X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_render.c;h=aed6caf099359f9993c050344ebb1ef17c77a7c3;hb=6e6c7f31b8f17af3814727109e48fc6f85ef04b1;hp=2cf0e283e5736109f61f914a0bd5f4a8e6e1c7b4;hpb=df9f72d2912a5424d37dfdb02f76aba8f1ed4df1;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_render.c b/player_render.c index 2cf0e28..aed6caf 100644 --- a/player_render.c +++ b/player_render.c @@ -15,35 +15,49 @@ #include "shaders/model_board_view.h" #include "depth_compare.h" -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 ); - mdl_close( &av->meta ); - - struct skeleton *sk = &av->sk; - skeleton_setup( sk, vg_mem.rtmemory, &av->meta ); - - av->id_hip = skeleton_bone_id( sk, "hips" ); - 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" ); - av->id_ik_elbow_r = skeleton_bone_id( sk, "elbow.R" ); - av->id_head = skeleton_bone_id( sk, "head" ); - av->id_ik_foot_l = skeleton_bone_id( sk, "foot.IK.L" ); - av->id_ik_foot_r = skeleton_bone_id( sk, "foot.IK.R" ); - av->id_board = skeleton_bone_id( sk, "board" ); - av->id_wheel_l = skeleton_bone_id( sk, "wheel.L" ); - av->id_wheel_r = skeleton_bone_id( sk, "wheel.R" ); - av->id_ik_knee_l = skeleton_bone_id( sk, "knee.L" ); - av->id_ik_knee_r = skeleton_bone_id( sk, "knee.R" ); +#include "network.h" +#include "player_remote.h" + +static void player_load_animation_reference( const char *path ){ + mdl_context *meta = &localplayer.skeleton_meta; + mdl_open( meta, path, vg_mem.rtmemory ); + mdl_load_metadata_block( meta, vg_mem.rtmemory ); + mdl_load_animation_block( meta, vg_mem.rtmemory ); + mdl_close( meta ); + + struct skeleton *sk = &localplayer.skeleton; + skeleton_setup( sk, vg_mem.rtmemory, meta ); + + localplayer.id_hip = skeleton_bone_id( sk, "hips" ); + localplayer.id_chest = skeleton_bone_id( sk, "chest" ); + localplayer.id_ik_hand_l = skeleton_bone_id( sk, "hand.IK.L" ); + localplayer.id_ik_hand_r = skeleton_bone_id( sk, "hand.IK.R" ); + localplayer.id_ik_elbow_l = skeleton_bone_id( sk, "elbow.L" ); + localplayer.id_ik_elbow_r = skeleton_bone_id( sk, "elbow.R" ); + localplayer.id_head = skeleton_bone_id( sk, "head" ); + localplayer.id_ik_foot_l = skeleton_bone_id( sk, "foot.IK.L" ); + localplayer.id_ik_foot_r = skeleton_bone_id( sk, "foot.IK.R" ); + localplayer.id_board = skeleton_bone_id( sk, "board" ); + localplayer.id_wheel_l = skeleton_bone_id( sk, "wheel.L" ); + localplayer.id_wheel_r = skeleton_bone_id( sk, "wheel.R" ); + localplayer.id_ik_knee_l = skeleton_bone_id( sk, "knee.L" ); + localplayer.id_ik_knee_r = skeleton_bone_id( sk, "knee.R" ); + localplayer.id_eyes = skeleton_bone_id( sk, "eyes" ); + + setup_ragdoll_from_skeleton( sk, &localplayer.ragdoll ); + + /* allocate matrix buffers for localplayer and remote players */ + u32 mtx_size = sizeof(m4x3f)*sk->bone_count; + localplayer.final_mtx = vg_linear_alloc( vg_mem.rtmemory, mtx_size ); + netplayers.final_mtx = vg_linear_alloc( vg_mem.rtmemory, + mtx_size*NETWORK_MAX_PLAYERS ); } /* TODO: Standard model load */ static void dynamic_model_load( mdl_context *ctx, - struct dynamic_model_1texture *mdl, - const char *path ){ + struct dynamic_model_1texture *mdl, + const char *path, u32 *fixup_table ){ if( !mdl_arrcount( &ctx->textures ) ) vg_fatal_error( "No texture in model" ); @@ -55,7 +69,7 @@ static void dynamic_model_load( mdl_context *ctx, VG_TEX2D_NEAREST|VG_TEX2D_CLAMP, &mdl->texture ); - mdl_async_load_glmesh( ctx, &mdl->mesh ); + mdl_async_load_glmesh( ctx, &mdl->mesh, fixup_table ); } static void dynamic_model_unload( struct dynamic_model_1texture *mdl ){ @@ -73,10 +87,10 @@ static void player_board_load( struct player_board *board, mdl_open( &ctx, path, vg_mem.scratch ); mdl_load_metadata_block( &ctx, vg_mem.scratch ); - dynamic_model_load( &ctx, &board->mdl, path ); + dynamic_model_load( &ctx, &board->mdl, path, NULL ); mdl_array_ptr markers; - mdl_load_array( &ctx, &markers, "ent_marker", vg_mem.scratch ); + MDL_LOAD_ARRAY( &ctx, &markers, ent_marker, vg_mem.scratch ); /* TODO: you get put into a new section, the above is standard mdl loads. */ for( int i=0; i<4; i++ ) @@ -129,8 +143,30 @@ static void player_model_load( struct player_model *board, const char *path){ mdl_open( &ctx, path, vg_mem.scratch ); mdl_load_metadata_block( &ctx, vg_mem.scratch ); - dynamic_model_load( &ctx, &board->mdl, path ); + if( !ctx.armatures.count ) + vg_fatal_error( "No armature in playermodel\n" ); + mdl_armature *armature = mdl_arritm( &ctx.armatures, 0 ); + + u32 fixup_table[ armature->bone_count+1 ]; + for( u32 i=0; ibone_count+1; i ++ ) + fixup_table[i] = 0; + + for( u32 i=1; iname ); + + for( u32 j=1; jbone_count; j ++ ){ + mdl_bone *bone = mdl_arritm( &ctx.bones, armature->bone_start+j ); + + if( mdl_pstreq( &ctx, bone->pstr_name, sb->name, hash ) ){ + fixup_table[j+1] = i; + break; + } + } + } + + dynamic_model_load( &ctx, &board->mdl, path, fixup_table ); mdl_close( &ctx ); } @@ -165,27 +201,43 @@ static void player__animate(void){ struct player_subsystem_interface *sys = player_subsystems[localplayer.subsystem]; + struct player_board *board = + addon_cache_item_if_loaded( k_addon_type_board, + localplayer.board_view_slot ); + 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; + player_pose *pose = &localplayer.pose; + sys->pose( sys->animator_data, pose ); + + struct skeleton *sk = &localplayer.skeleton; 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 ); + + 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; } - apply_full_skeleton_pose( &localplayer.playeravatar->sk, &localplayer.pose, - localplayer.final_mtx ); + effect_blink_apply( &localplayer.effect_data.blink, + &localplayer.pose, vg.time_delta ); + apply_full_skeleton_pose( sk, &localplayer.pose, localplayer.final_mtx ); + + if( sys->effects ){ + sys->effects( sys->animator_data, localplayer.final_mtx, board, + &localplayer.effect_data ); + } + skeleton_debug( sk, localplayer.final_mtx ); if( sys->post_animate ) @@ -206,7 +258,7 @@ static void player_copy_frame_animator( replay_frame *frame ){ static void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t, player_pose *posed ){ - struct skeleton *sk = &localplayer.playeravatar->sk; + struct skeleton *sk = &localplayer.skeleton; v3_lerp( pose0->root_co, pose1->root_co, t, posed->root_co ); q_nlerp( pose0->root_q, pose1->root_q, t, posed->root_q ); @@ -255,13 +307,12 @@ static void player__animate_from_replay( replay_buffer *replay ){ } else return; - apply_full_skeleton_pose( &localplayer.playeravatar->sk, &localplayer.pose, + apply_full_skeleton_pose( &localplayer.skeleton, &localplayer.pose, localplayer.final_mtx ); } 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, localplayer.board_view_slot ); @@ -276,8 +327,9 @@ static void player__pre_render(void){ } struct ub_world_lighting *ubo = &world_current_instance()->ub_lighting; - 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 ); + v3f *board_mtx = localplayer.final_mtx[ localplayer.id_board ]; + m4x3_mulv( board_mtx, vp0, ubo->g_board_0 ); + m4x3_mulv( board_mtx, vp1, ubo->g_board_1 ); } static void render_board( camera *cam, world_instance *world, @@ -285,7 +337,8 @@ static void render_board( camera *cam, world_instance *world, struct player_board_pose *pose, enum board_shader shader ) { - if( !board ) return; + if( !board ) + board = &localplayer.fallback_board; /* TODO: * adding depth compare to this shader @@ -428,7 +481,7 @@ static void render_playermodel( camera *cam, world_instance *world, glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms, skeleton->bone_count, 0, - (f32 *)final_mtx ); + (const GLfloat *)final_mtx ); mesh_bind( &model->mdl.mesh ); mesh_draw( &model->mdl.mesh ); @@ -443,17 +496,15 @@ static void player__render( camera *cam ){ localplayer.playermodel_view_slot ); if( !model ) model = &localplayer.fallback_model; - render_playermodel( cam, world, 1, model, &localplayer.playeravatar->sk, + render_playermodel( cam, world, 1, model, &localplayer.skeleton, localplayer.final_mtx ); struct player_board *board = addon_cache_item_if_loaded( k_addon_type_board, localplayer.board_view_slot ); - render_board( cam, world, board, localplayer.final_mtx[ - localplayer.playeravatar->id_board], - &localplayer.pose.board, - k_board_shader_player ); + render_board( cam, world, board, localplayer.final_mtx[localplayer.id_board], + &localplayer.pose.board, k_board_shader_player ); SDL_AtomicUnlock( &addon_system.sl_cache_using_resources ); }