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;
if( _player_post_animate[ player->subsystem ] )
_player_post_animate[ player->subsystem ]( player );
+
+ player__cam_iterate( player );
}
-VG_STATIC void player_animate_from_replay( player_instance *player ){
- /* TODO: frame blending */
+VG_STATIC void player__animate_from_replay( player_instance *player,
+ replay_buffer *replay ){
+ /* TODO: holdout blending (from when the game has to slow down) */
player_animation res;
- replay_frame *frame = player->replay.cursor_frame;
+ replay_frame *frame = replay->cursor_frame,
+ *next = NULL;
if( frame ){
- 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;
+ next = frame->r;
+
+ if( next ){
+ f32 t = replay_subframe_time( replay );
+
+ 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) );
+ }
}
else return;
skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute );
}
-VG_STATIC void player_record_replay( player_instance *player, int force ){
- /* replay recorder */
- replay_buffer *replay = &player->replay;
-
- f64 delta = 9999999.9,
- statedelta = 9999999.9;
-
- if( replay->head )
- delta = vg.time - replay->head->time;
-
- 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 || force /* 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 );
- }
- }
-}
-
VG_STATIC void player__pre_render( player_instance *player ){
- if( player->replay.control == k_replay_control_none ){
- player->cam_override_strength = 0.0f;
- player_animate( player );
-
- if( button_down( k_srbind_reset ) && !player->immobile ){
- audio_lock();
- audio_oneshot( &audio_rewind[4], 1.0f, 0.0f );
- audio_unlock();
-
- player_record_replay( player, 1 );
- player->replay.control = k_replay_control_scrub;
- }
- else
- player_record_replay( player, 0 );
- }
- else {
- player->cam_override_strength = 1.0f-skaterift.time_rate;
- player_replay_control_update( player );
- player_animate_from_replay( player );
- }
-
- player__cam_iterate( player );
-
/* shadowing/ao info */
struct player_avatar *av = player->playeravatar;
struct player_board *board =
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 );
}
VG_STATIC void render_playermodel( camera *cam, world_instance *world,
+ int depth_compare,
struct player_model *model,
struct skeleton *skeleton ){
if( !model ) return;
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 );
+ 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 );
+ }
+ 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,
mesh_draw( &model->mdl.mesh );
}
-PLAYER_API void player__render( camera *cam, player_instance *player )
-{
+PLAYER_API void player__render( camera *cam, player_instance *player ){
world_instance *world = world_current_instance();
SDL_AtomicLock( &addon_system.sl_cache_using_resources );
player->playermodel_view_slot );
if( !model ) model = &player->fallback_model;
- render_playermodel( cam, world, model, &player->playeravatar->sk );
+ render_playermodel( cam, world, 1, model, &player->playeravatar->sk );
struct player_board *board =
addon_cache_item_if_loaded( k_addon_type_board,