X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_remote.c;h=ba07abea312a44ebcae783bb00c9c16d792a05d6;hb=ec3a96fde91385417ffc20e0f7745d7d8e2889ca;hp=e910170ca3f2d4462adc4a9d1b42811fe4bc39ff;hpb=83890302a02892a2e6f26fa8d7bfe1309463c133;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_remote.c b/player_remote.c index e910170..ba07abe 100644 --- a/player_remote.c +++ b/player_remote.c @@ -7,6 +7,7 @@ #include "gui.h" #include "ent_miniworld.h" #include "ent_region.h" +#include "shaders/model_entity.h" static i32 k_show_own_name = 0; @@ -169,7 +170,7 @@ static void player_remote_rx_200_300( SteamNetworkingMessage_t *msg ){ dest->active = 1; dest->subsystem = frame->subsystem; - dest->instance_id = frame->instance_id; + dest->flags = frame->flags; bitpack_ctx ctx = { .mode = k_bitpack_decompress, @@ -188,13 +189,11 @@ static void player_remote_rx_200_300( SteamNetworkingMessage_t *msg ){ struct player_subsystem_interface *sys = player_subsystems[ frame->subsystem ]; - if( sys->network_animator_exchange ){ - memset( &dest->data, 0, sys->animator_size ); + memset( &dest->data, 0, sys->animator_size ); + if( sys->network_animator_exchange ) sys->network_animator_exchange( &ctx, &dest->data ); - } - else { + else bitpack_bytes( &ctx, sys->animator_size, sys->animator_data ); - } /* sfx * -------------------------------------------------------------*/ @@ -229,6 +228,15 @@ static void player_remote_rx_200_300( SteamNetworkingMessage_t *msg ){ } } + /* glider + * -------------------------------------------------------------*/ + + memset( &dest->data_glider, 0, sizeof(struct remote_glider_animator) ); + if( dest->flags & (NETMSG_PLAYERFRAME_HAVE_GLIDER| + NETMSG_PLAYERFRAME_GLIDER_ORPHAN) ){ + player_glide_remote_animator_exchange( &ctx, &dest->data_glider ); + } + player->subsystem = frame->subsystem; player->down_bytes += msg->m_cbSize; } @@ -320,7 +328,7 @@ static void remote_player_send_playerframe(void){ frame->inetmsg_id = k_inetmsg_playerframe; frame->client = 0xff; frame->subsystem = localplayer.subsystem; - frame->instance_id = world_static.active_instance; + frame->flags = world_static.active_instance; bitpack_ctx ctx = { .mode = k_bitpack_compress, @@ -346,6 +354,25 @@ static void remote_player_send_playerframe(void){ for( u32 i=0; iflags |= NETMSG_PLAYERFRAME_HAVE_GLIDER; + } + + if( localplayer.glider_orphan ) + frame->flags |= NETMSG_PLAYERFRAME_GLIDER_ORPHAN; + + if( frame->flags & (NETMSG_PLAYERFRAME_HAVE_GLIDER| + NETMSG_PLAYERFRAME_GLIDER_ORPHAN) ){ + player_glide_remote_animator_exchange( &ctx, + &player_glide.remote_animator ); + } + + /* ------- */ + u32 wire_size = base_size + ctx.bytes; netplayers.up_bytes += wire_size; @@ -490,9 +517,11 @@ static void pose_remote_player( u32 index, u8 instance_id = 0; + f32 t = 0.0f; + if( f1 ){ - f32 t = (buf->t - f0->timestamp) / (f1->timestamp - f0->timestamp); - t = vg_clampf( t, 0.0f, 1.0f ); + t = (buf->t - f0->timestamp) / (f1->timestamp - f0->timestamp); + t = vg_clampf( t, 0.0f, 1.0f ); sys1 = player_subsystems[f1->subsystem]; sys1->pose( &f1->data, &pose1 ); @@ -507,7 +536,7 @@ static void pose_remote_player( u32 index, t = 1.0f; } - instance_id = f1->instance_id; + instance_id = f1->flags & NETMSG_PLAYERFRAME_INSTANCE_ID; lerp_player_pose( &pose0, &pose1, t, &posed ); effect_blink_apply( &player->effect_data.blink, &posed, vg.time_delta ); @@ -525,7 +554,7 @@ static void pose_remote_player( u32 index, memcpy( board_pose, &posed.board, sizeof(*board_pose) ); } else { - instance_id = f0->instance_id; + instance_id = f0->flags & NETMSG_PLAYERFRAME_INSTANCE_ID; effect_blink_apply( &player->effect_data.blink, &pose0, vg.time_delta ); apply_full_skeleton_pose( sk, &pose0, final_mtx ); if( sys0->effects ) @@ -533,6 +562,33 @@ static void pose_remote_player( u32 index, memcpy( board_pose, &pose0.board, sizeof(*board_pose) ); } + if( f0->flags & (NETMSG_PLAYERFRAME_HAVE_GLIDER| + NETMSG_PLAYERFRAME_GLIDER_ORPHAN) ){ + player->render_glider = 1; + + v3f co; + v4f q; + f32 s; + + if( f1 ){ + v3_lerp( f0->data_glider.root_co, f1->data_glider.root_co, t, co ); + q_nlerp( f0->data_glider.root_q, f1->data_glider.root_q, t, q ); + s = vg_lerpf( f0->data_glider.s, f1->data_glider.s, t ); + } + else { + v3_copy( f0->data_glider.root_co, co ); + v4_copy( f0->data_glider.root_q, q ); + s = f0->data_glider.s; + } + + v3f *mtx = netplayers.glider_mtx[ index ]; + q_m3x3( q, mtx ); + m3x3_scalef( mtx, s ); + v3_copy( co, mtx[3] ); + } + else + player->render_glider = 0; + if( player->world_match[ instance_id ] ) player->active_world = &world_static.instances[ instance_id ]; } @@ -609,8 +665,9 @@ static void animate_remote_players(void){ * Draw remote players */ static void render_remote_players( world_instance *world, camera *cam ){ - SDL_AtomicLock( &addon_system.sl_cache_using_resources ); - struct skeleton *sk = &localplayer.skeleton; + u32 draw_list[ NETWORK_MAX_PLAYERS ], + draw_list_count = 0, + gliders = 0; for( u32 i=0; iactive_world != world ) continue; if( !player->isfriend && (world-world_static.instances == k_world_purpose_hub)) continue; - - m4x3f *final_mtx = &netplayers.final_mtx[ sk->bone_count*i ]; + + draw_list[draw_list_count ++] = i; + + if( player->render_glider ) + gliders ++; + } + + struct skeleton *sk = &localplayer.skeleton; + + SDL_AtomicLock( &addon_system.sl_cache_using_resources ); + + for( u32 j=0; jbone_count*index ]; struct player_model *model = addon_cache_item_if_loaded( k_addon_type_player, @@ -632,10 +703,36 @@ static void render_remote_players( world_instance *world, camera *cam ){ addon_cache_item_if_loaded( k_addon_type_board, player->board_view_slot ); render_board( cam, world, board, final_mtx[localplayer.id_board], - &netplayers.board_poses[ i ], k_board_shader_player ); + &netplayers.board_poses[ index ], k_board_shader_player ); } SDL_AtomicUnlock( &addon_system.sl_cache_using_resources ); + + if( !gliders ) + return; + + /* TODO: we really, really only need to do all this once. at some point + * PLEASE figure out a good place to do this once per frame! + */ + + shader_model_entity_use(); + shader_model_entity_uTexMain( 0 ); + shader_model_entity_uCamera( cam->transform[3] ); + shader_model_entity_uPv( cam->mtx.pv ); + + WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_entity ); + + for( u32 j=0; jrender_glider ) continue; + + if( player->render_glider ){ + v3f *glider_mtx = netplayers.glider_mtx[ index ]; + render_glider_model( cam, world, glider_mtx, k_board_shader_entity ); + } + } } static int remote_players_randomize( int argc, const char *argv[] ){