X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=sidebyside;f=player_render.c;h=ba50fc1402b0e55ce11a491865c321a824d5c398;hb=ca35eceae3abfcfb9ba266d6ea8e664bc06b0a3e;hp=aaefb0742d806aa54fe09c34adbeb0bbca240d58;hpb=6c84fa207dec2cf8e92b3882492bdd2f92ee7afe;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_render.c b/player_render.c index aaefb07..ba50fc1 100644 --- a/player_render.c +++ b/player_render.c @@ -179,7 +179,6 @@ 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; @@ -212,76 +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; - - u32 gamestate_size = 0; - void *gamestate_src = NULL; - if( (statedelta > k_gamestate_rate) || force_gamestate ){ - if( player->subsystem == k_player_subsystem_walk ){ - gamestate_size = sizeof(struct player_walk_state); - gamestate_src = &player->_walk.state; - } - else if( player->subsystem == k_player_subsystem_skate ){ - gamestate_size = sizeof(struct player_skate_state); - gamestate_src = &player->_skate.state; - } - else if( player->subsystem == k_player_subsystem_dead ){ - gamestate_size = sizeof(struct player_ragdoll); - gamestate_src = &player->ragdoll; - } - } - assert( gamestate_size < 0xffff ); - - if( (delta > k_replay_rate) || gamestate_size ){ - replay_frame *frame = replay_newframe( replay, gamestate_size, 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( gamestate_size ){ - replay_gamestate *gs = replay_frame_gamestate( frame ); - gs->system = player->subsystem; - - /* permanent block */ - 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 ); - - /* subsytem/dynamic block */ - void *dst = replay_gamestate_subsystem_data( gs ); - memcpy( dst, gamestate_src, gamestate_size ); - } - } -} - VG_STATIC void player__pre_render( player_instance *player ){ /* shadowing/ao info */ struct player_avatar *av = player->playeravatar; @@ -435,6 +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; @@ -446,16 +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, @@ -474,8 +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 ); @@ -484,7 +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,