cleanup frame saving
[carveJwlIkooP6JGAAIwe30JlM.git] / player_render.c
index 851b98fb34c2ef0dabf74ea67df68990a7b3ba7c..b4897fc1f0bf2b13aa8c0abd7068ca27bed836bc 100644 (file)
@@ -7,6 +7,7 @@
 #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"
@@ -137,7 +138,7 @@ VG_STATIC void player_model_unload( struct player_model *board ){
    dynamic_model_unload( &board->mdl );
 }
 
-VG_STATIC void player_animate( player_instance *player ){
+VG_STATIC void player__animate( player_instance *player ){
    if( _player_animate[ player->subsystem ] ){
       player_animation res;
       res.type = k_player_animation_type_fk;
@@ -172,156 +173,45 @@ VG_STATIC void player_animate( player_instance *player ){
 
    if( _player_post_animate[ player->subsystem ] )
       _player_post_animate[ player->subsystem ]( player );
-}
 
-VG_STATIC void player__pre_render( player_instance *player ){
-   player->cam_override_strength = 0.0f;
-   player_animate( player );
-
-   /* dev playbacker */
-   if( k_replay_test ){
-      f64 speed = 1.0;
-      f64 target = player->replay.cursor;
-
-      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 );
-      }
+   player__cam_iterate( player );
+}
 
-      if( vg_getkey( SDLK_7 ) )
-         player->replay.control = k_replay_control_play;
+VG_STATIC void player__animate_from_replay( player_instance *player,
+                                            replay_buffer *replay ){
+   /* TODO: holdout blending (from when the game has to slow down) */
 
-      if( player->replay.control == k_replay_control_play ){
-         target += vg.time_frame_delta;
-         replay_seek( &player->replay, target );
-      }
+   player_animation res;
+   replay_frame *frame = replay->cursor_frame,
+                *next = NULL;
 
-      if( vg_getkey( SDLK_8 ) ){
-         replay_frame *prev = replay_find_recent_stateframe( &player->replay );
-
-         if( prev ){
-            /* TODO: Make gamestate_apply function / swap ... */
-            replay_gamestate *gs = replay_frame_gamestate( prev, 0 );
-
-            if( gs->system == k_player_subsystem_walk ){
-               memcpy( &player->_walk.state, &gs->walk, 
-                        sizeof(struct player_walk_state) );
-            }
-            else if( gs->system == k_player_subsystem_skate ){
-               memcpy( &player->_skate.state, &gs->skate, 
-                        sizeof(struct player_skate_state) );
-            }
-            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;
-         }
-      }
+   if( frame ){
+      next = frame->r;
 
-      player_animation res;
-      replay_frame *frame = player->replay.cursor_frame;
+      if( next ){
+         f32 t = replay_subframe_time( replay );
 
-      if( frame ){
+         struct skeleton *sk = &player->playeravatar->sk;
+         skeleton_lerp_pose(sk, frame->anim.pose, next->anim.pose, t, res.pose);
+         v3_lerp( frame->anim.root_co, next->anim.root_co, t, res.root_co );
+         q_nlerp( frame->anim.root_q, next->anim.root_q, t, res.root_q );
+         res.type = k_player_animation_type_absolute;
+         player->board_pose.lean = vg_lerpf( frame->board_pose.lean,
+                                             next->board_pose.lean, t );
+      }
+      else {
          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;
+   else return;
 
-      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 );
-         }
-      }
-   }
-
-   player__cam_iterate( player );
+   struct skeleton *sk = &player->playeravatar->sk;
+   skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute );
+}
 
+VG_STATIC void player__pre_render( player_instance *player ){
    /* shadowing/ao info */
    struct player_avatar *av = player->playeravatar;
    struct player_board *board = 
@@ -364,7 +254,7 @@ VG_STATIC void render_board( camera *cam, world_instance *world,
 
       render_fb_inverse_ratio( gpipeline.fb_main, inverse );
 
-      inverse[2] = main_camera.farz-main_camera.nearz;
+      inverse[2] = skaterift.cam.farz-skaterift.cam.nearz;
 
       shader_model_board_view_uInverseRatioDepth( inverse );
       render_fb_inverse_ratio( NULL, inverse );
@@ -489,7 +379,7 @@ VG_STATIC void render_playermodel( camera *cam, world_instance *world,
    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;
+   inverse[2] = skaterift.cam.farz-skaterift.cam.nearz;
 
    shader_model_character_view_uInverseRatioDepth( inverse );
    render_fb_inverse_ratio( NULL, inverse );