X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=sidebyside;f=player_render.c;h=b4897fc1f0bf2b13aa8c0abd7068ca27bed836bc;hb=0399d5a0a2e1818c3d4951f42abc1132f7e26421;hp=3fe93369c09226e7eb2fde5344af36b4edd4f977;hpb=2dd61c7f0185ec525658ca398801f46e6adccf23;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_render.c b/player_render.c index 3fe9336..b4897fc 100644 --- a/player_render.c +++ b/player_render.c @@ -138,7 +138,7 @@ VG_STATIC void player_model_unload( struct player_model *board ){ dynamic_model_unload( &board->mdl ); } -VG_STATIC void player_animate( 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; @@ -173,18 +173,37 @@ VG_STATIC void player_animate( 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: frame blending */ +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; + 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; @@ -192,71 +211,7 @@ 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 ){ - player_animate( player ); - player__cam_iterate( player ); - /* shadowing/ao info */ struct player_avatar *av = player->playeravatar; struct player_board *board =