performance measurements
[carveJwlIkooP6JGAAIwe30JlM.git] / player_render.c
index 92aecbe5635578f0f72706d5d49e1d1fb8ecae0b..aed6caf099359f9993c050344ebb1ef17c77a7c3 100644 (file)
 #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 );
-   mdl_load_metadata_block( &av->meta, vg_mem.rtmemory );
-   mdl_load_animation_block( &av->meta, vg_mem.rtmemory );
-   mdl_close( &av->meta );
-
-   struct skeleton *sk = &av->sk;
-   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" );
-   av->id_ik_elbow_r = skeleton_bone_id( sk, "elbow.R" );
-   av->id_head       = skeleton_bone_id( sk, "head" );
-   av->id_ik_foot_l  = skeleton_bone_id( sk, "foot.IK.L" );
-   av->id_ik_foot_r  = skeleton_bone_id( sk, "foot.IK.R" );
-   av->id_board      = skeleton_bone_id( sk, "board" );
-   av->id_wheel_l    = skeleton_bone_id( sk, "wheel.L" );
-   av->id_wheel_r    = skeleton_bone_id( sk, "wheel.R" );
-   av->id_ik_knee_l  = skeleton_bone_id( sk, "knee.L" );
-   av->id_ik_knee_r  = skeleton_bone_id( sk, "knee.R" );
+#include "network.h"
+#include "player_remote.h"
+
+static void player_load_animation_reference( const char *path ){
+   mdl_context *meta = &localplayer.skeleton_meta;
+   mdl_open( meta, path, vg_mem.rtmemory );
+   mdl_load_metadata_block( meta, vg_mem.rtmemory );
+   mdl_load_animation_block( meta, vg_mem.rtmemory );
+   mdl_close( meta );
+
+   struct skeleton *sk = &localplayer.skeleton;
+   skeleton_setup( sk, vg_mem.rtmemory, meta );
+
+   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" );
+   localplayer.id_ik_hand_r  = skeleton_bone_id( sk, "hand.IK.R" );
+   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_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" );
+   localplayer.id_wheel_l    = skeleton_bone_id( sk, "wheel.L" );
+   localplayer.id_wheel_r    = skeleton_bone_id( sk, "wheel.R" );
+   localplayer.id_ik_knee_l  = skeleton_bone_id( sk, "knee.L" );
+   localplayer.id_ik_knee_r  = skeleton_bone_id( sk, "knee.R" );
+   localplayer.id_eyes       = skeleton_bone_id( sk, "eyes" );
+
+   setup_ragdoll_from_skeleton( sk, &localplayer.ragdoll );
+
+   /* allocate matrix buffers for localplayer and remote players */
+   u32 mtx_size = sizeof(m4x3f)*sk->bone_count;
+   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 );
 }
 
 /* TODO: Standard model load */
 
 static void dynamic_model_load( mdl_context *ctx,
-                                   struct dynamic_model_1texture *mdl, 
-                                   const char *path ){
+                                struct dynamic_model_1texture *mdl, 
+                                const char *path, u32 *fixup_table ){
    if( !mdl_arrcount( &ctx->textures ) )
       vg_fatal_error( "No texture in model" );
 
@@ -56,7 +69,7 @@ static void dynamic_model_load( mdl_context *ctx,
                             VG_TEX2D_NEAREST|VG_TEX2D_CLAMP,
                             &mdl->texture );
 
-   mdl_async_load_glmesh( ctx, &mdl->mesh );
+   mdl_async_load_glmesh( ctx, &mdl->mesh, fixup_table );
 }
 
 static void dynamic_model_unload( struct dynamic_model_1texture *mdl ){
@@ -74,10 +87,10 @@ static void player_board_load( struct player_board *board,
    mdl_open( &ctx, path, vg_mem.scratch );
    mdl_load_metadata_block( &ctx, vg_mem.scratch );
 
-   dynamic_model_load( &ctx, &board->mdl, path );
+   dynamic_model_load( &ctx, &board->mdl, path, NULL );
 
    mdl_array_ptr markers;
-   mdl_load_array( &ctx, &markers, "ent_marker", vg_mem.scratch );
+   MDL_LOAD_ARRAY( &ctx, &markers, ent_marker, vg_mem.scratch );
 
    /* TODO: you get put into a new section, the above is standard mdl loads. */
    for( int i=0; i<4; i++ )
@@ -130,8 +143,30 @@ static void player_model_load( struct player_model *board, const char *path){
    mdl_open( &ctx, path, vg_mem.scratch );
    mdl_load_metadata_block( &ctx, vg_mem.scratch );
 
-   dynamic_model_load( &ctx, &board->mdl, path );
+   if( !ctx.armatures.count )
+      vg_fatal_error( "No armature in playermodel\n" );
 
+   mdl_armature *armature = mdl_arritm( &ctx.armatures, 0 );
+
+   u32 fixup_table[ armature->bone_count+1 ];
+   for( u32 i=0; i<armature->bone_count+1; i ++ )
+      fixup_table[i] = 0;
+
+   for( u32 i=1; i<localplayer.skeleton.bone_count; i ++ ){
+      struct skeleton_bone *sb = &localplayer.skeleton.bones[i];
+      u32 hash = vg_strdjb2( sb->name );
+
+      for( u32 j=1; j<armature->bone_count; j ++ ){
+         mdl_bone *bone = mdl_arritm( &ctx.bones, armature->bone_start+j );
+
+         if( mdl_pstreq( &ctx, bone->pstr_name, sb->name, hash ) ){
+            fixup_table[j+1] = i;
+            break;
+         }
+      }
+   }
+
+   dynamic_model_load( &ctx, &board->mdl, path, fixup_table );
    mdl_close( &ctx );
 }
 
@@ -166,6 +201,10 @@ static void player__animate(void){
    struct player_subsystem_interface *sys = 
       player_subsystems[localplayer.subsystem];
 
+   struct player_board *board = 
+      addon_cache_item_if_loaded( k_addon_type_board, 
+                                  localplayer.board_view_slot );
+
    assert( sys->animate );
    assert( sys->pose );
    assert( sys->animator_data );
@@ -175,7 +214,7 @@ static void player__animate(void){
    player_pose *pose = &localplayer.pose;
    sys->pose( sys->animator_data, pose );
 
-   struct skeleton *sk = &localplayer.playeravatar->sk;
+   struct skeleton *sk = &localplayer.skeleton;
 
    if( localplayer.holdout_time > 0.0f ){
       skeleton_lerp_pose( sk, 
@@ -190,8 +229,15 @@ static void player__animate(void){
       localplayer.holdout_time -= vg.time_frame_delta * 2.0f;
    }
 
-   apply_full_skeleton_pose( &localplayer.playeravatar->sk, &localplayer.pose,
-                             localplayer.final_mtx );
+   effect_blink_apply( &localplayer.effect_data.blink,
+                       &localplayer.pose, vg.time_delta );
+   apply_full_skeleton_pose( sk, &localplayer.pose, localplayer.final_mtx );
+   
+   if( sys->effects ){
+      sys->effects( sys->animator_data, localplayer.final_mtx, board,
+                    &localplayer.effect_data );
+   }
+
    skeleton_debug( sk, localplayer.final_mtx );
 
    if( sys->post_animate )
@@ -212,7 +258,7 @@ 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;
+   struct skeleton *sk = &localplayer.skeleton;
    
    v3_lerp( pose0->root_co, pose1->root_co, t, posed->root_co );
    q_nlerp( pose0->root_q,  pose1->root_q,  t, posed->root_q );
@@ -261,13 +307,12 @@ static void player__animate_from_replay( replay_buffer *replay ){
    }
    else return;
 
-   apply_full_skeleton_pose( &localplayer.playeravatar->sk, &localplayer.pose,
+   apply_full_skeleton_pose( &localplayer.skeleton, &localplayer.pose,
                              localplayer.final_mtx );
 }
 
 static void player__pre_render(void){
    /* shadowing/ao info */
-   struct player_avatar *av = localplayer.playeravatar;
    struct player_board *board = 
       addon_cache_item_if_loaded( k_addon_type_board,
                                   localplayer.board_view_slot );
@@ -282,8 +327,9 @@ static void player__pre_render(void){
    }
 
    struct ub_world_lighting *ubo = &world_current_instance()->ub_lighting;
-   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 );
+   v3f *board_mtx = localplayer.final_mtx[ localplayer.id_board ];
+   m4x3_mulv( board_mtx, vp0, ubo->g_board_0 );
+   m4x3_mulv( board_mtx, vp1, ubo->g_board_1 );
 }
 
 static void render_board( camera *cam, world_instance *world,
@@ -291,7 +337,8 @@ static void render_board( camera *cam, world_instance *world,
                           struct player_board_pose *pose,
                           enum board_shader shader )
 {
-   if( !board ) return;
+   if( !board ) 
+      board = &localplayer.fallback_board;
 
    /* TODO: 
     *  adding depth compare to this shader
@@ -449,17 +496,15 @@ 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.skeleton,
                        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.final_mtx[
-                                       localplayer.playeravatar->id_board],
-                                    &localplayer.pose.board,
-                                    k_board_shader_player );
+   render_board( cam, world, board, localplayer.final_mtx[localplayer.id_board],
+                  &localplayer.pose.board, k_board_shader_player );
 
    SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
 }