fix some problems with world loader
[carveJwlIkooP6JGAAIwe30JlM.git] / player_render.c
index 3f72657b1d8ed87c89bfce9504f88a0100d90774..b0416f5f3e927c946ebbe7a7ea6b46719dea1c61 100644 (file)
 #include "shaders/model_character_view.h"
 #include "shaders/model_board_view.h"
 #include "shaders/model_entity.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_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" );
+
+   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 */
@@ -74,7 +89,7 @@ static void player_board_load( struct player_board *board,
    dynamic_model_load( &ctx, &board->mdl, path );
 
    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++ )
@@ -168,22 +183,26 @@ static void player__animate(void){
    assert( sys->animator_data );
 
    sys->animate();
-   sys->pose( sys->animator_data, &localplayer.pose );
 
-   struct skeleton *sk = &localplayer.playeravatar->sk;
+   player_pose *pose = &localplayer.pose;
+   sys->pose( sys->animator_data, pose );
+
+   struct skeleton *sk = &localplayer.skeleton;
 
    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;
    }
 
-   apply_full_skeleton_pose( &localplayer.playeravatar->sk, &localplayer.pose,
-                             localplayer.final_mtx );
+   apply_full_skeleton_pose( sk, &localplayer.pose, localplayer.final_mtx );
    skeleton_debug( sk, localplayer.final_mtx );
 
    if( sys->post_animate )
@@ -204,7 +223,7 @@ 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 );
@@ -253,13 +272,12 @@ 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 );
@@ -274,8 +292,9 @@ 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,
@@ -283,7 +302,12 @@ 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
+    */
 
    v3f inverse;
 
@@ -295,25 +319,15 @@ 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_uInverseRatioDepth( inverse );
-      render_fb_inverse_ratio( NULL, inverse );
-      inverse[2] = cam->farz-cam->nearz;
-      shader_model_board_view_uInverseRatioMain( 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 );
 
-      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();
@@ -321,13 +335,7 @@ 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 );
@@ -424,32 +432,21 @@ 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 );
@@ -464,17 +461,15 @@ 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 );
 }