X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_render.c;h=0d7e9221f547e2b7042e1d3ee22e0cacc47cb139;hb=5bfb36032928ba9f8d12e72961af68bfab9ea648;hp=b6cbf6311f387bae3f1aee10de0f9e8d92b4a28c;hpb=8b783ef3705f88f0f67ef6cd8113f79ccb25ec20;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_render.c b/player_render.c index b6cbf63..0d7e922 100644 --- a/player_render.c +++ b/player_render.c @@ -138,36 +138,48 @@ VG_STATIC void player_model_unload( struct player_model *board ){ dynamic_model_unload( &board->mdl ); } -VG_STATIC void player__animate( player_instance *player ){ - if( _player_animate[ player->subsystem ] ){ - player_animation res; - res.type = k_player_animation_type_fk; +VG_STATIC void player_apply_pose_to_skeleton( player_instance *player ){ + struct skeleton *sk = &player->playeravatar->sk; + player_pose *pose = &player->pose; - _player_animate[ player->subsystem ]( player, &res ); + m4x3f transform; + q_m3x3( pose->root_q, transform ); + v3_copy( pose->root_co, transform[3] ); + + if( pose->type == k_player_pose_type_ik ){ + skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_defer_ik ); + skeleton_apply_ik_pass( sk ); + skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_deffered_only ); + skeleton_apply_inverses( sk ); + skeleton_apply_transform( sk, transform ); + } + else if( pose->type == k_player_pose_type_fk_2 ){ + skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_always ); + skeleton_apply_inverses( sk ); + skeleton_apply_transform( sk, transform ); + } +} + +VG_STATIC void player__animate( player_instance *player ){ + if( _player_animate[ player->subsystem ] && + _player_pose[ player->subsystem ] ){ + _player_animate[ player->subsystem ]( player ); + _player_pose[ player->subsystem ]( player, &player->pose ); - m4x3f transform; - q_m3x3( res.root_q, transform ); - v3_copy( res.root_co, transform[3] ); struct skeleton *sk = &player->playeravatar->sk; if( player->holdout_time > 0.0f ){ - skeleton_lerp_pose( sk, res.pose, player->holdout_pose, - player->holdout_time, res.pose ); + player_pose *pose = &player->pose; + skeleton_lerp_pose( sk, + pose->keyframes, player->holdout_pose.keyframes, + player->holdout_time, pose->keyframes ); + q_nlerp( pose->root_q, player->holdout_pose.root_q, + player->holdout_time, pose->root_q ); player->holdout_time -= vg.time_frame_delta * 2.0f; } - if( res.type == k_player_animation_type_fk ){ - skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik ); - skeleton_apply_ik_pass( sk ); - skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only ); - skeleton_apply_inverses( sk ); - skeleton_apply_transform( sk, transform ); - } - else { - skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute ); - } - + player_apply_pose_to_skeleton( player ); skeleton_debug( sk ); } @@ -177,84 +189,67 @@ VG_STATIC void player__animate( player_instance *player ){ player__cam_iterate( 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; - replay_frame *frame = replay->cursor_frame; +VG_STATIC void player_copy_frame_animator( player_instance *player, + replay_frame *frame ){ + void *animator_src = replay_frame_data( frame, k_replay_framedata_animator ); + u16 animator_size = frame->data_table[ k_replay_framedata_animator ][1]; - if( frame ){ - memcpy( &res, &frame->anim, sizeof(frame->anim) ); - memcpy( &frame->board_pose, &player->board_pose, - sizeof(player->board_pose) ); + if( frame->system == k_player_subsystem_walk ){ + memcpy( &player->_walk.animator, animator_src, animator_size ); + } + else if( frame->system == k_player_subsystem_dead ){ + memcpy( &player->_dead.animator, animator_src, animator_size ); + } + else if( frame->system == k_player_subsystem_skate ){ + memcpy( &player->_skate.animator, animator_src, animator_size ); + } + else if( frame->system == k_player_subsystem_drive ){ + } - else return; - - struct skeleton *sk = &player->playeravatar->sk; - 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; +VG_STATIC void player__animate_from_replay( player_instance *player, + replay_buffer *replay ){ + replay_frame *frame = replay->cursor_frame, + *next = NULL; + if( frame ){ + next = frame->r; - if( replay->head ) - delta = vg.time - replay->head->time; + if( next ){ + f32 t = replay_subframe_time( replay ); - if( replay->statehead ) - statedelta = vg.time - replay->statehead->time; + player_pose pose0, pose1; - const f64 k_replay_rate = 1.0/30.0, - k_gamestate_rate = 0.5; + player_copy_frame_animator( player, frame ); + _player_pose[ frame->system ]( player, &pose0 ); - 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_copy_frame_animator( player, next ); + _player_pose[ next->system ]( player, &pose1 ); - player_animation *res = &frame->anim; - v3_zero( res->root_co ); - q_identity( res->root_q ); - res->type = k_player_animation_type_absolute; + v3_lerp( pose0.root_co, pose1.root_co, t, player->pose.root_co ); + q_nlerp( pose0.root_q, pose1.root_q, t, player->pose.root_q ); + player->pose.type = pose0.type; + player->pose.board.lean = vg_lerpf( pose0.board.lean, + pose1.board.lean, t ); - 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) ); + struct skeleton *sk = &player->playeravatar->sk; + if( pose0.type != pose1.type ){ + /* it would be nice to apply IK pass in-keyframes. TOO BAD! */ + skeleton_copy_pose( sk, pose0.keyframes, player->pose.keyframes ); } - else if( player->subsystem == k_player_subsystem_skate ){ - memcpy( &gs->skate, &player->_skate.state, - sizeof(struct player_skate_state) ); + else { + skeleton_lerp_pose( sk, pose0.keyframes, pose1.keyframes, + t, player->pose.keyframes ); } - - 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 ); + } + else{ + player_copy_frame_animator( player, frame ); + _player_pose[ frame->system ]( player, &player->pose ); } } + else return; + + player_apply_pose_to_skeleton( player ); } VG_STATIC void player__pre_render( player_instance *player ){ @@ -280,7 +275,7 @@ VG_STATIC void player__pre_render( player_instance *player ){ VG_STATIC void render_board( camera *cam, world_instance *world, struct player_board *board, m4x3f root, - struct board_pose *pose, + struct player_board_pose *pose, enum board_shader shader ) { if( !board ) return; @@ -410,6 +405,7 @@ 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; @@ -421,16 +417,20 @@ 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, @@ -449,8 +449,7 @@ 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 ); @@ -459,7 +458,7 @@ 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, @@ -467,7 +466,7 @@ PLAYER_API void player__render( camera *cam, player_instance *player ) render_board( cam, world, board, player->playeravatar->sk.final_mtx[ player->playeravatar->id_board], - &player->board_pose, + &player->pose.board, k_board_shader_player ); SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );