X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_render.c;h=15dec10523bb7b2a0bd528c29ed755a081dedba8;hb=refs%2Fheads%2Fmenu2;hp=13aa5516ddc883d2d3df44fa4a51fbb794f6c02b;hpb=6ba5c35d106d749a1ebafbd3cbe18c3a02f781d3;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_render.c b/player_render.c index 13aa551..15dec10 100644 --- a/player_render.c +++ b/player_render.c @@ -1,9 +1,6 @@ -#ifndef PLAYER_RENDER_C -#define PLAYER_RENDER_C - #include "player.h" #include "player_render.h" -#include "camera.h" +#include "vg/vg_camera.h" #include "player_model.h" #include "ent_skateshop.h" #include "audio.h" @@ -15,35 +12,86 @@ #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_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" ); +#include "network.h" +#include "player_remote.h" +#include "player_glide.h" + +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_world = skeleton_bone_id( sk, "world" ); + 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_foot_l = skeleton_bone_id( sk, "foot.L" ); + localplayer.id_foot_r = skeleton_bone_id( sk, "foot.R" ); + 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" ); + localplayer.id_eyes = skeleton_bone_id( sk, "eyes" ); + + for( i32 i=0; ibone_count; i ++ ){ + localplayer.skeleton_mirror[i] = 0; + } + + for( i32 i=1; ibone_count-1; i ++ ){ + struct skeleton_bone *si = &sk->bones[i]; + + char tmp[64]; + vg_str str; + vg_strnull( &str, tmp, 64 ); + vg_strcat( &str, si->name ); + + char *L = vg_strch( &str, 'L' ); + if( !L ) continue; + u32 len = L-tmp; + + for( i32 j=i+1; jbone_count; j ++ ){ + struct skeleton_bone *sj = &sk->bones[j]; + + if( !strncmp( si->name, sj->name, len ) ){ + if( sj->name[len] == 'R' ){ + localplayer.skeleton_mirror[i] = j; + localplayer.skeleton_mirror[j] = i; + break; + } + } + } + } + + 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 ); + netplayers.glider_mtx = vg_linear_alloc( vg_mem.rtmemory, + sizeof(m4x3f)*NETWORK_MAX_PLAYERS ); } /* TODO: Standard model load */ -static void dynamic_model_load( mdl_context *ctx, - struct dynamic_model_1texture *mdl, - const char *path ){ +void dynamic_model_load( mdl_context *ctx, + struct dynamic_model_1texture *mdl, + const char *path, u32 *fixup_table ) +{ if( !mdl_arrcount( &ctx->textures ) ) vg_fatal_error( "No texture in model" ); @@ -55,28 +103,28 @@ static void dynamic_model_load( mdl_context *ctx, VG_TEX2D_NEAREST|VG_TEX2D_CLAMP, &mdl->texture ); - mdl_async_load_glmesh( ctx, &mdl->mesh ); + mdl_async_load_glmesh( ctx, &mdl->mesh, fixup_table ); } -static void dynamic_model_unload( struct dynamic_model_1texture *mdl ){ +void dynamic_model_unload( struct dynamic_model_1texture *mdl ) +{ mesh_free( &mdl->mesh ); glDeleteTextures( 1, &mdl->texture ); } /* TODO: allow error handling */ -static void player_board_load( struct player_board *board, - const char *path ){ - +void player_board_load( struct player_board *board, const char *path ) +{ vg_linear_clear( vg_mem.scratch ); mdl_context ctx; mdl_open( &ctx, path, vg_mem.scratch ); mdl_load_metadata_block( &ctx, vg_mem.scratch ); - dynamic_model_load( &ctx, &board->mdl, path ); + dynamic_model_load( &ctx, &board->mdl, path, NULL ); mdl_array_ptr markers; - mdl_load_array( &ctx, &markers, "ent_marker", vg_mem.scratch ); + MDL_LOAD_ARRAY( &ctx, &markers, ent_marker, vg_mem.scratch ); /* TODO: you get put into a new section, the above is standard mdl loads. */ for( int i=0; i<4; i++ ) @@ -118,28 +166,53 @@ static void player_board_load( struct player_board *board, mdl_close( &ctx ); } -static void player_board_unload( struct player_board *board ){ +void player_board_unload( struct player_board *board ) +{ dynamic_model_unload( &board->mdl ); } -static void player_model_load( struct player_model *board, const char *path){ +void player_model_load( struct player_model *board, const char *path) +{ vg_linear_clear( vg_mem.scratch ); mdl_context ctx; mdl_open( &ctx, path, vg_mem.scratch ); mdl_load_metadata_block( &ctx, vg_mem.scratch ); - dynamic_model_load( &ctx, &board->mdl, path ); + if( !ctx.armatures.count ) + vg_fatal_error( "No armature in playermodel\n" ); + + mdl_armature *armature = mdl_arritm( &ctx.armatures, 0 ); + u32 fixup_table[ armature->bone_count+1 ]; + for( u32 i=0; ibone_count+1; i ++ ) + fixup_table[i] = 0; + + for( u32 i=1; iname ); + + for( u32 j=1; jbone_count; j ++ ){ + mdl_bone *bone = mdl_arritm( &ctx.bones, armature->bone_start+j ); + + if( mdl_pstreq( &ctx, bone->pstr_name, sb->name, hash ) ){ + fixup_table[j+1] = i; + break; + } + } + } + + dynamic_model_load( &ctx, &board->mdl, path, fixup_table ); mdl_close( &ctx ); } -static void player_model_unload( struct player_model *board ){ +void player_model_unload( struct player_model *board ) +{ dynamic_model_unload( &board->mdl ); } -static void apply_full_skeleton_pose( struct skeleton *sk, player_pose *pose, - m4x3f *final_mtx ){ +void apply_full_skeleton_pose( struct skeleton *sk, player_pose *pose, + m4x3f *final_mtx ){ m4x3f transform; q_m3x3( pose->root_q, transform ); v3_copy( pose->root_co, transform[3] ); @@ -161,20 +234,21 @@ static void apply_full_skeleton_pose( struct skeleton *sk, player_pose *pose, } } -static void player__animate(void){ +void player__animate(void) +{ struct player_subsystem_interface *sys = player_subsystems[localplayer.subsystem]; - assert( sys->animate ); - assert( sys->pose ); - assert( sys->animator_data ); + struct player_board *board = + addon_cache_item_if_loaded( k_addon_type_board, + localplayer.board_view_slot ); sys->animate(); 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, @@ -186,16 +260,27 @@ static void player__animate(void){ q_nlerp( pose->root_q, localplayer.holdout_pose.root_q, localplayer.holdout_time, pose->root_q ); - localplayer.holdout_time -= vg.time_frame_delta * 2.0f; + localplayer.holdout_time -= vg.time_frame_delta / 0.25f; + } + + effect_blink_apply( &localplayer.effect_data.blink, + &localplayer.pose, vg.time_delta ); + apply_full_skeleton_pose( sk, &localplayer.pose, localplayer.final_mtx ); + + if( sys->effects ){ + sys->effects( sys->animator_data, localplayer.final_mtx, board, + &localplayer.effect_data ); } - apply_full_skeleton_pose( &localplayer.playeravatar->sk, &localplayer.pose, - localplayer.final_mtx ); skeleton_debug( sk, localplayer.final_mtx ); if( sys->post_animate ) sys->post_animate(); + player__observe_system( localplayer.subsystem ); + if( sys->sfx_comp ) + sys->sfx_comp( sys->animator_data ); + player__cam_iterate(); } @@ -209,9 +294,9 @@ 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; +void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t, + player_pose *posed ){ + 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 ); @@ -228,45 +313,95 @@ static void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t, } } -static void player__animate_from_replay( replay_buffer *replay ){ +void player__observe_system( enum player_subsystem id ) +{ + if( id != localplayer.observing_system ){ + struct player_subsystem_interface *sysm1 = + player_subsystems[ localplayer.observing_system ]; + + if( sysm1->sfx_kill ) sysm1->sfx_kill(); + localplayer.observing_system = id; + } +} + +void player__animate_from_replay( replay_buffer *replay ) +{ replay_frame *frame = replay->cursor_frame, *next = NULL; if( frame ){ next = frame->r; + struct player_subsystem_interface + *sys0 = player_subsystems[frame->system]; + void *a0 = replay_frame_data( frame, k_replay_framedata_animator ); + + struct replay_glider_data + *g0 = replay_frame_data( frame, k_replay_framedata_glider ), + *g1; + + f32 t = 0.0f; + if( next ){ - f32 t = replay_subframe_time( replay ); + t = replay_subframe_time( replay ); player_pose pose0, pose1; struct player_subsystem_interface - *sys0 = player_subsystems[frame->system], *sys1 = player_subsystems[next->system]; - - void *a0 = replay_frame_data( frame, k_replay_framedata_animator ), - *a1 = replay_frame_data( next, k_replay_framedata_animator ); + void *a1 = replay_frame_data( next, k_replay_framedata_animator ); sys0->pose( a0, &pose0 ); sys1->pose( a1, &pose1 ); lerp_player_pose( &pose0, &pose1, t, &localplayer.pose ); + g1 = replay_frame_data( next, k_replay_framedata_glider ); } else{ - struct player_subsystem_interface - *sys = player_subsystems[frame->system]; - sys->pose( replay_frame_data( frame, k_replay_framedata_animator ), - &localplayer.pose ); + sys0->pose( a0, &localplayer.pose ); + g1 = NULL; + } + + player__observe_system( frame->system ); + if( sys0->sfx_comp ) + sys0->sfx_comp( a0 ); + + if( g0 ){ + if( g0->glider_orphan ){ + if( g1 ){ + v3_lerp( g0->co, g1->co, t, player_glide.rb.co ); + q_nlerp( g0->q, g1->q, t, player_glide.rb.q ); + } + else { + v3_copy( g0->co, player_glide.rb.co ); + v4_copy( g0->q, player_glide.rb.q ); + } + + rb_update_matrices( &player_glide.rb ); + } + + if( g1 ) + player_glide.t = vg_lerpf( g0->t, g1->t, t ); + else + player_glide.t = g0->t; + + localplayer.have_glider = g0->have_glider; + localplayer.glider_orphan = g0->glider_orphan; + } + else /* no glider data in g1, or edge case we dont care about */ { + localplayer.have_glider = 0; + localplayer.glider_orphan = 0; + player_glide.t = 0.0f; } } 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){ +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 ); @@ -281,16 +416,18 @@ 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, - struct player_board *board, m4x3f root, - struct player_board_pose *pose, - enum board_shader shader ) +void render_board( vg_camera *cam, world_instance *world, + struct player_board *board, m4x3f root, + struct player_board_pose *pose, + enum board_shader shader ) { - if( !board ) return; + if( !board ) + board = &localplayer.fallback_board; /* TODO: * adding depth compare to this shader @@ -301,13 +438,14 @@ static void render_board( camera *cam, world_instance *world, glActiveTexture( GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, board->mdl.texture ); - if( shader == k_board_shader_player ){ + if( shader == k_board_shader_player ) + { shader_model_board_view_use(); shader_model_board_view_uTexMain( 0 ); shader_model_board_view_uCamera( cam->transform[3] ); shader_model_board_view_uPv( cam->mtx.pv ); - shader_model_board_view_uDepthCompare(1); + shader_model_board_view_uDepthMode(1); depth_compare_bind( shader_model_board_view_uTexSceneDepth, shader_model_board_view_uInverseRatioDepth, @@ -316,7 +454,8 @@ static void render_board( camera *cam, world_instance *world, WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_board_view ); } - else if( shader == k_board_shader_entity ){ + else if( shader == k_board_shader_entity ) + { shader_model_entity_use(); shader_model_entity_uTexMain( 0 ); shader_model_entity_uCamera( cam->transform[3] ); @@ -404,11 +543,12 @@ static void render_board( camera *cam, world_instance *world, } } -static void render_playermodel( camera *cam, world_instance *world, - int depth_compare, - struct player_model *model, - struct skeleton *skeleton, - m4x3f *final_mtx ){ +void render_playermodel( vg_camera *cam, world_instance *world, + int depth_compare, + struct player_model *model, + struct skeleton *skeleton, + m4x3f *final_mtx ) +{ if( !model ) return; shader_model_character_view_use(); @@ -418,9 +558,9 @@ 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_uDepthCompare( depth_compare ); - if( depth_compare ){ + shader_model_character_view_uDepthMode( depth_compare ); + if( depth_compare ) + { depth_compare_bind( shader_model_character_view_uTexSceneDepth, shader_model_character_view_uInverseRatioDepth, @@ -439,7 +579,8 @@ static void render_playermodel( camera *cam, world_instance *world, mesh_draw( &model->mdl.mesh ); } -static void player__render( camera *cam ){ +void player__render( vg_camera *cam ) +{ world_instance *world = world_current_instance(); SDL_AtomicLock( &addon_system.sl_cache_using_resources ); @@ -448,19 +589,41 @@ 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 ); + + glEnable( GL_CULL_FACE ); + player_glide_render( cam, world, &localplayer.pose ); + glDisable( GL_CULL_FACE ); } -#endif /* PLAYER_RENDER_C */ +void player_mirror_pose( mdl_keyframe pose[32], mdl_keyframe mirrored[32] ) +{ + mdl_keyframe temp[32]; + + struct skeleton *sk = &localplayer.skeleton; + for( u32 i=1; ibone_count; i ++ ){ + mdl_keyframe *dest = &temp[i-1]; + u8 mapping = localplayer.skeleton_mirror[i]; + + if( mapping ) *dest = pose[mapping-1]; /* R */ + else *dest = pose[i-1]; /* L */ + + dest->co[2] *= -1.0f; + dest->q[0] *= -1.0f; + dest->q[1] *= -1.0f; + } + + for( u32 i=0; ibone_count-1; i ++ ){ + mirrored[i] = temp[i]; + } +}