X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_render.c;h=851b98fb34c2ef0dabf74ea67df68990a7b3ba7c;hb=9eb3de757a997becb8406417a4bf613f4cb04900;hp=a03902297c30b9442332f53adfde92624c36d6bd;hpb=02e009ae6e20938675277e9ce2f467e17b170cc7;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_render.c b/player_render.c index a039022..851b98f 100644 --- a/player_render.c +++ b/player_render.c @@ -137,10 +137,11 @@ VG_STATIC void player_model_unload( struct player_model *board ){ dynamic_model_unload( &board->mdl ); } -VG_STATIC void player__pre_render( player_instance *player ) -{ +VG_STATIC void player_animate( player_instance *player ){ if( _player_animate[ player->subsystem ] ){ player_animation res; + res.type = k_player_animation_type_fk; + _player_animate[ player->subsystem ]( player, &res ); m4x3f transform; @@ -155,25 +156,178 @@ VG_STATIC void player__pre_render( player_instance *player ) player->holdout_time -= vg.time_frame_delta * 2.0f; } - 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 ); + 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 ); + } skeleton_debug( sk ); } if( _player_post_animate[ player->subsystem ] ) _player_post_animate[ player->subsystem ]( player ); +} + +VG_STATIC void player__pre_render( player_instance *player ){ + player->cam_override_strength = 0.0f; + player_animate( player ); + + /* dev playbacker */ + if( k_replay_test ){ + f64 speed = 1.0; + f64 target = player->replay.cursor; + + if( vg_getkey( SDLK_9 ) ){ + target -= vg.time_frame_delta * speed; + player->replay.control = k_replay_control_scrub; + replay_seek( &player->replay, target ); + } + if( vg_getkey( SDLK_0 ) ){ + target += vg.time_frame_delta * speed; + player->replay.control = k_replay_control_scrub; + replay_seek( &player->replay, target ); + } + + if( vg_getkey( SDLK_7 ) ) + player->replay.control = k_replay_control_play; + + if( player->replay.control == k_replay_control_play ){ + target += vg.time_frame_delta; + replay_seek( &player->replay, target ); + } + + if( vg_getkey( SDLK_8 ) ){ + replay_frame *prev = replay_find_recent_stateframe( &player->replay ); + + if( prev ){ + /* TODO: Make gamestate_apply function / swap ... */ + replay_gamestate *gs = replay_frame_gamestate( prev, 0 ); + + if( gs->system == k_player_subsystem_walk ){ + memcpy( &player->_walk.state, &gs->walk, + sizeof(struct player_walk_state) ); + } + else if( gs->system == k_player_subsystem_skate ){ + memcpy( &player->_skate.state, &gs->skate, + sizeof(struct player_skate_state) ); + } + player->subsystem = gs->system; + + memcpy( &player->rb, &gs->rb, sizeof(rigidbody) ); + v3_copy( gs->angles, player->angles ); + v3_copy( prev->cam_pos, player->cam.pos ); + v3_copy( prev->cam_angles, player->cam_override_angles ); + player->cam.fov = prev->cam_fov; + memcpy( &player->cam_control, &gs->cam_control, + sizeof(struct player_cam_controller) ); + + /* chop end off replay */ + prev->r = NULL; + player->replay.statehead = prev; + player->replay.head = prev; + player->replay.cursor_frame = prev; + player->replay.cursor = prev->time; + vg.time = prev->time; + + k_replay_test = 0; + player__pre_render( player ); + return; + } + } + + player_animation res; + replay_frame *frame = player->replay.cursor_frame; + + if( frame ){ + memcpy( &res, &frame->anim, sizeof(frame->anim) ); + memcpy( &frame->board_pose, &player->board_pose, + sizeof(player->board_pose) ); + v3_copy( frame->cam_pos, player->cam_override_pos ); + v3_copy( frame->cam_angles, player->cam_override_angles ); + player->cam_override_fov = frame->cam_fov; + player->cam_override_strength = 1.0f; + } + else return; + + struct skeleton *sk = &player->playeravatar->sk; + skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute ); + } + else { + /* replay recorder */ + replay_buffer *replay = &player->replay; + + 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; + + u16 gamestates = 0; + if( statedelta > k_gamestate_rate /* 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_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( 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) ); + } + else if( player->subsystem == k_player_subsystem_skate ){ + memcpy( &gs->skate, &player->_skate.state, + sizeof(struct player_skate_state) ); + } + + 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 ); + } + } + } + + player__cam_iterate( player ); + /* shadowing/ao info */ struct player_avatar *av = player->playeravatar; struct player_board *board = addon_cache_item_if_loaded( k_addon_type_board, player->board_view_slot ); - v3f vp0, vp1; - if( board ){ v3_copy((v3f){0.0f,0.1f, board->truck_positions[0][2]}, vp0 ); v3_copy((v3f){0.0f,0.1f, board->truck_positions[1][2]}, vp1 ); @@ -186,113 +340,11 @@ VG_STATIC void player__pre_render( player_instance *player ) struct ub_world_lighting *ubo = &world_current_instance()->ub_lighting; m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, ubo->g_board_0 ); m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, ubo->g_board_1 ); - - if( player->immobile ){ - player__cam_iterate( player ); - return; - } - - if( player->rewinding ){ - if( player->rewind_time <= 0.0f ){ - double taken = vg.time - player->rewind_start; - vg_success( "Rewind took (rt, pt, tl): %f, %f, %f\n", - taken, player->rewind_predicted_time, - player->rewind_total_length ); - - player->rewinding = 0; - player->rewind_length = 1; - player->rewind_total_length = 0.0f; - player->rewind_accum = 0.0f; - world_render.sky_target_rate = 1.0; - world_static.time = world_static.last_use; - } - else{ - world_render.sky_target_rate = -100.0; - - float budget = vg.time_delta, - overall_length = player->rewind_length; - - for( int i=0; (i<10)&&(player->rewind_time>0.0f)&&(budget>0.0f); i++ ){ - /* Interpolate frames */ - int i0 = floorf( player->rewind_time ), - i1 = VG_MIN( i0+1, player->rewind_length-1 ); - - struct rewind_frame *fr = &player->rewind_buffer[i0], - *fr1 = &player->rewind_buffer[i1]; - - float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ), - subl = vg_fractf( player->rewind_time ) + 0.001f, - - sramp = 3.0f-(1.0f/(0.4f+0.4f*player->rewind_time)), - speed = sramp*28.0f + 0.5f*player->rewind_time, - mod = speed * (budget / dist), - - advl = vg_minf( mod, subl ), - advt = (advl / mod) * budget; - - player->dist_accum += speed * advt; - player->rewind_time -= advl; - budget -= advt; - } - - player->rewind_time = vg_maxf( 0.0f, player->rewind_time ); - - float current_time = vg.time - player->rewind_start, - remaining = player->rewind_predicted_time - current_time; - - if( player->rewind_sound_wait ){ - if( player->rewind_predicted_time >= 6.5f ){ - if( remaining <= 6.5f ){ - audio_lock(); - audio_oneshot( &audio_rewind[3], 1.0f, 0.0f ); - audio_unlock(); - player->rewind_sound_wait = 0; - } - } - else if( player->rewind_predicted_time >= 2.5f ){ - if( remaining <= 2.5f ){ - audio_lock(); - audio_oneshot( &audio_rewind[2], 1.0f, 0.0f ); - audio_unlock(); - player->rewind_sound_wait = 0; - } - } - else if( player->rewind_predicted_time >= 1.5f ){ - if( remaining <= 1.5f ){ - audio_lock(); - audio_oneshot( &audio_rewind[1], 1.0f, 0.0f ); - audio_unlock(); - player->rewind_sound_wait = 0; - } - } - } - - int i0 = floorf( player->rewind_time ), - i1 = VG_MIN( i0+1, player->rewind_length-1 ); - - struct rewind_frame *fr = &player->rewind_buffer[i0], - *fr1 = &player->rewind_buffer[i1]; - - float sub = vg_fractf(player->rewind_time); - - v3_lerp( fr->pos, fr1->pos, sub, player->cam_override_pos ); - player->cam_override_angles[0] = - vg_alerpf( fr->ang[0], fr1->ang[0], sub ); - player->cam_override_angles[1] = - vg_lerpf ( fr->ang[1], fr1->ang[1], sub ); - player->cam_override_fov = player->cam.fov; - - float blend = player->rewind_time * 0.25f; - player->cam_override_strength = vg_clampf( blend, 0.0f, 1.0f ); - } - } - else player->cam_override_strength = 0.0f; - - player__cam_iterate( player ); } VG_STATIC void render_board( camera *cam, world_instance *world, struct player_board *board, m4x3f root, + struct board_pose *pose, enum board_shader shader ) { if( !board ) return; @@ -349,7 +401,20 @@ VG_STATIC void render_board( camera *cam, world_instance *world, if( board->board.indice_count ){ m4x3f mlocal; m3x3_identity( mlocal ); - v3_copy( board->board_position, mlocal[3] ); + + mdl_keyframe kf; + v3_zero( kf.co ); + q_identity( kf.q ); + v3_zero( kf.s ); + + v4f qroll; + q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, pose->lean * 0.6f ); + keyframe_rotate_around( &kf, (v3f){0.0f,0.11f,0.0f}, + (v3f){0.0f,0.0f,0.0f}, qroll ); + + v3_add( board->board_position, kf.co, mlocal[3] ); + q_m3x3( kf.q, mlocal ); + m4x3_mul( root, mlocal, mlocal ); if( shader == k_board_shader_entity ){ @@ -463,9 +528,11 @@ PLAYER_API void player__render( camera *cam, player_instance *player ) struct player_board *board = addon_cache_item_if_loaded( k_addon_type_board, player->board_view_slot ); + render_board( cam, world, board, player->playeravatar->sk.final_mtx[ - player->playeravatar->id_board], - k_board_shader_player ); + player->playeravatar->id_board], + &player->board_pose, + k_board_shader_player ); SDL_AtomicUnlock( &addon_system.sl_cache_using_resources ); }