X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_render.c;fp=player_render.c;h=13e4ada179505ce5f72ef8b35c267e9be6a8408a;hb=b35ac7383d4aba1d0b8a74be7bf1695996ff57f4;hp=92aecbe5635578f0f72706d5d49e1d1fb8ecae0b;hpb=2179a91415c4d0726fd134ad942acfc0515844eb;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_render.c b/player_render.c index 92aecbe..13e4ada 100644 --- a/player_render.c +++ b/player_render.c @@ -15,29 +15,38 @@ #include "shaders/model_board_view.h" #include "depth_compare.h" -static void player_avatar_load( struct player_avatar *av, const char *path ){ - mdl_open( &av->meta, path, vg_mem.rtmemory ); - mdl_load_metadata_block( &av->meta, vg_mem.rtmemory ); - mdl_load_animation_block( &av->meta, vg_mem.rtmemory ); - mdl_close( &av->meta ); - - struct skeleton *sk = &av->sk; - skeleton_setup( sk, vg_mem.rtmemory, &av->meta ); - - av->id_hip = skeleton_bone_id( sk, "hips" ); - av->id_chest = skeleton_bone_id( sk, "chest" ); - av->id_ik_hand_l = skeleton_bone_id( sk, "hand.IK.L" ); - av->id_ik_hand_r = skeleton_bone_id( sk, "hand.IK.R" ); - av->id_ik_elbow_l = skeleton_bone_id( sk, "elbow.L" ); - av->id_ik_elbow_r = skeleton_bone_id( sk, "elbow.R" ); - av->id_head = skeleton_bone_id( sk, "head" ); - av->id_ik_foot_l = skeleton_bone_id( sk, "foot.IK.L" ); - av->id_ik_foot_r = skeleton_bone_id( sk, "foot.IK.R" ); - av->id_board = skeleton_bone_id( sk, "board" ); - av->id_wheel_l = skeleton_bone_id( sk, "wheel.L" ); - av->id_wheel_r = skeleton_bone_id( sk, "wheel.R" ); - av->id_ik_knee_l = skeleton_bone_id( sk, "knee.L" ); - av->id_ik_knee_r = skeleton_bone_id( sk, "knee.R" ); +static void player_load_animation_reference( const char *path ){ + mdl_context *meta = &localplayer.skeleton_meta; + mdl_open( meta, path, vg_mem.rtmemory ); + mdl_load_metadata_block( meta, vg_mem.rtmemory ); + mdl_load_animation_block( meta, vg_mem.rtmemory ); + mdl_close( meta ); + + struct skeleton *sk = &localplayer.skeleton; + skeleton_setup( sk, vg_mem.rtmemory, meta ); + + localplayer.id_hip = skeleton_bone_id( sk, "hips" ); + localplayer.id_chest = skeleton_bone_id( sk, "chest" ); + localplayer.id_ik_hand_l = skeleton_bone_id( sk, "hand.IK.L" ); + localplayer.id_ik_hand_r = skeleton_bone_id( sk, "hand.IK.R" ); + localplayer.id_ik_elbow_l = skeleton_bone_id( sk, "elbow.L" ); + localplayer.id_ik_elbow_r = skeleton_bone_id( sk, "elbow.R" ); + localplayer.id_head = skeleton_bone_id( sk, "head" ); + localplayer.id_ik_foot_l = skeleton_bone_id( sk, "foot.IK.L" ); + localplayer.id_ik_foot_r = skeleton_bone_id( sk, "foot.IK.R" ); + localplayer.id_board = skeleton_bone_id( sk, "board" ); + localplayer.id_wheel_l = skeleton_bone_id( sk, "wheel.L" ); + localplayer.id_wheel_r = skeleton_bone_id( sk, "wheel.R" ); + localplayer.id_ik_knee_l = skeleton_bone_id( sk, "knee.L" ); + localplayer.id_ik_knee_r = skeleton_bone_id( sk, "knee.R" ); + + setup_ragdoll_from_skeleton( sk, &localplayer.ragdoll ); + + /* allocate matrix buffers for localplayer and remote players */ + u32 mtx_size = sizeof(m4x3f)*sk->bone_count; + localplayer.final_mtx = vg_linear_alloc( vg_mem.rtmemory, mtx_size ); + netplayers.final_mtx = vg_linear_alloc( vg_mem.rtmemory, + mtx_size*NETWORK_MAX_PLAYERS ); } /* TODO: Standard model load */ @@ -175,7 +184,7 @@ static void player__animate(void){ player_pose *pose = &localplayer.pose; sys->pose( sys->animator_data, pose ); - struct skeleton *sk = &localplayer.playeravatar->sk; + struct skeleton *sk = &localplayer.skeleton; if( localplayer.holdout_time > 0.0f ){ skeleton_lerp_pose( sk, @@ -190,8 +199,7 @@ static void player__animate(void){ localplayer.holdout_time -= vg.time_frame_delta * 2.0f; } - apply_full_skeleton_pose( &localplayer.playeravatar->sk, &localplayer.pose, - localplayer.final_mtx ); + apply_full_skeleton_pose( sk, &localplayer.pose, localplayer.final_mtx ); skeleton_debug( sk, localplayer.final_mtx ); if( sys->post_animate ) @@ -212,7 +220,7 @@ static void player_copy_frame_animator( replay_frame *frame ){ static void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t, player_pose *posed ){ - struct skeleton *sk = &localplayer.playeravatar->sk; + struct skeleton *sk = &localplayer.skeleton; v3_lerp( pose0->root_co, pose1->root_co, t, posed->root_co ); q_nlerp( pose0->root_q, pose1->root_q, t, posed->root_q ); @@ -261,13 +269,12 @@ static void player__animate_from_replay( replay_buffer *replay ){ } else return; - apply_full_skeleton_pose( &localplayer.playeravatar->sk, &localplayer.pose, + apply_full_skeleton_pose( &localplayer.skeleton, &localplayer.pose, localplayer.final_mtx ); } static void player__pre_render(void){ /* shadowing/ao info */ - struct player_avatar *av = localplayer.playeravatar; struct player_board *board = addon_cache_item_if_loaded( k_addon_type_board, localplayer.board_view_slot ); @@ -282,8 +289,9 @@ static void player__pre_render(void){ } struct ub_world_lighting *ubo = &world_current_instance()->ub_lighting; - m4x3_mulv( localplayer.final_mtx[ av->id_board ], vp0, ubo->g_board_0 ); - m4x3_mulv( localplayer.final_mtx[ av->id_board ], vp1, ubo->g_board_1 ); + v3f *board_mtx = localplayer.final_mtx[ localplayer.id_board ]; + m4x3_mulv( board_mtx, vp0, ubo->g_board_0 ); + m4x3_mulv( board_mtx, vp1, ubo->g_board_1 ); } static void render_board( camera *cam, world_instance *world, @@ -449,17 +457,15 @@ static void player__render( camera *cam ){ localplayer.playermodel_view_slot ); if( !model ) model = &localplayer.fallback_model; - render_playermodel( cam, world, 1, model, &localplayer.playeravatar->sk, + render_playermodel( cam, world, 1, model, &localplayer.skeleton, localplayer.final_mtx ); struct player_board *board = addon_cache_item_if_loaded( k_addon_type_board, localplayer.board_view_slot ); - render_board( cam, world, board, localplayer.final_mtx[ - localplayer.playeravatar->id_board], - &localplayer.pose.board, - k_board_shader_player ); + render_board( cam, world, board, localplayer.final_mtx[localplayer.id_board], + &localplayer.pose.board, k_board_shader_player ); SDL_AtomicUnlock( &addon_system.sl_cache_using_resources ); }