                                 _uniform_model_entity_uLightsIndex, 4 );
+      WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_entity );
    }
 
    mesh_bind( &board->mdl.mesh );
@@ -420,32 +420,21 @@ static void render_playermodel( camera *cam, world_instance *world,
    shader_model_character_view_uCamera( cam->transform[3] );
    shader_model_character_view_uPv( cam->mtx.pv );
 
+   shader_model_character_view_uDepthCompare( depth_compare );
    if( depth_compare ){
-      shader_model_character_view_uTexSceneDepth( 1 );
-      render_fb_bind_texture( gpipeline.fb_main, 2, 1 );
-      v3f inverse;
-      render_fb_inverse_ratio( gpipeline.fb_main, inverse );
-      inverse[2] = skaterift.cam.farz-skaterift.cam.nearz;
-
-      shader_model_character_view_uInverseRatioDepth( inverse );
-      render_fb_inverse_ratio( NULL, inverse );
-      inverse[2] = cam->farz-cam->nearz;
-      shader_model_character_view_uInverseRatioMain( inverse );
+      depth_compare_bind(
+         shader_model_character_view_uTexSceneDepth,
+         shader_model_character_view_uInverseRatioDepth,
+         shader_model_character_view_uInverseRatioMain,
+         cam );
    }
-   shader_model_character_view_uDepthCompare( depth_compare );
 
-   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 );
-   world_bind_light_array( world, _shader_model_character_view.id,
-                              _uniform_model_character_view_uLightsArray, 3 );
-   world_bind_light_index( world, _shader_model_character_view.id,
-                              _uniform_model_character_view_uLightsIndex, 4 );
+   WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_character_view );
 
    glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
                          skeleton->bone_count,
                          0,
-                         (f32 *)final_mtx );
+                         (const GLfloat *)final_mtx );
    
    mesh_bind( &model->mdl.mesh );
    mesh_draw( &model->mdl.mesh );