#include "player_render.h"
#include "camera.h"
#include "player_model.h"
+#include "ent_skateshop.h"
+#include "audio.h"
#include "shaders/model_character_view.h"
#include "shaders/model_board_view.h"
/* TODO: Standard model load */
-VG_STATIC void player_model_load( struct player_model *mdl, const char *path )
+VG_STATIC void dynamic_model_load( mdl_context *ctx,
+ struct dynamic_model_1texture *mdl,
+ const char *path )
{
- vg_linear_clear( vg_mem.scratch );
+ if( !mdl_arrcount( &ctx->textures ) )
+ vg_fatal_error( "No texture in model" );
- mdl_context ctx;
- mdl_open( &ctx, path, vg_mem.scratch );
- mdl_load_metadata_block( &ctx, vg_mem.scratch );
-
- if( !mdl_arrcount( &ctx.textures ) )
- vg_fatal_error( "No texture in player model" );
-
- mdl_texture *tex0 = mdl_arritm( &ctx.textures, 0 );
+ mdl_texture *tex0 = mdl_arritm( &ctx->textures, 0 );
void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size );
- mdl_fread_pack_file( &ctx, &tex0->file, data );
+ mdl_fread_pack_file( ctx, &tex0->file, data );
vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
VG_TEX2D_NEAREST|VG_TEX2D_CLAMP,
&mdl->texture );
- mdl_async_load_glmesh( &ctx, &mdl->mesh );
- mdl_close( &ctx );
+ mdl_async_load_glmesh( ctx, &mdl->mesh );
}
-VG_STATIC void player_board_load( struct player_board *mdl, const char *path )
-{
+VG_STATIC void dynamic_model_unload( struct dynamic_model_1texture *mdl ){
+ mesh_free( &mdl->mesh );
+ glDeleteTextures( 1, &mdl->texture );
+}
+
+/* TODO: allow error handling */
+VG_STATIC void player_board_load( struct player_board *board,
+ const char *path ){
+
vg_linear_clear( vg_mem.scratch );
mdl_context ctx;
mdl_open( &ctx, path, vg_mem.scratch );
mdl_load_metadata_block( &ctx, vg_mem.scratch );
+ dynamic_model_load( &ctx, &board->mdl, path );
+
mdl_array_ptr markers;
mdl_load_array( &ctx, &markers, "ent_marker", vg_mem.scratch );
- if( !mdl_arrcount( &ctx.textures ) )
- vg_fatal_error( "No texture in board model" );
-
- mdl_texture *tex0 = mdl_arritm( &ctx.textures, 0 );
- void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size );
- mdl_fread_pack_file( &ctx, &tex0->file, data );
-
- vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
- VG_TEX2D_CLAMP|VG_TEX2D_NEAREST,
- &mdl->texture );
-
- mdl_async_load_glmesh( &ctx, &mdl->mesh );
- mdl_close( &ctx );
-
+ /* TODO: you get put into a new section, the above is standard mdl loads. */
for( int i=0; i<4; i++ )
- mdl->wheels[i].indice_count = 0;
+ board->wheels[i].indice_count = 0;
for( int i=0; i<2; i++ )
- mdl->trucks[i].indice_count = 0;
- mdl->board.indice_count = 0;
+ board->trucks[i].indice_count = 0;
+ board->board.indice_count = 0;
for( u32 i=0; i<mdl_arrcount(&ctx.meshs); i++ ){
mdl_mesh *mesh = mdl_arritm( &ctx.meshs, i );
if( !strcmp( alias, "wheel" ) ){
u32 id = fb<<1 | lr;
- mdl->wheels[ id ] = *sm0;
- v3_copy( marker->transform.co, mdl->wheel_positions[ id ] );
+ board->wheels[ id ] = *sm0;
+ v3_copy( marker->transform.co, board->wheel_positions[ id ] );
}
else if( !strcmp( alias, "board" ) ){
- mdl->board = *sm0;
- v3_copy( marker->transform.co, mdl->board_position );
+ board->board = *sm0;
+ v3_copy( marker->transform.co, board->board_position );
}
else if( !strcmp( alias, "truck" ) ){
- mdl->trucks[ fb ] = *sm0;
- v3_copy( marker->transform.co, mdl->truck_positions[ fb ] );
+ board->trucks[ fb ] = *sm0;
+ v3_copy( marker->transform.co, board->truck_positions[ fb ] );
}
}
+
+ mdl_close( &ctx );
}
-VG_STATIC void player_board_unload( struct player_board *mdl )
-{
- mesh_free( &mdl->mesh );
- glDeleteTextures( 1, &mdl->texture );
+VG_STATIC void player_board_unload( struct player_board *board ){
+ dynamic_model_unload( &board->mdl );
+}
+
+VG_STATIC void player_model_load( struct player_model *board, const char *path){
+ vg_linear_clear( vg_mem.scratch );
+
+ mdl_context ctx;
+ mdl_open( &ctx, path, vg_mem.scratch );
+ mdl_load_metadata_block( &ctx, vg_mem.scratch );
+
+ dynamic_model_load( &ctx, &board->mdl, path );
+
+ mdl_close( &ctx );
+}
+
+VG_STATIC void player_model_unload( struct player_model *board ){
+ dynamic_model_unload( &board->mdl );
}
VG_STATIC void player__pre_render( player_instance *player )
_player_post_animate[ player->subsystem ]( player );
struct player_avatar *av = player->playeravatar;
-
- struct player_board *board = player->board;
+ struct player_board *board =
+ addon_cache_item_if_loaded( k_addon_type_board,
+ player->board_view_slot );
v3f vp0, vp1;
v3_zero( vp1 );
}
- struct ub_world_lighting *ubo = &get_active_world()->ub_lighting;
+ 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 );
player->rewind_length = 1;
player->rewind_total_length = 0.0f;
player->rewind_accum = 0.0f;
- world_global.sky_target_rate = 1.0;
- world_global.time = world_global.last_use;
+ world_render.sky_target_rate = 1.0;
+ world_static.time = world_static.last_use;
}
else{
- world_global.sky_target_rate = -100.0;
+ world_render.sky_target_rate = -100.0;
float budget = vg.time_delta,
overall_length = player->rewind_length;
player__cam_iterate( player );
}
-enum board_shader{
- k_board_shader_player,
- k_board_shader_entity
-};
-
VG_STATIC void render_board( camera *cam, world_instance *world,
struct player_board *board, m4x3f root,
+ struct board_pose *pose,
enum board_shader shader )
{
if( !board ) return;
v3f inverse;
glActiveTexture( GL_TEXTURE0 );
- glBindTexture( GL_TEXTURE_2D, board->texture );
+ glBindTexture( GL_TEXTURE_2D, board->mdl.texture );
if( shader == k_board_shader_player ){
shader_model_board_view_use();
shader_model_board_view_uCamera( cam->transform[3] );
shader_model_board_view_uPv( cam->mtx.pv );
shader_model_board_view_uTexSceneDepth( 1 );
+ render_fb_bind_texture( gpipeline.fb_main, 2, 1 );
render_fb_inverse_ratio( gpipeline.fb_main, inverse );
+
inverse[2] = main_camera.farz-main_camera.nearz;
shader_model_board_view_uInverseRatioDepth( inverse );
_uniform_model_entity_uLightsIndex, 4 );
}
- mesh_bind( &board->mesh );
+ mesh_bind( &board->mdl.mesh );
m4x4f m4mdl;
if( board->board.indice_count ){
m4x3f mlocal;
m3x3_identity( mlocal );
- v3_copy( board->board_position, mlocal[3] );
+
+ mdl_keyframe kf;
+ v3_zero( kf.co );
+ q_identity( kf.q );
+ v3_zero( kf.s );
+
+ v4f qroll;
+ q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, pose->lean * 0.6f );
+ keyframe_rotate_around( &kf, (v3f){0.0f,0.11f,0.0f},
+ (v3f){0.0f,0.0f,0.0f}, qroll );
+
+ v3_add( board->board_position, kf.co, mlocal[3] );
+ q_m3x3( kf.q, mlocal );
+
m4x3_mul( root, mlocal, mlocal );
if( shader == k_board_shader_entity ){
}
}
-PLAYER_API void player__render( camera *cam, player_instance *player )
-{
+VG_STATIC void render_playermodel( camera *cam, world_instance *world,
+ struct player_model *model,
+ struct skeleton *skeleton ){
+ if( !model ) return;
+
shader_model_character_view_use();
glActiveTexture( GL_TEXTURE0 );
- glBindTexture( GL_TEXTURE_2D, player->playermodel->texture );
+ glBindTexture( GL_TEXTURE_2D, model->mdl.texture );
shader_model_character_view_uTexMain( 0 );
shader_model_character_view_uCamera( cam->transform[3] );
shader_model_character_view_uPv( cam->mtx.pv );
inverse[2] = cam->farz-cam->nearz;
shader_model_character_view_uInverseRatioMain( inverse );
- world_instance *world = get_active_world();
world_link_lighting_ub( world, _shader_model_character_view.id );
world_bind_position_texture( world, _shader_model_character_view.id,
_uniform_model_character_view_g_world_depth, 2 );
_uniform_model_character_view_uLightsIndex, 4 );
glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
- player->playeravatar->sk.bone_count,
+ skeleton->bone_count,
0,
- (float *)player->playeravatar->sk.final_mtx );
+ (float *)skeleton->final_mtx );
- mesh_bind( &player->playermodel->mesh );
- mesh_draw( &player->playermodel->mesh );
+ mesh_bind( &model->mdl.mesh );
+ mesh_draw( &model->mdl.mesh );
+}
+
+PLAYER_API void player__render( camera *cam, player_instance *player )
+{
+ world_instance *world = world_current_instance();
+ SDL_AtomicLock( &addon_system.sl_cache_using_resources );
- struct player_board *board = player->board;
+ struct player_model *model =
+ addon_cache_item_if_loaded( k_addon_type_player,
+ player->playermodel_view_slot );
+
+ if( !model ) model = &player->fallback_model;
+ render_playermodel( cam, world, model, &player->playeravatar->sk );
+
+ struct player_board *board =
+ addon_cache_item_if_loaded( k_addon_type_board,
+ player->board_view_slot );
render_board( cam, world, board, player->playeravatar->sk.final_mtx[
- player->playeravatar->id_board],
- k_board_shader_player );
+ player->playeravatar->id_board],
+ &player->board_pose,
+ k_board_shader_player );
+
+ SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
}
#endif /* PLAYER_RENDER_C */