X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_render.c;h=92aecbe5635578f0f72706d5d49e1d1fb8ecae0b;hb=137d40d96fe923600d8378b8e138e3c276f27ff4;hp=aaefb0742d806aa54fe09c34adbeb0bbca240d58;hpb=6c84fa207dec2cf8e92b3882492bdd2f92ee7afe;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_render.c b/player_render.c index aaefb07..92aecbe 100644 --- a/player_render.c +++ b/player_render.c @@ -12,9 +12,10 @@ #include "shaders/model_character_view.h" #include "shaders/model_board_view.h" #include "shaders/model_entity.h" +#include "shaders/model_board_view.h" +#include "depth_compare.h" -VG_STATIC void player_avatar_load( struct player_avatar *av, const char *path ) -{ +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 ); @@ -24,6 +25,7 @@ VG_STATIC void player_avatar_load( struct player_avatar *av, const char *path ) skeleton_setup( sk, vg_mem.rtmemory, &av->meta ); av->id_hip = skeleton_bone_id( sk, "hips" ); + av->id_chest = skeleton_bone_id( sk, "chest" ); 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" ); @@ -40,10 +42,9 @@ VG_STATIC void player_avatar_load( struct player_avatar *av, const char *path ) /* TODO: Standard model load */ -VG_STATIC void dynamic_model_load( mdl_context *ctx, +static void dynamic_model_load( mdl_context *ctx, struct dynamic_model_1texture *mdl, - const char *path ) -{ + const char *path ){ if( !mdl_arrcount( &ctx->textures ) ) vg_fatal_error( "No texture in model" ); @@ -58,13 +59,13 @@ VG_STATIC void dynamic_model_load( mdl_context *ctx, mdl_async_load_glmesh( ctx, &mdl->mesh ); } -VG_STATIC void dynamic_model_unload( struct dynamic_model_1texture *mdl ){ +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, +static void player_board_load( struct player_board *board, const char *path ){ vg_linear_clear( vg_mem.scratch ); @@ -118,11 +119,11 @@ VG_STATIC void player_board_load( struct player_board *board, mdl_close( &ctx ); } -VG_STATIC void player_board_unload( struct player_board *board ){ +static void player_board_unload( struct player_board *board ){ dynamic_model_unload( &board->mdl ); } -VG_STATIC void player_model_load( struct player_model *board, const char *path){ +static void player_model_load( struct player_model *board, const char *path){ vg_linear_clear( vg_mem.scratch ); mdl_context ctx; @@ -134,160 +135,142 @@ VG_STATIC void player_model_load( struct player_model *board, const char *path){ mdl_close( &ctx ); } -VG_STATIC void player_model_unload( struct player_model *board ){ +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; +static 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] ); + + if( pose->type == k_player_pose_type_ik ){ + skeleton_apply_pose( sk, pose->keyframes, + k_anim_apply_defer_ik, final_mtx ); + skeleton_apply_ik_pass( sk, final_mtx ); + skeleton_apply_pose( sk, pose->keyframes, + k_anim_apply_deffered_only, final_mtx ); + skeleton_apply_inverses( sk, final_mtx ); + skeleton_apply_transform( sk, transform, final_mtx ); + } + else if( pose->type == k_player_pose_type_fk_2 ){ + skeleton_apply_pose( sk, pose->keyframes, + k_anim_apply_always, final_mtx ); + skeleton_apply_inverses( sk, final_mtx ); + skeleton_apply_transform( sk, transform, final_mtx ); + } +} - _player_animate[ player->subsystem ]( player, &res ); +static void player__animate(void){ + struct player_subsystem_interface *sys = + player_subsystems[localplayer.subsystem]; - m4x3f transform; - q_m3x3( res.root_q, transform ); - v3_copy( res.root_co, transform[3] ); + assert( sys->animate ); + assert( sys->pose ); + assert( sys->animator_data ); - struct skeleton *sk = &player->playeravatar->sk; + sys->animate(); - if( player->holdout_time > 0.0f ){ - skeleton_lerp_pose( sk, res.pose, player->holdout_pose, - player->holdout_time, res.pose ); - player->holdout_time -= vg.time_frame_delta * 2.0f; - } + player_pose *pose = &localplayer.pose; + sys->pose( sys->animator_data, pose ); - 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 ); - } + struct skeleton *sk = &localplayer.playeravatar->sk; + + if( localplayer.holdout_time > 0.0f ){ + skeleton_lerp_pose( sk, + pose->keyframes,localplayer.holdout_pose.keyframes, + localplayer.holdout_time, pose->keyframes ); - skeleton_debug( sk ); + v3_muladds( pose->root_co, localplayer.holdout_pose.root_co, + localplayer.holdout_time, pose->root_co ); + 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; } - if( _player_post_animate[ player->subsystem ] ) - _player_post_animate[ player->subsystem ]( player ); + 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__cam_iterate( player ); + player__cam_iterate(); } -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) */ +static void player_copy_frame_animator( replay_frame *frame ){ + struct player_subsystem_interface *sys = + player_subsystems[localplayer.subsystem]; + + if( sys->animator_size ){ + void *src = replay_frame_data( frame, k_replay_framedata_animator ); + memcpy( sys->animator_data, src, sys->animator_size ); + } +} - player_animation res; +static void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t, + player_pose *posed ){ + struct skeleton *sk = &localplayer.playeravatar->sk; + + v3_lerp( pose0->root_co, pose1->root_co, t, posed->root_co ); + q_nlerp( pose0->root_q, pose1->root_q, t, posed->root_q ); + posed->type = pose0->type; + posed->board.lean = vg_lerpf( pose0->board.lean, pose1->board.lean, t ); + + if( pose0->type != pose1->type ){ + /* it would be nice to apply IK pass in-keyframes. TOO BAD! */ + skeleton_copy_pose( sk, pose0->keyframes, posed->keyframes ); + } + else { + skeleton_lerp_pose( sk, pose0->keyframes, pose1->keyframes, t, + posed->keyframes ); + } +} + +static void player__animate_from_replay( replay_buffer *replay ){ replay_frame *frame = replay->cursor_frame, *next = NULL; - if( frame ){ next = frame->r; if( next ){ f32 t = replay_subframe_time( replay ); - struct skeleton *sk = &player->playeravatar->sk; - skeleton_lerp_pose(sk, frame->anim.pose, next->anim.pose, t, res.pose); - v3_lerp( frame->anim.root_co, next->anim.root_co, t, res.root_co ); - q_nlerp( frame->anim.root_q, next->anim.root_q, t, res.root_q ); - res.type = k_player_animation_type_absolute; - player->board_pose.lean = vg_lerpf( frame->board_pose.lean, - next->board_pose.lean, t ); - } - else { - memcpy( &res, &frame->anim, sizeof(frame->anim) ); - memcpy( &frame->board_pose, &player->board_pose, - sizeof(player->board_pose) ); - } - } - else return; - - struct skeleton *sk = &player->playeravatar->sk; - skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute ); -} + player_pose pose0, pose1; -VG_STATIC -void player_record_replay_frame( player_instance *player, - replay_buffer *replay, int force_gamestate ){ - f64 delta = 9999999.9, - statedelta = 9999999.9; + struct player_subsystem_interface + *sys0 = player_subsystems[frame->system], + *sys1 = player_subsystems[next->system]; - if( replay->head ) - delta = vg.time - replay->head->time; + void *a0 = replay_frame_data( frame, k_replay_framedata_animator ), + *a1 = replay_frame_data( next, k_replay_framedata_animator ); - if( replay->statehead ) - statedelta = vg.time - replay->statehead->time; + sys0->pose( a0, &pose0 ); + sys1->pose( a1, &pose1 ); - const f64 k_replay_rate = 1.0/30.0, - k_gamestate_rate = 0.5; - - u32 gamestate_size = 0; - void *gamestate_src = NULL; - if( (statedelta > k_gamestate_rate) || force_gamestate ){ - if( player->subsystem == k_player_subsystem_walk ){ - gamestate_size = sizeof(struct player_walk_state); - gamestate_src = &player->_walk.state; - } - else if( player->subsystem == k_player_subsystem_skate ){ - gamestate_size = sizeof(struct player_skate_state); - gamestate_src = &player->_skate.state; - } - else if( player->subsystem == k_player_subsystem_dead ){ - gamestate_size = sizeof(struct player_ragdoll); - gamestate_src = &player->ragdoll; + lerp_player_pose( &pose0, &pose1, t, &localplayer.pose ); } - } - assert( gamestate_size < 0xffff ); - - if( (delta > k_replay_rate) || gamestate_size ){ - replay_frame *frame = replay_newframe( replay, gamestate_size, 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( gamestate_size ){ - replay_gamestate *gs = replay_frame_gamestate( frame ); - gs->system = player->subsystem; - - /* permanent block */ - 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 ); - - /* subsytem/dynamic block */ - void *dst = replay_gamestate_subsystem_data( gs ); - memcpy( dst, gamestate_src, gamestate_size ); + else{ + struct player_subsystem_interface + *sys = player_subsystems[frame->system]; + sys->pose( replay_frame_data( frame, k_replay_framedata_animator ), + &localplayer.pose ); } } + else return; + + apply_full_skeleton_pose( &localplayer.playeravatar->sk, &localplayer.pose, + localplayer.final_mtx ); } -VG_STATIC void player__pre_render( player_instance *player ){ +static void player__pre_render(void){ /* shadowing/ao info */ - struct player_avatar *av = player->playeravatar; + struct player_avatar *av = localplayer.playeravatar; struct player_board *board = addon_cache_item_if_loaded( k_addon_type_board, - player->board_view_slot ); + localplayer.board_view_slot ); v3f vp0, vp1; if( board ){ v3_copy((v3f){0.0f,0.1f, board->truck_positions[0][2]}, vp0 ); @@ -299,17 +282,21 @@ 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 ); + 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 ); } -VG_STATIC void render_board( camera *cam, world_instance *world, - struct player_board *board, m4x3f root, - struct board_pose *pose, - enum board_shader shader ) +static void render_board( camera *cam, world_instance *world, + struct player_board *board, m4x3f root, + struct player_board_pose *pose, + enum board_shader shader ) { if( !board ) return; + /* TODO: + * adding depth compare to this shader + */ + v3f inverse; glActiveTexture( GL_TEXTURE0 ); @@ -320,25 +307,15 @@ VG_STATIC void render_board( camera *cam, world_instance *world, 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_bind_texture( gpipeline.fb_main, 2, 1 ); - - render_fb_inverse_ratio( gpipeline.fb_main, inverse ); - - inverse[2] = skaterift.cam.farz-skaterift.cam.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_uDepthCompare(1); + depth_compare_bind( + shader_model_board_view_uTexSceneDepth, + shader_model_board_view_uInverseRatioDepth, + shader_model_board_view_uInverseRatioMain, + cam ); - 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 ); + WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_board_view ); } else if( shader == k_board_shader_entity ){ shader_model_entity_use(); @@ -346,13 +323,7 @@ VG_STATIC void render_board( camera *cam, world_instance *world, 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 ); + WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_entity ); } mesh_bind( &board->mdl.mesh ); @@ -434,9 +405,11 @@ VG_STATIC void render_board( camera *cam, world_instance *world, } } -VG_STATIC void render_playermodel( camera *cam, world_instance *world, - struct player_model *model, - struct skeleton *skeleton ){ +static void render_playermodel( 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(); @@ -446,53 +419,46 @@ 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 ); - - 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 ); + + shader_model_character_view_uDepthCompare( depth_compare ); + if( depth_compare ){ + depth_compare_bind( + shader_model_character_view_uTexSceneDepth, + shader_model_character_view_uInverseRatioDepth, + shader_model_character_view_uInverseRatioMain, + cam ); + } + + WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_character_view ); glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms, skeleton->bone_count, 0, - (float *)skeleton->final_mtx ); + (const GLfloat *)final_mtx ); mesh_bind( &model->mdl.mesh ); mesh_draw( &model->mdl.mesh ); } -PLAYER_API void player__render( camera *cam, player_instance *player ) -{ +static void player__render( camera *cam ){ 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 ); + localplayer.playermodel_view_slot ); - if( !model ) model = &player->fallback_model; - render_playermodel( cam, world, model, &player->playeravatar->sk ); + if( !model ) model = &localplayer.fallback_model; + render_playermodel( cam, world, 1, model, &localplayer.playeravatar->sk, + localplayer.final_mtx ); struct player_board *board = addon_cache_item_if_loaded( k_addon_type_board, - player->board_view_slot ); + localplayer.board_view_slot ); - render_board( cam, world, board, player->playeravatar->sk.final_mtx[ - player->playeravatar->id_board], - &player->board_pose, + render_board( cam, world, board, localplayer.final_mtx[ + localplayer.playeravatar->id_board], + &localplayer.pose.board, k_board_shader_player ); SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );