replay->cursor_frame = NULL;
replay->statehead = NULL;
replay->cursor = -99999.9;
- replay->control = k_replay_control_none;
}
-VG_STATIC void local_replay_init( u32 bytes ){
- localplayer.replay.data = vg_linear_alloc( vg_mem.rtmemory, bytes );
- localplayer.replay.size = bytes;
- replay_clear( &localplayer.replay );
+replay_gamestate *replay_frame_gamestate( replay_frame *frame ){
+ void *baseptr = frame;
+ return baseptr + vg_align8(sizeof(replay_frame));
}
-replay_gamestate *replay_frame_gamestate( replay_frame *frame, u16 index ){
- void *baseptr = frame;
-
- replay_gamestate *array = (baseptr + vg_align8( sizeof(replay_frame)));
- return &array[ index ];
+void *replay_gamestate_subsystem_data( replay_gamestate *gs ){
+ void *baseptr = gs;
+ return baseptr + vg_align8(sizeof(replay_gamestate));
}
-replay_sfx *replay_frame_sfx( replay_frame *frame, u16 index ){
- void *gsarr = replay_frame_gamestate( frame, 0 );
- u32 gssize = frame->gamestate_count * sizeof(replay_gamestate);
+u32 replay_frame_gamestate_total_size( u32 subsystem_gamestate_size ){
+ if( subsystem_gamestate_size ){
+ return vg_align8( sizeof(replay_gamestate) ) +
+ vg_align8( subsystem_gamestate_size );
+ }
+ else
+ return 0;
+}
+
+replay_sfx *replay_frame_sfx( replay_frame *frame, u32 index ){
+ void *gs = replay_frame_gamestate( frame );
+ u32 total_size =
+ replay_frame_gamestate_total_size( frame->subsystem_gamestate_size );
- replay_sfx *array = (gsarr + vg_align8(gssize));
+ replay_sfx *array = (gs + total_size);
return &array[index];
}
-u32 _replay_frame_size( u16 gamestate_count, u16 sfx_count ){
+u32 _replay_frame_size( u32 subsystem_gamestate_size, u32 sfx_count ){
return vg_align8( sizeof( replay_frame ) ) +
- vg_align8( gamestate_count * sizeof(replay_gamestate) ) +
+ replay_frame_gamestate_total_size( subsystem_gamestate_size ) +
vg_align8( sfx_count * sizeof(replay_sfx) );
}
u32 replay_frame_size( replay_frame *frame ){
- return _replay_frame_size( frame->gamestate_count, frame->sfx_count );
+ return _replay_frame_size( frame->subsystem_gamestate_size,
+ frame->sfx_count );
+}
+
+VG_STATIC void replay_tailpop( replay_buffer *replay ){
+ if( replay->cursor_frame == replay->tail )
+ replay->cursor_frame = NULL;
+ if( replay->statehead == replay->tail )
+ replay->statehead = NULL;
+
+ replay->tail = replay->tail->r;
+
+ if( replay->tail )
+ replay->tail->l = NULL;
+ else
+ replay->head = NULL;
}
VG_STATIC replay_frame *replay_newframe( replay_buffer *replay,
- u16 gamestate_count, u16 sfx_count ){
+ u32 subsystem_gamestate_size,
+ u32 sfx_count ){
replay_frame *frame = NULL;
if( replay->head ){
assert( replay->head );
u32 headsize = replay_frame_size( replay->head ),
nextpos = ((void *)replay->head - replay->data) + headsize,
- nextsize = _replay_frame_size( gamestate_count, sfx_count );
+ nextsize = _replay_frame_size( subsystem_gamestate_size, sfx_count );
if( nextsize > replay->size ){
vg_error( "Keyframe too big\n" );
return NULL;
}
- if( nextpos + nextsize > replay->size )
+ if( nextpos + nextsize > replay->size ){
nextpos = 0;
+
+ /* maintain contiguity */
+ while( replay->tail ){
+ if( (void *)replay->tail - replay->data )
+ replay_tailpop( replay );
+ else break;
+ }
+ }
check_again:;
if( tailpos >= nextpos ){
if( nextpos + nextsize > tailpos ){
- /* remove links */
- if( replay->cursor_frame == replay->tail )
- replay->cursor_frame = NULL;
- if( replay->statehead == replay->tail )
- replay->statehead = NULL;
-
- /* pop node */
- replay->tail = replay->tail->r;
+ replay_tailpop( replay );
- if( replay->tail ) {
- replay->tail->l = NULL;
+ if( replay->tail )
goto check_again;
- }
- else
- replay->head = NULL;
}
}
else
frame = replay->data;
- frame->gamestate_count = gamestate_count;
+ frame->subsystem_gamestate_size = subsystem_gamestate_size;
frame->sfx_count = sfx_count;
frame->l = replay->head;
frame->r = NULL;
replay->head = frame;
if( !replay->tail ) replay->tail = frame;
- if( gamestate_count ) replay->statehead = frame;
+ if( subsystem_gamestate_size ) replay->statehead = frame;
return frame;
}
VG_STATIC replay_frame *replay_find_recent_stateframe( replay_buffer *replay ){
replay_frame *frame = replay->cursor_frame;
-
u32 i=4096;
while( i --> 0 ){
if( !frame ) return frame;
- if( frame->gamestate_count ) return frame;
+ if( frame->subsystem_gamestate_size ) return frame;
frame = frame->l;
}
return NULL;
}
-VG_STATIC void player_replay_control_update( player_instance *player ){
+VG_STATIC f32 replay_subframe_time( replay_buffer *replay ){
+ replay_frame *frame = replay->cursor_frame;
+ if( !frame ) return 0.0f;
+ replay_frame *next = frame->r;
+ if( next ){
+ f64 l = next->time - frame->time,
+ t = (replay->cursor - frame->time) / l;
+ return vg_clampf( t, 0.0f, 1.0f );
+ }
+ else
+ return 0.0f;
+}
+
+VG_STATIC void replay_get_frame_camera( replay_frame *frame, camera *cam ){
+ cam->fov = frame->cam_fov;
+ v3_copy( frame->cam_pos, cam->pos );
+ v3_copy( frame->cam_angles, cam->angles );
+}
+
+VG_STATIC void replay_get_camera( replay_buffer *replay, camera *cam ){
+ cam->nearz = 0.1f;
+ cam->farz = 100.0f;
+ if( replay->cursor_frame ){
+ replay_frame *next = replay->cursor_frame->r;
+
+ if( next ){
+ camera temp;
+
+ replay_get_frame_camera( replay->cursor_frame, cam );
+ replay_get_frame_camera( next, &temp );
+ camera_lerp( cam, &temp, replay_subframe_time( replay ), cam );
+ }
+ else {
+ replay_get_frame_camera( replay->cursor_frame, cam );
+ }
+ }
+ else {
+ v3_zero( cam->pos );
+ v3_zero( cam->angles );
+ cam->fov = 90.0f;
+ }
+}
+
+struct replay_rb{
+ v3f co, v, w;
+ v4f q;
+};
+
+VG_STATIC
+void skaterift_record_frame( 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;
+
+ int save_frame = 0,
+ save_state = 0;
+
+ if( force_gamestate ) save_state = 1;
+ if( statedelta > k_gamestate_rate ) save_state = 1;
+ if( delta > k_replay_rate ) save_frame = 1;
+ if( save_state ) save_frame = 1;
+
+ if( !save_frame ) return;
+
+ u32 gamestate_size = 0;
+
+ if( save_state ){
+ gamestate_size = (u32 []){
+ [k_player_subsystem_walk ] = sizeof(struct player_walk_state),
+ [k_player_subsystem_drive] = 0,
+ [k_player_subsystem_skate] = sizeof(struct player_skate_state),
+ [k_player_subsystem_dead ] = localplayer.ragdoll.part_count *
+ sizeof(struct replay_rb)
+ }[ localplayer.subsystem ];
+ }
+
+ replay_frame *frame = replay_newframe( replay, gamestate_size, 0 );
+
+ if( save_state ){
+ replay_gamestate *gs = replay_frame_gamestate( frame );
+ gs->system = localplayer.subsystem;
+
+ /* permanent block */
+ memcpy( &gs->rb, &localplayer.rb, sizeof(rigidbody) );
+ memcpy( &gs->cam_control, &localplayer.cam_control,
+ sizeof(struct player_cam_controller) );
+ v3_copy( localplayer.angles, gs->angles );
+
+ void *dst = replay_gamestate_subsystem_data( gs );
+
+ /* subsytem/dynamic block */
+ if( localplayer.subsystem == k_player_subsystem_walk )
+ memcpy( dst, &localplayer._walk.state, gamestate_size );
+ else if( localplayer.subsystem == k_player_subsystem_skate )
+ memcpy( dst, &localplayer._skate.state, gamestate_size );
+ else if( localplayer.subsystem == k_player_subsystem_dead ){
+ struct replay_rb *arr = dst;
+ for( u32 i=0; i<localplayer.ragdoll.part_count; i ++ ){
+ rigidbody *rb = &localplayer.ragdoll.parts[i].obj.rb;
+ v3_copy( rb->co, arr[i].co );
+ v3_copy( rb->w, arr[i].w );
+ v3_copy( rb->v, arr[i].v );
+ v4_copy( rb->q, arr[i].q );
+ }
+ }
+ }
+
+ 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 = &localplayer.playeravatar->sk;
+ skeleton_decompose_mtx_absolute( sk, res->pose );
+
+ memcpy( &frame->board_pose, &localplayer.board_pose,
+ sizeof(localplayer.board_pose) );
+ frame->time = vg.time;
+ v3_copy( localplayer.cam.pos, frame->cam_pos );
+ v3_copy( localplayer.cam.angles, frame->cam_angles );
+ frame->cam_fov = localplayer.cam.fov;
+}
+
+VG_STATIC
+void skaterift_restore_frame( replay_frame *frame ){
+ replay_gamestate *gs = replay_frame_gamestate( frame );
+ void *src = replay_gamestate_subsystem_data( gs );
+
+ /* TODO: Move this to subsystem bindings now that its variable */
+ if( gs->system == k_player_subsystem_walk ){
+ memcpy( &localplayer._walk.state, src,
+ frame->subsystem_gamestate_size );
+ }
+ else if( gs->system == k_player_subsystem_skate ){
+ memcpy( &localplayer._skate.state, src,
+ frame->subsystem_gamestate_size );
+ }
+ else if( gs->system == k_player_subsystem_dead ){
+ player__dead_transition( &localplayer );
+ struct replay_rb *arr = src;
+
+ for( u32 i=0; i<localplayer.ragdoll.part_count; i ++ ){
+ struct ragdoll_part *part = &localplayer.ragdoll.parts[i];
+ rigidbody *rb = &part->obj.rb;
+
+ v3_copy( arr[i].co, rb->co );
+ v3_copy( arr[i].w, rb->w );
+ v3_copy( arr[i].v, rb->v );
+ v4_copy( arr[i].q, rb->q );
+
+ v3_copy( arr[i].co, part->prev_co );
+ v4_copy( arr[i].q, part->prev_q );
+ }
+ }
+
+ localplayer.subsystem = gs->system;
+
+ memcpy( &localplayer.rb, &gs->rb, sizeof(rigidbody) );
+ v3_copy( gs->angles, localplayer.angles );
+
+ v3_copy( frame->cam_pos, localplayer.cam.pos );
+ v3_copy( frame->cam_angles, localplayer.cam.angles );
+ localplayer.cam.fov = frame->cam_fov;
+
+ memcpy( &localplayer.cam_control, &gs->cam_control,
+ sizeof(struct player_cam_controller) );
+}
+
+VG_STATIC void skaterift_replay_pre_update(void){
+ if( skaterift.activity != k_skaterift_replay ) return;
+
f64 speed = 1.0;
- f64 target = player->replay.cursor;
+ f64 target = skaterift.replay.cursor;
if( vg_getkey( SDLK_9 ) ){
target -= vg.time_frame_delta * speed;
- player->replay.control = k_replay_control_scrub;
- replay_seek( &player->replay, target );
+ skaterift.replay_control = k_replay_control_scrub;
+ replay_seek( &skaterift.replay, target );
}
if( vg_getkey( SDLK_0 ) ){
target += vg.time_frame_delta * speed;
- player->replay.control = k_replay_control_scrub;
- replay_seek( &player->replay, target );
+ skaterift.replay_control = k_replay_control_scrub;
+ replay_seek( &skaterift.replay, target );
}
if( vg_getkey( SDLK_7 ) )
- player->replay.control = k_replay_control_play;
+ skaterift.replay_control = k_replay_control_play;
- if( player->replay.control == k_replay_control_play ){
+ if( skaterift.replay_control == k_replay_control_play ){
target += vg.time_frame_delta;
- replay_seek( &player->replay, target );
+ replay_seek( &skaterift.replay, target );
}
if( vg_getkey( SDLK_8 ) ){
- replay_frame *prev = replay_find_recent_stateframe( &player->replay );
+ replay_frame *prev = replay_find_recent_stateframe( &skaterift.replay );
if( prev ){
- /* TODO: Make gamestate_apply function / swap ... */
- replay_gamestate *gs = replay_frame_gamestate( prev, 0 );
-
- if( gs->system == k_player_subsystem_walk ){
- memcpy( &player->_walk.state, &gs->walk,
- sizeof(struct player_walk_state) );
- }
- else if( gs->system == k_player_subsystem_skate ){
- memcpy( &player->_skate.state, &gs->skate,
- sizeof(struct player_skate_state) );
- }
- player->subsystem = gs->system;
-
- memcpy( &player->rb, &gs->rb, sizeof(rigidbody) );
- v3_copy( gs->angles, player->angles );
- v3_copy( prev->cam_pos, player->cam.pos );
- v3_copy( prev->cam_angles, player->cam_override_angles );
- player->cam.fov = prev->cam_fov;
- memcpy( &player->cam_control, &gs->cam_control,
- sizeof(struct player_cam_controller) );
+ skaterift_restore_frame( prev );
/* chop end off replay */
prev->r = NULL;
- player->replay.statehead = prev;
- player->replay.head = prev;
- player->replay.cursor_frame = prev;
- player->replay.cursor = prev->time;
- player->replay.control = k_replay_control_none;
+ skaterift.replay.statehead = prev;
+ skaterift.replay.head = prev;
+ skaterift.replay.cursor_frame = prev;
+ skaterift.replay.cursor = prev->time;
+ skaterift.replay_control = k_replay_control_scrub;
+ skaterift.activity = k_skaterift_default;
vg.time = prev->time;
return;
}
}
}
-VG_STATIC void replay_debug_info( player_instance *player ){
+VG_STATIC void skaterift_replay_debug_info(void){
player__debugtext( 2, "replay info" );
- replay_buffer *replay = &player->replay;
+ replay_buffer *replay = &skaterift.replay;
u32 head = 0,
tail = 0;
if( replay->statehead ){
u32 state = (void *)replay->statehead - replay->data;
player__debugtext( 1, "gs @%u\n", state );
+ player__debugtext( 1, "gamestate_size: %u\n",
+ replay->statehead->subsystem_gamestate_size );
}
else
player__debugtext( 1, "gs @NULL\n" );
player__debugtext( 1, "cursor: %.2fs / %.2fs\n", cur, len );
}
-VG_STATIC void replay_imgui( player_instance *player ){
- if( player->replay.control == k_replay_control_none ) return;
+VG_STATIC void skaterift_replay_imgui(void){
+ if( skaterift.activity != k_skaterift_replay ) return;
- replay_buffer *replay = &player->replay;
+ replay_buffer *replay = &skaterift.replay;
f64 start = replay->cursor,
end = replay->cursor;
if( replay->tail ) start = replay->tail->time;
f64 l = (replay->cursor_frame->r->time-replay->cursor_frame->time)/len,
s = (replay->cursor_frame->time - start) / len;
ui_rect box = { s*(f64)vg.window_x, bar[1]-2,
- VG_MAX(4,(ui_px)l), bar[3]+2 };
+ VG_MAX(4,(ui_px)(l*vg.window_x)), bar[3]+2 };
ui_fill( box, ui_colour( k_ui_bg+4 ) );
}
}