#include "player_model.h"
#include "ent_skateshop.h"
#include "audio.h"
+#include "input.h"
#include "shaders/model_character_view.h"
#include "shaders/model_board_view.h"
#include "shaders/model_entity.h"
-
-VG_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_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 "shaders/model_board_view.h"
+#include "depth_compare.h"
+
+#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 */
-VG_STATIC void player_model_load( struct player_model *mdl, const char *path )
-{
- vg_linear_clear( vg_mem.scratch );
+static void dynamic_model_load( mdl_context *ctx,
+ struct dynamic_model_1texture *mdl,
+ const char *path, u32 *fixup_table ){
+ 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, fixup_table );
+}
+
+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 )
-{
+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 );
- 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 );
+ dynamic_model_load( &ctx, &board->mdl, path, NULL );
- mdl_async_load_glmesh( &ctx, &mdl->mesh );
- mdl_close( &ctx );
+ mdl_array_ptr markers;
+ 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++ )
- 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 );
+static void player_board_unload( struct player_board *board ){
+ dynamic_model_unload( &board->mdl );
}
-VG_STATIC void player__pre_render( player_instance *player )
-{
- if( _player_animate[ player->subsystem ] ){
- player_animation res;
- _player_animate[ player->subsystem ]( player, &res );
+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 );
+
+ 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;
- m4x3f transform;
- q_m3x3( res.root_q, transform );
- v3_copy( res.root_co, transform[3] );
+ for( u32 i=1; i<localplayer.skeleton.bone_count; i ++ ){
+ struct skeleton_bone *sb = &localplayer.skeleton.bones[i];
+ u32 hash = vg_strdjb2( sb->name );
- struct skeleton *sk = &player->playeravatar->sk;
+ for( u32 j=1; j<armature->bone_count; j ++ ){
+ mdl_bone *bone = mdl_arritm( &ctx.bones, armature->bone_start+j );
- if( player->holdout_time > 0.0f ){
- skeleton_lerp_pose( sk, res.pose, player->holdout_pose,
- player->holdout_time, res.pose );
- player->holdout_time -= vg.time_frame_delta * 2.0f;
+ 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 );
+}
- 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 );
+static void player_model_unload( struct player_model *board ){
+ dynamic_model_unload( &board->mdl );
+}
- skeleton_debug( sk );
+static void apply_full_skeleton_pose( struct skeleton *sk, player_pose *pose,
+ m4x3f *final_mtx ){
+ m4x3f transform;
+ q_m3x3( pose->root_q, transform );
+ v3_copy( pose->root_co, transform[3] );
+
+ if( pose->type == k_player_pose_type_ik ){
+ skeleton_apply_pose( sk, pose->keyframes,
+ k_anim_apply_defer_ik, final_mtx );
+ skeleton_apply_ik_pass( sk, final_mtx );
+ skeleton_apply_pose( sk, pose->keyframes,
+ k_anim_apply_deffered_only, final_mtx );
+ skeleton_apply_inverses( sk, final_mtx );
+ skeleton_apply_transform( sk, transform, final_mtx );
}
+ else if( pose->type == k_player_pose_type_fk_2 ){
+ skeleton_apply_pose( sk, pose->keyframes,
+ k_anim_apply_always, final_mtx );
+ skeleton_apply_inverses( sk, final_mtx );
+ skeleton_apply_transform( sk, transform, final_mtx );
+ }
+}
- if( _player_post_animate[ player->subsystem ] )
- _player_post_animate[ player->subsystem ]( player );
+static void player__animate(void){
+ struct player_subsystem_interface *sys =
+ player_subsystems[localplayer.subsystem];
- struct player_avatar *av = player->playeravatar;
- struct player_board *board = player_get_player_board( player );
+ struct player_board *board =
+ addon_cache_item_if_loaded( k_addon_type_board,
+ localplayer.board_view_slot );
- v3f vp0, vp1;
+ assert( sys->animate );
+ assert( sys->pose );
+ assert( sys->animator_data );
- 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 );
+ sys->animate();
+
+ player_pose *pose = &localplayer.pose;
+ sys->pose( sys->animator_data, pose );
+
+ struct skeleton *sk = &localplayer.skeleton;
+
+ if( localplayer.holdout_time > 0.0f ){
+ 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;
}
- else{
- v3_zero( vp0 );
- v3_zero( vp1 );
+
+ 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 );
}
- 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 );
+ skeleton_debug( sk, localplayer.final_mtx );
+
+ if( sys->post_animate )
+ sys->post_animate();
- if( player->immobile ){
- player__cam_iterate( player );
- return;
+ player__cam_iterate();
+}
+
+static void player_copy_frame_animator( replay_frame *frame ){
+ struct player_subsystem_interface *sys =
+ player_subsystems[localplayer.subsystem];
+
+ if( sys->animator_size ){
+ void *src = replay_frame_data( frame, k_replay_framedata_animator );
+ memcpy( sys->animator_data, src, sys->animator_size );
}
+}
- 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_render.sky_target_rate = 1.0;
- world_static.time = world_static.last_use;
+static void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t,
+ player_pose *posed ){
+ 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 );
+ 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;
+ if( frame ){
+ next = frame->r;
+
+ if( next ){
+ f32 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 );
+
+ sys0->pose( a0, &pose0 );
+ sys1->pose( a1, &pose1 );
+
+ lerp_player_pose( &pose0, &pose1, t, &localplayer.pose );
}
else{
- world_render.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 );
-
- float current_time = vg.time - player->rewind_start,
- remaining = player->rewind_predicted_time - current_time;
-
- 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;
- }
- }
- 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;
- }
- }
- }
-
- 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 );
+ struct player_subsystem_interface
+ *sys = player_subsystems[frame->system];
+ sys->pose( replay_frame_data( frame, k_replay_framedata_animator ),
+ &localplayer.pose );
}
}
- else player->cam_override_strength = 0.0f;
+ else return;
- player__cam_iterate( player );
+ apply_full_skeleton_pose( &localplayer.skeleton, &localplayer.pose,
+ localplayer.final_mtx );
}
-VG_STATIC void render_board( camera *cam, world_instance *world,
- struct player_board *board, m4x3f root,
- enum board_shader shader )
+static void player__pre_render(void){
+ /* shadowing/ao info */
+ struct player_board *board =
+ addon_cache_item_if_loaded( k_addon_type_board,
+ localplayer.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;
+ 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,
+ struct player_board *board, m4x3f root,
+ 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
+ */
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_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_inverse_ratio( gpipeline.fb_main, inverse );
+ 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 );
- inverse[2] = main_camera.farz-main_camera.nearz;
-
- 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();
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->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 )
-{
+static void render_playermodel( camera *cam, world_instance *world,
+ int depth_compare,
+ struct player_model *model,
+ struct skeleton *skeleton,
+ m4x3f *final_mtx ){
+ 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 );
- 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] = main_camera.farz-main_camera.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 );
+ shader_model_character_view_uDepthCompare( depth_compare );
+ if( depth_compare ){
+ depth_compare_bind(
+ shader_model_character_view_uTexSceneDepth,
+ shader_model_character_view_uInverseRatioDepth,
+ shader_model_character_view_uInverseRatioMain,
+ cam );
+ }
- world_instance *world = world_current_instance();
- 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,
- player->playeravatar->sk.bone_count,
+ skeleton->bone_count,
0,
- (float *)player->playeravatar->sk.final_mtx );
+ (const GLfloat *)final_mtx );
- mesh_bind( &player->playermodel->mesh );
- mesh_draw( &player->playermodel->mesh );
+ mesh_bind( &model->mdl.mesh );
+ mesh_draw( &model->mdl.mesh );
+}
+
+static void player__render( camera *cam ){
+ 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,
+ localplayer.playermodel_view_slot );
+
+ if( !model ) model = &localplayer.fallback_model;
+ 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 );
- struct player_board *board = player_get_player_board( player );
+ render_board( cam, world, board, localplayer.final_mtx[localplayer.id_board],
+ &localplayer.pose.board, k_board_shader_player );
- render_board( cam, world, board, player->playeravatar->sk.final_mtx[
- player->playeravatar->id_board],
- k_board_shader_player );
+ SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
}
#endif /* PLAYER_RENDER_C */