VG_STATIC void player__animate_from_replay( player_instance *player,
replay_buffer *replay ){
- /* TODO: frame blending */
/* TODO: holdout blending (from when the game has to slow down) */
player_animation res;
skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute );
}
-VG_STATIC
-void player_record_replay_frame( player_instance *player,
- replay_buffer *replay, int force_gamestate ){
- 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;
-
- u32 gamestate_size = 0;
- void *gamestate_src = NULL;
- if( (statedelta > k_gamestate_rate) || force_gamestate ){
- if( player->subsystem == k_player_subsystem_walk ){
- gamestate_size = sizeof(struct player_walk_state);
- gamestate_src = &player->_walk.state;
- }
- else if( player->subsystem == k_player_subsystem_skate ){
- gamestate_size = sizeof(struct player_skate_state);
- gamestate_src = &player->_skate.state;
- }
- else if( player->subsystem == k_player_subsystem_dead ){
- gamestate_size = sizeof(struct player_ragdoll);
- gamestate_src = &player->ragdoll;
- }
- }
- assert( gamestate_size < 0xffff );
-
- if( (delta > k_replay_rate) || gamestate_size ){
- replay_frame *frame = replay_newframe( replay, gamestate_size, 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( gamestate_size ){
- replay_gamestate *gs = replay_frame_gamestate( frame );
- gs->system = player->subsystem;
-
- /* permanent block */
- 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 );
-
- /* subsytem/dynamic block */
- void *dst = replay_gamestate_subsystem_data( gs );
- memcpy( dst, gamestate_src, gamestate_size );
- }
- }
-}
-
VG_STATIC void player__pre_render( player_instance *player ){
/* shadowing/ao info */
struct player_avatar *av = player->playeravatar;
}
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] = 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 );
+ 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,