X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_render.c;h=851b98fb34c2ef0dabf74ea67df68990a7b3ba7c;hb=9eb3de757a997becb8406417a4bf613f4cb04900;hp=f34aa1665028c9ac4909508e56503648f59694bb;hpb=f24a8cdd8ea6c3d762d26de2fc0700599bedbcad;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_render.c b/player_render.c index f34aa16..851b98f 100644 --- a/player_render.c +++ b/player_render.c @@ -6,6 +6,7 @@ #include "camera.h" #include "player_model.h" #include "ent_skateshop.h" +#include "audio.h" #include "shaders/model_character_view.h" #include "shaders/model_board_view.h" @@ -38,59 +39,50 @@ VG_STATIC void player_avatar_load( struct player_avatar *av, const char *path ) /* TODO: Standard model load */ -VG_STATIC void player_model_load( struct player_model *mdl, const char *path ) +VG_STATIC void dynamic_model_load( mdl_context *ctx, + struct dynamic_model_1texture *mdl, + const char *path ) { - vg_linear_clear( vg_mem.scratch ); + if( !mdl_arrcount( &ctx->textures ) ) + vg_fatal_error( "No texture in model" ); - mdl_context ctx; - mdl_open( &ctx, path, vg_mem.scratch ); - mdl_load_metadata_block( &ctx, vg_mem.scratch ); - - if( !mdl_arrcount( &ctx.textures ) ) - vg_fatal_error( "No texture in player model" ); - - mdl_texture *tex0 = mdl_arritm( &ctx.textures, 0 ); + mdl_texture *tex0 = mdl_arritm( &ctx->textures, 0 ); void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size ); - mdl_fread_pack_file( &ctx, &tex0->file, data ); + mdl_fread_pack_file( ctx, &tex0->file, data ); vg_tex2d_load_qoi_async( data, tex0->file.pack_size, VG_TEX2D_NEAREST|VG_TEX2D_CLAMP, &mdl->texture ); - mdl_async_load_glmesh( &ctx, &mdl->mesh ); - mdl_close( &ctx ); + mdl_async_load_glmesh( ctx, &mdl->mesh ); } -VG_STATIC void player_board_load( struct player_board *mdl, const char *path ) -{ +VG_STATIC void dynamic_model_unload( struct dynamic_model_1texture *mdl ){ + mesh_free( &mdl->mesh ); + glDeleteTextures( 1, &mdl->texture ); +} + +/* TODO: allow error handling */ +VG_STATIC 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 ); + mdl_array_ptr markers; mdl_load_array( &ctx, &markers, "ent_marker", vg_mem.scratch ); - if( !mdl_arrcount( &ctx.textures ) ) - vg_fatal_error( "No texture in board model" ); - - mdl_texture *tex0 = mdl_arritm( &ctx.textures, 0 ); - void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size ); - mdl_fread_pack_file( &ctx, &tex0->file, data ); - - vg_tex2d_load_qoi_async( data, tex0->file.pack_size, - VG_TEX2D_CLAMP|VG_TEX2D_NEAREST, - &mdl->texture ); - - mdl_async_load_glmesh( &ctx, &mdl->mesh ); - mdl_close( &ctx ); - + /* TODO: you get put into a new section, the above is standard mdl loads. */ for( int i=0; i<4; i++ ) - mdl->wheels[i].indice_count = 0; + board->wheels[i].indice_count = 0; for( int i=0; i<2; i++ ) - mdl->trucks[i].indice_count = 0; - mdl->board.indice_count = 0; + board->trucks[i].indice_count = 0; + board->board.indice_count = 0; for( u32 i=0; iwheels[ id ] = *sm0; - v3_copy( marker->transform.co, mdl->wheel_positions[ id ] ); + board->wheels[ id ] = *sm0; + v3_copy( marker->transform.co, board->wheel_positions[ id ] ); } else if( !strcmp( alias, "board" ) ){ - mdl->board = *sm0; - v3_copy( marker->transform.co, mdl->board_position ); + board->board = *sm0; + v3_copy( marker->transform.co, board->board_position ); } else if( !strcmp( alias, "truck" ) ){ - mdl->trucks[ fb ] = *sm0; - v3_copy( marker->transform.co, mdl->truck_positions[ fb ] ); + board->trucks[ fb ] = *sm0; + v3_copy( marker->transform.co, board->truck_positions[ fb ] ); } } + + mdl_close( &ctx ); } -VG_STATIC void player_board_unload( struct player_board *mdl ) -{ - mesh_free( &mdl->mesh ); - glDeleteTextures( 1, &mdl->texture ); +VG_STATIC void player_board_unload( struct player_board *board ){ + dynamic_model_unload( &board->mdl ); } -VG_STATIC void player__pre_render( player_instance *player ) -{ +VG_STATIC 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 ); + + mdl_close( &ctx ); +} + +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; + _player_animate[ player->subsystem ]( player, &res ); m4x3f transform; @@ -147,147 +156,195 @@ 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 ); +} - struct player_avatar *av = player->playeravatar; - struct player_board *board = player_get_player_board( player ); - - v3f vp0, vp1; +VG_STATIC void player__pre_render( player_instance *player ){ + player->cam_override_strength = 0.0f; + player_animate( player ); - 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 ); - } - else{ - v3_zero( vp0 ); - v3_zero( vp1 ); - } + /* dev playbacker */ + if( k_replay_test ){ + f64 speed = 1.0; + f64 target = player->replay.cursor; - struct ub_world_lighting *ubo = &get_active_world()->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( 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( player->immobile ){ - player__cam_iterate( player ); - return; - } + if( vg_getkey( SDLK_7 ) ) + player->replay.control = k_replay_control_play; - 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_global.sky_target_rate = 1.0; - world_global.time = world_global.last_use; + if( player->replay.control == k_replay_control_play ){ + target += vg.time_frame_delta; + replay_seek( &player->replay, target ); } - else{ - world_global.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 ); + if( vg_getkey( SDLK_8 ) ){ + replay_frame *prev = replay_find_recent_stateframe( &player->replay ); - float current_time = vg.time - player->rewind_start, - remaining = player->rewind_predicted_time - current_time; + if( prev ){ + /* TODO: Make gamestate_apply function / swap ... */ + replay_gamestate *gs = replay_frame_gamestate( prev, 0 ); - 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; - } + if( gs->system == k_player_subsystem_walk ){ + memcpy( &player->_walk.state, &gs->walk, + sizeof(struct player_walk_state) ); } - 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( gs->system == k_player_subsystem_skate ){ + memcpy( &player->_skate.state, &gs->skate, + sizeof(struct player_skate_state) ); } - 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; - } + 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 ); } - - 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 ); -} -enum board_shader{ - k_board_shader_player, - k_board_shader_entity -}; + /* 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 ); + } + else{ + v3_zero( vp0 ); + v3_zero( vp1 ); + } + + 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 ); +} 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; @@ -295,7 +352,7 @@ VG_STATIC void render_board( camera *cam, world_instance *world, v3f inverse; glActiveTexture( GL_TEXTURE0 ); - glBindTexture( GL_TEXTURE_2D, board->texture ); + glBindTexture( GL_TEXTURE_2D, board->mdl.texture ); if( shader == k_board_shader_player ){ shader_model_board_view_use(); @@ -303,8 +360,10 @@ VG_STATIC void render_board( camera *cam, world_instance *world, shader_model_board_view_uCamera( cam->transform[3] ); shader_model_board_view_uPv( cam->mtx.pv ); shader_model_board_view_uTexSceneDepth( 1 ); + render_fb_bind_texture( gpipeline.fb_main, 2, 1 ); render_fb_inverse_ratio( gpipeline.fb_main, inverse ); + inverse[2] = main_camera.farz-main_camera.nearz; shader_model_board_view_uInverseRatioDepth( inverse ); @@ -335,14 +394,27 @@ VG_STATIC void render_board( camera *cam, world_instance *world, _uniform_model_entity_uLightsIndex, 4 ); } - mesh_bind( &board->mesh ); + mesh_bind( &board->mdl.mesh ); m4x4f m4mdl; 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 ){ @@ -401,12 +473,15 @@ VG_STATIC void render_board( camera *cam, world_instance *world, } } -PLAYER_API void player__render( camera *cam, player_instance *player ) -{ +VG_STATIC void render_playermodel( camera *cam, world_instance *world, + struct player_model *model, + struct skeleton *skeleton ){ + if( !model ) return; + shader_model_character_view_use(); glActiveTexture( GL_TEXTURE0 ); - glBindTexture( GL_TEXTURE_2D, player->playermodel->texture ); + glBindTexture( GL_TEXTURE_2D, model->mdl.texture ); shader_model_character_view_uTexMain( 0 ); shader_model_character_view_uCamera( cam->transform[3] ); shader_model_character_view_uPv( cam->mtx.pv ); @@ -421,7 +496,6 @@ PLAYER_API void player__render( camera *cam, player_instance *player ) inverse[2] = cam->farz-cam->nearz; shader_model_character_view_uInverseRatioMain( inverse ); - world_instance *world = get_active_world(); world_link_lighting_ub( world, _shader_model_character_view.id ); world_bind_position_texture( world, _shader_model_character_view.id, _uniform_model_character_view_g_world_depth, 2 ); @@ -431,18 +505,36 @@ PLAYER_API void player__render( camera *cam, player_instance *player ) _uniform_model_character_view_uLightsIndex, 4 ); glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms, - player->playeravatar->sk.bone_count, + skeleton->bone_count, 0, - (float *)player->playeravatar->sk.final_mtx ); + (float *)skeleton->final_mtx ); - mesh_bind( &player->playermodel->mesh ); - mesh_draw( &player->playermodel->mesh ); + mesh_bind( &model->mdl.mesh ); + mesh_draw( &model->mdl.mesh ); +} - struct player_board *board = player_get_player_board( 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 ); + + struct player_model *model = + addon_cache_item_if_loaded( k_addon_type_player, + player->playermodel_view_slot ); + + if( !model ) model = &player->fallback_model; + render_playermodel( cam, world, model, &player->playeravatar->sk ); + + 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 ); } #endif /* PLAYER_RENDER_C */