add player guide
[carveJwlIkooP6JGAAIwe30JlM.git] / player_render.c
index ce3fa5a6a527463c99aada84fc8ee1735fd0a6be..ba50fc1402b0e55ce11a491865c321a824d5c398 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"
@@ -137,10 +138,11 @@ VG_STATIC void player_model_unload( struct player_model *board ){
    dynamic_model_unload( &board->mdl );
 }
 
-VG_STATIC void player__pre_render( 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;
+
       _player_animate[ player->subsystem ]( player, &res );
 
       m4x3f transform;
@@ -155,11 +157,16 @@ VG_STATIC void player__pre_render( player_instance *player )
          player->holdout_time -= vg.time_frame_delta * 2.0f;
       }
 
-      skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
-      skeleton_apply_ik_pass( sk );
-      skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only );
-      skeleton_apply_inverses( sk );
-      skeleton_apply_transform( sk, transform );
+      if( res.type == k_player_animation_type_fk ){
+         skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
+         skeleton_apply_ik_pass( sk );
+         skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only );
+         skeleton_apply_inverses( sk );
+         skeleton_apply_transform( sk, transform );
+      }
+      else {
+         skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute );
+      }
 
       skeleton_debug( sk );
    }
@@ -167,13 +174,50 @@ VG_STATIC void player__pre_render( player_instance *player )
    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,
+                                            replay_buffer *replay ){
+   /* TODO: holdout blending (from when the game has to slow down) */
+
+   player_animation res;
+   replay_frame *frame = replay->cursor_frame,
+                *next = NULL;
+
+   if( frame ){
+      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;
+
+   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 = 
       addon_cache_item_if_loaded( k_addon_type_board,
                                   player->board_view_slot );
-
    v3f vp0, vp1;
-
    if( board ){
       v3_copy((v3f){0.0f,0.1f, board->truck_positions[0][2]}, vp0 );
       v3_copy((v3f){0.0f,0.1f, board->truck_positions[1][2]}, vp1 );
@@ -186,109 +230,6 @@ VG_STATIC void player__pre_render( player_instance *player )
    struct ub_world_lighting *ubo = &world_current_instance()->ub_lighting;
    m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, ubo->g_board_0 );
    m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, ubo->g_board_1 );
-
-   if( player->immobile ){
-      player__cam_iterate( player );
-      return;
-   }
-
-   if( player->rewinding ){
-      if( player->rewind_time <= 0.0f ){
-         double taken = vg.time - player->rewind_start;
-         vg_success( "Rewind took (rt, pt, tl): %f, %f, %f\n", 
-                           taken, player->rewind_predicted_time,
-                           player->rewind_total_length );
-
-         player->rewinding = 0;
-         player->rewind_length = 1;
-         player->rewind_total_length = 0.0f;
-         player->rewind_accum = 0.0f;
-         world_render.sky_target_rate = 1.0;
-         world_static.time = world_static.last_use;
-      }
-      else{
-         world_render.sky_target_rate = -100.0;
-
-         float budget         = vg.time_delta,
-               overall_length = player->rewind_length;
-
-         for( int i=0; (i<10)&&(player->rewind_time>0.0f)&&(budget>0.0f); i++ ){
-            /* Interpolate frames */
-            int i0 = floorf( player->rewind_time ),
-                i1 = VG_MIN( i0+1, player->rewind_length-1 );
-            
-            struct rewind_frame *fr =  &player->rewind_buffer[i0],
-                                *fr1 = &player->rewind_buffer[i1];
-
-            float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
-                  subl = vg_fractf( player->rewind_time ) + 0.001f,
-
-                  sramp = 3.0f-(1.0f/(0.4f+0.4f*player->rewind_time)),
-                  speed = sramp*28.0f + 0.5f*player->rewind_time,
-                  mod  = speed * (budget / dist),
-
-                  advl = vg_minf( mod, subl ),
-                  advt = (advl / mod) * budget;
-            
-            player->dist_accum += speed * advt;
-            player->rewind_time -= advl;
-            budget -= advt;
-         }
-
-         player->rewind_time = vg_maxf( 0.0f, player->rewind_time );
-
-         float current_time = vg.time - player->rewind_start,
-               remaining    = player->rewind_predicted_time - current_time;
-
-         if( player->rewind_sound_wait ){
-            if( player->rewind_predicted_time >= 6.5f ){
-               if( remaining <= 6.5f ){
-                  audio_lock();
-                  audio_oneshot( &audio_rewind[3], 1.0f, 0.0f );
-                  audio_unlock();
-                  player->rewind_sound_wait = 0;
-               }
-            }
-            else if( player->rewind_predicted_time >= 2.5f ){
-               if( remaining <= 2.5f ){
-                  audio_lock();
-                  audio_oneshot( &audio_rewind[2], 1.0f, 0.0f );
-                  audio_unlock();
-                  player->rewind_sound_wait = 0;
-               }
-            }
-            else if( player->rewind_predicted_time >= 1.5f ){
-               if( remaining <= 1.5f ){
-                  audio_lock();
-                  audio_oneshot( &audio_rewind[1], 1.0f, 0.0f );
-                  audio_unlock();
-                  player->rewind_sound_wait = 0;
-               }
-            }
-         }
-         
-         int i0 = floorf( player->rewind_time ),
-             i1 = VG_MIN( i0+1, player->rewind_length-1 );
-         
-         struct rewind_frame *fr =  &player->rewind_buffer[i0],
-                             *fr1 = &player->rewind_buffer[i1];
-         
-         float sub = vg_fractf(player->rewind_time);
-
-         v3_lerp( fr->pos, fr1->pos, sub, player->cam_override_pos );
-         player->cam_override_angles[0] = 
-            vg_alerpf( fr->ang[0], fr1->ang[0], sub );
-         player->cam_override_angles[1] = 
-            vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
-         player->cam_override_fov = player->cam.fov;
-
-         float blend = player->rewind_time * 0.25f;
-         player->cam_override_strength = vg_clampf( blend, 0.0f, 1.0f );
-      }
-   }
-   else player->cam_override_strength = 0.0f;
-
-   player__cam_iterate( player );
 }
 
 VG_STATIC void render_board( camera *cam, world_instance *world,
@@ -313,7 +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 );
@@ -423,6 +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;
@@ -434,16 +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] = 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,
@@ -462,8 +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 );
 
@@ -472,7 +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,