add player guide
[carveJwlIkooP6JGAAIwe30JlM.git] / player_render.c
index b6cbf6311f387bae3f1aee10de0f9e8d92b4a28c..ba50fc1402b0e55ce11a491865c321a824d5c398 100644 (file)
@@ -179,16 +179,31 @@ VG_STATIC void player__animate( player_instance *player ){
 
 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;
-   replay_frame *frame = 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) );
+      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;
 
@@ -196,67 +211,6 @@ VG_STATIC void player__animate_from_replay( player_instance *player,
    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;
-
-   u16 gamestates = 0;
-   if( statedelta > k_gamestate_rate || force_gamestate /* 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 ){
    /* shadowing/ao info */
    struct player_avatar *av = player->playeravatar;
@@ -410,6 +364,7 @@ VG_STATIC void render_board( camera *cam, world_instance *world,
 }
 
 VG_STATIC void render_playermodel( camera *cam, world_instance *world,
+                                   int depth_compare,
                                    struct player_model *model,
                                    struct skeleton *skeleton ){
    if( !model ) return;
@@ -421,16 +376,20 @@ VG_STATIC void render_playermodel( camera *cam, world_instance *world,
    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,
@@ -449,8 +408,7 @@ VG_STATIC void render_playermodel( camera *cam, world_instance *world,
    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 );
 
@@ -459,7 +417,7 @@ PLAYER_API void player__render( camera *cam, player_instance *player )
                                   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,