X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_render.c;h=8f2521538ca9719b7c83b93dccf3a27553f49e0c;hb=6a6539bcfeb7bd693251f7aae31056671a65c0f0;hp=ab8942207366aa30d30a435e009b997d0c5c62d5;hpb=1b522daa02f28128498b04def4d60b63e590d1f3;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_render.c b/player_render.c index ab89422..8f25215 100644 --- a/player_render.c +++ b/player_render.c @@ -5,9 +5,11 @@ #include "player_render.h" #include "camera.h" #include "player_model.h" +#include "ent_skateshop.h" #include "shaders/model_character_view.h" #include "shaders/model_board_view.h" +#include "shaders/model_entity.h" VG_STATIC void player_avatar_load( struct player_avatar *av, const char *path ) { @@ -43,33 +45,23 @@ VG_STATIC void player_model_load( struct player_model *mdl, const char *path ) mdl_context ctx; mdl_open( &ctx, path, vg_mem.scratch ); mdl_load_metadata_block( &ctx, vg_mem.scratch ); - mdl_load_mesh_block( &ctx, vg_mem.scratch ); if( !mdl_arrcount( &ctx.textures ) ) - vg_fatal_exit_loop( "No texture in player model" ); + vg_fatal_error( "No texture in player 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_acquire_thread_sync(); - { - mdl_unpack_glmesh( &ctx, &mdl->mesh ); - - /* upload first texture */ - mdl->texture = vg_tex2d_new(); - - vg_tex2d_set_error(); - vg_tex2d_qoi( data, tex0->file.pack_size, - mdl_pstr( &ctx, tex0->file.pstr_path )); - vg_tex2d_nearest(); - vg_tex2d_clamp(); - } - vg_release_thread_sync(); + 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 ); } +/* TODO: allow error handling */ VG_STATIC void player_board_load( struct player_board *mdl, const char *path ) { vg_linear_clear( vg_mem.scratch ); @@ -77,33 +69,22 @@ VG_STATIC void player_board_load( struct player_board *mdl, const char *path ) mdl_context ctx; mdl_open( &ctx, path, vg_mem.scratch ); mdl_load_metadata_block( &ctx, vg_mem.scratch ); - mdl_load_mesh_block( &ctx, vg_mem.scratch ); mdl_array_ptr markers; mdl_load_array( &ctx, &markers, "ent_marker", vg_mem.scratch ); if( !mdl_arrcount( &ctx.textures ) ) - vg_fatal_exit_loop( "No texture in board model" ); + 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_acquire_thread_sync(); - { - mdl_unpack_glmesh( &ctx, &mdl->mesh ); - - /* upload first texture */ - mdl->texture = vg_tex2d_new(); - - vg_tex2d_set_error(); - vg_tex2d_qoi( data, tex0->file.pack_size, - mdl_pstr( &ctx, tex0->file.pstr_path )); - vg_tex2d_nearest(); - vg_tex2d_clamp(); - } - vg_release_thread_sync(); + 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 ); for( int i=0; i<4; i++ ) @@ -115,10 +96,6 @@ VG_STATIC void player_board_load( struct player_board *mdl, const char *path ) for( u32 i=0; ientity_id, - mdl_entity_id_type( mesh->entity_id ), - mdl_entity_id_id( mesh->entity_id ) ); - if( mdl_entity_id_type( mesh->entity_id ) != k_ent_marker ) continue; @@ -147,6 +124,12 @@ VG_STATIC void player_board_load( struct player_board *mdl, const char *path ) } } +VG_STATIC void player_board_unload( struct player_board *mdl ) +{ + mesh_free( &mdl->mesh ); + glDeleteTextures( 1, &mdl->texture ); +} + VG_STATIC void player__pre_render( player_instance *player ) { if( _player_animate[ player->subsystem ] ){ @@ -178,14 +161,28 @@ VG_STATIC void player__pre_render( player_instance *player ) _player_post_animate[ player->subsystem ]( player ); struct player_avatar *av = player->playeravatar; + struct player_board *board = player_get_player_board( player ); - v3f vp0 = {0.0f,0.1f, player->playerboard->truck_positions[0][2]}, - vp1 = {0.0f,0.1f, player->playerboard->truck_positions[1][2]}; + 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 = &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( player->immobile ){ + player__cam_iterate( player ); + return; + } + if( player->rewinding ){ if( player->rewind_time <= 0.0f ){ double taken = vg.time - player->rewind_start; @@ -274,6 +271,7 @@ VG_STATIC void player__pre_render( player_instance *player ) 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 ); @@ -284,82 +282,81 @@ VG_STATIC void player__pre_render( player_instance *player ) player__cam_iterate( player ); } -PLAYER_API void player__render( camera *cam, player_instance *player ) +enum board_shader{ + k_board_shader_player, + k_board_shader_entity +}; + +VG_STATIC void render_board( camera *cam, world_instance *world, + struct player_board *board, m4x3f root, + enum board_shader shader ) { - shader_model_character_view_use(); + if( !board ) return; - glActiveTexture( GL_TEXTURE0 ); - glBindTexture( GL_TEXTURE_2D, player->playermodel->texture ); - 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] = main_camera.farz-main_camera.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 ); - - 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 ); - world_bind_light_array( world, _shader_model_character_view.id, - _uniform_model_character_view_uLightsArray, 3 ); - world_bind_light_index( world, _shader_model_character_view.id, - _uniform_model_character_view_uLightsIndex, 4 ); + glActiveTexture( GL_TEXTURE0 ); + glBindTexture( GL_TEXTURE_2D, board->texture ); - glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms, - player->playeravatar->sk.bone_count, - 0, - (float *)player->playeravatar->sk.final_mtx ); - - mesh_bind( &player->playermodel->mesh ); - mesh_draw( &player->playermodel->mesh ); + 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_uTexSceneDepth( 1 ); - /* draw skateboard */ - shader_model_board_view_use(); - glActiveTexture( GL_TEXTURE0 ); - glBindTexture( GL_TEXTURE_2D, player->playerboard->texture ); - 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_uTexSceneDepth( 1 ); + render_fb_inverse_ratio( gpipeline.fb_main, inverse ); - render_fb_inverse_ratio( gpipeline.fb_main, inverse ); - inverse[2] = main_camera.farz-main_camera.nearz; + inverse[2] = main_camera.farz-main_camera.nearz; - shader_model_board_view_uInverseRatioDepth( inverse ); - render_fb_inverse_ratio( NULL, inverse ); - inverse[2] = cam->farz-cam->nearz; - shader_model_board_view_uInverseRatioMain( inverse ); + shader_model_board_view_uInverseRatioDepth( inverse ); + render_fb_inverse_ratio( NULL, inverse ); + inverse[2] = cam->farz-cam->nearz; + shader_model_board_view_uInverseRatioMain( inverse ); - world_link_lighting_ub( world, _shader_model_board_view.id ); - world_bind_position_texture( world, _shader_model_board_view.id, - _uniform_model_board_view_g_world_depth, 2 ); - world_bind_light_array( world, _shader_model_board_view.id, - _uniform_model_board_view_uLightsArray, 3 ); - world_bind_light_index( world, _shader_model_board_view.id, - _uniform_model_board_view_uLightsIndex, 4 ); - - m4x3f root; - m4x3_copy( player->playeravatar->sk.final_mtx[player->playeravatar->id_board] - , root ); + world_link_lighting_ub( world, _shader_model_board_view.id ); + world_bind_position_texture( world, _shader_model_board_view.id, + _uniform_model_board_view_g_world_depth, 2 ); + world_bind_light_array( world, _shader_model_board_view.id, + _uniform_model_board_view_uLightsArray, 3 ); + world_bind_light_index( world, _shader_model_board_view.id, + _uniform_model_board_view_uLightsIndex, 4 ); + } + else if( shader == k_board_shader_entity ){ + shader_model_entity_use(); + shader_model_entity_uTexMain( 0 ); + shader_model_entity_uCamera( cam->transform[3] ); + shader_model_entity_uPv( cam->mtx.pv ); + + world_link_lighting_ub( world, _shader_model_entity.id ); + world_bind_position_texture( world, _shader_model_entity.id, + _uniform_model_entity_g_world_depth, 2 ); + world_bind_light_array( world, _shader_model_entity.id, + _uniform_model_entity_uLightsArray, 3 ); + world_bind_light_index( world, _shader_model_entity.id, + _uniform_model_entity_uLightsIndex, 4 ); + } - struct player_board *board = player->playerboard; mesh_bind( &board->mesh ); + m4x4f m4mdl; + if( board->board.indice_count ){ m4x3f mlocal; m3x3_identity( mlocal ); v3_copy( board->board_position, mlocal[3] ); m4x3_mul( root, mlocal, mlocal ); - shader_model_board_view_uMdl( mlocal ); + if( shader == k_board_shader_entity ){ + /* TODO: provide a way to supply previous mdl mtx? */ + m4x3_expand( mlocal, m4mdl ); + m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl ); + shader_model_entity_uPvmPrev( m4mdl ); + shader_model_entity_uMdl( mlocal ); + } + else + shader_model_board_view_uMdl( mlocal ); + mdl_draw_submesh( &board->board ); } @@ -372,7 +369,15 @@ PLAYER_API void player__render( camera *cam, player_instance *player ) v3_copy( board->truck_positions[i], mlocal[3] ); m4x3_mul( root, mlocal, mlocal ); - shader_model_board_view_uMdl( mlocal ); + if( shader == k_board_shader_entity ){ + m4x3_expand( mlocal, m4mdl ); + m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl ); + shader_model_entity_uPvmPrev( m4mdl ); + shader_model_entity_uMdl( mlocal ); + } + else + shader_model_board_view_uMdl( mlocal ); + mdl_draw_submesh( &board->trucks[i] ); } @@ -385,9 +390,61 @@ PLAYER_API void player__render( camera *cam, player_instance *player ) v3_copy( board->wheel_positions[i], mlocal[3] ); m4x3_mul( root, mlocal, mlocal ); - shader_model_board_view_uMdl( mlocal ); + if( shader == k_board_shader_entity ){ + m4x3_expand( mlocal, m4mdl ); + m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl ); + shader_model_entity_uPvmPrev( m4mdl ); + shader_model_entity_uMdl( mlocal ); + } + else + shader_model_board_view_uMdl( mlocal ); + mdl_draw_submesh( &board->wheels[i] ); } } +PLAYER_API void player__render( camera *cam, player_instance *player ) +{ + shader_model_character_view_use(); + + glActiveTexture( GL_TEXTURE0 ); + glBindTexture( GL_TEXTURE_2D, player->playermodel->texture ); + 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] = main_camera.farz-main_camera.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 ); + + 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 ); + world_bind_light_array( world, _shader_model_character_view.id, + _uniform_model_character_view_uLightsArray, 3 ); + world_bind_light_index( world, _shader_model_character_view.id, + _uniform_model_character_view_uLightsIndex, 4 ); + + glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms, + player->playeravatar->sk.bone_count, + 0, + (float *)player->playeravatar->sk.final_mtx ); + + mesh_bind( &player->playermodel->mesh ); + mesh_draw( &player->playermodel->mesh ); + + struct player_board *board = player_get_player_board( player ); + + render_board( cam, world, board, player->playeravatar->sk.final_mtx[ + player->playeravatar->id_board], + k_board_shader_player ); +} + #endif /* PLAYER_RENDER_C */