X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_render.c;h=93786b3602b3a9829bc73fb8d51c2f9e15bdac00;hb=b1f5771eda7a9788b86604a4368eb83babdf486d;hp=a03902297c30b9442332f53adfde92624c36d6bd;hpb=02e009ae6e20938675277e9ce2f467e17b170cc7;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_render.c b/player_render.c index a039022..93786b3 100644 --- a/player_render.c +++ b/player_render.c @@ -7,13 +7,13 @@ #include "player_model.h" #include "ent_skateshop.h" #include "audio.h" +#include "input.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 ) -{ +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 ); @@ -39,10 +39,9 @@ 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" ); @@ -57,13 +56,13 @@ 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 ); @@ -117,11 +116,11 @@ 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; @@ -133,47 +132,131 @@ 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__pre_render( player_instance *player ) -{ - if( _player_animate[ player->subsystem ] ){ - player_animation res; - _player_animate[ player->subsystem ]( player, &res ); - - m4x3f transform; - q_m3x3( res.root_q, transform ); - v3_copy( res.root_co, transform[3] ); - - struct skeleton *sk = &player->playeravatar->sk; +static void player_apply_pose_to_skeleton(void){ + struct skeleton *sk = &localplayer.playeravatar->sk; + player_pose *pose = &localplayer.pose; - 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; - } - - skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik ); + 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 ); skeleton_apply_ik_pass( sk ); - skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only ); + skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_deffered_only ); skeleton_apply_inverses( sk ); skeleton_apply_transform( sk, transform ); + } + else if( pose->type == k_player_pose_type_fk_2 ){ + skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_always ); + skeleton_apply_inverses( sk ); + skeleton_apply_transform( sk, transform ); + } +} + +static void player__animate(void){ + struct player_subsystem_interface *sys = + player_subsystems[localplayer.subsystem]; + + assert( sys->animate ); + assert( sys->pose ); + assert( sys->animator_data ); + + sys->animate(); + sys->pose( sys->animator_data, &localplayer.pose ); + + struct skeleton *sk = &localplayer.playeravatar->sk; + + if( localplayer.holdout_time > 0.0f ){ + player_pose *pose = &localplayer.pose; + skeleton_lerp_pose( sk, + pose->keyframes,localplayer.holdout_pose.keyframes, + localplayer.holdout_time, pose->keyframes ); + 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; + } + + player_apply_pose_to_skeleton(); + skeleton_debug( sk ); + + if( sys->post_animate ) + sys->post_animate(); + + player__cam_iterate(); +} + +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 ); + } +} + +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 ); + + 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 ); + + sys0->pose( a0, &pose0 ); + sys1->pose( a1, &pose1 ); - skeleton_debug( sk ); + v3_lerp( pose0.root_co, pose1.root_co, t, localplayer.pose.root_co ); + q_nlerp( pose0.root_q, pose1.root_q, t, localplayer.pose.root_q ); + localplayer.pose.type = pose0.type; + localplayer.pose.board.lean = vg_lerpf( pose0.board.lean, + pose1.board.lean, t ); + + struct skeleton *sk = &localplayer.playeravatar->sk; + if( pose0.type != pose1.type ){ + /* it would be nice to apply IK pass in-keyframes. TOO BAD! */ + skeleton_copy_pose( sk, pose0.keyframes, + localplayer.pose.keyframes ); + } + else { + skeleton_lerp_pose( sk, pose0.keyframes, pose1.keyframes, + t, localplayer.pose.keyframes ); + } + } + else{ + struct player_subsystem_interface + *sys = player_subsystems[frame->system]; + sys->pose( replay_frame_data( frame, k_replay_framedata_animator ), + &localplayer.pose ); + } } + else return; - if( _player_post_animate[ player->subsystem ] ) - _player_post_animate[ player->subsystem ]( player ); + player_apply_pose_to_skeleton(); +} - struct player_avatar *av = player->playeravatar; +static 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, - 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 ); v3_copy((v3f){0.0f,0.1f, board->truck_positions[1][2]}, vp1 ); @@ -186,114 +269,12 @@ 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, - 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; @@ -312,7 +293,7 @@ VG_STATIC void render_board( camera *cam, world_instance *world, render_fb_inverse_ratio( gpipeline.fb_main, inverse ); - inverse[2] = main_camera.farz-main_camera.nearz; + inverse[2] = skaterift.cam.farz-skaterift.cam.nearz; shader_model_board_view_uInverseRatioDepth( inverse ); render_fb_inverse_ratio( NULL, inverse ); @@ -349,7 +330,20 @@ 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 ){ @@ -408,9 +402,10 @@ 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 ){ if( !model ) return; shader_model_character_view_use(); @@ -420,16 +415,20 @@ 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] = 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 ); + if( depth_compare ){ + 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 ); + } + shader_model_character_view_uDepthCompare( depth_compare ); world_link_lighting_ub( world, _shader_model_character_view.id ); world_bind_position_texture( world, _shader_model_character_view.id, @@ -448,24 +447,25 @@ VG_STATIC void render_playermodel( camera *cam, world_instance *world, 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 ); 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 ); + localplayer.board_view_slot ); + + render_board( cam, world, board, localplayer.playeravatar->sk.final_mtx[ + localplayer.playeravatar->id_board], + &localplayer.pose.board, + k_board_shader_player ); SDL_AtomicUnlock( &addon_system.sl_cache_using_resources ); }