X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_render.c;h=b4897fc1f0bf2b13aa8c0abd7068ca27bed836bc;hb=a528498841a151efbd38cddcc9f09a5f39dbbd19;hp=49a67c1ce2244eebe5e583888025900478c3fe36;hpb=09be4380a98386d6494946fbd3369458f8e7f267;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_render.c b/player_render.c index 49a67c1..b4897fc 100644 --- a/player_render.c +++ b/player_render.c @@ -138,7 +138,7 @@ VG_STATIC void player_model_unload( struct player_model *board ){ dynamic_model_unload( &board->mdl ); } -VG_STATIC void player_animate( player_instance *player ){ +VG_STATIC void player__animate( player_instance *player ){ if( _player_animate[ player->subsystem ] ){ player_animation res; res.type = k_player_animation_type_fk; @@ -173,22 +173,37 @@ VG_STATIC void player_animate( player_instance *player ){ if( _player_post_animate[ player->subsystem ] ) _player_post_animate[ player->subsystem ]( player ); + + player__cam_iterate( player ); } -VG_STATIC void player_animate_from_replay( player_instance *player ){ - /* TODO: frame blending */ +VG_STATIC void player__animate_from_replay( player_instance *player, + replay_buffer *replay ){ + /* TODO: holdout blending (from when the game has to slow down) */ player_animation res; - replay_frame *frame = player->replay.cursor_frame; + replay_frame *frame = replay->cursor_frame, + *next = NULL; 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; + 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; @@ -196,92 +211,7 @@ VG_STATIC void player_animate_from_replay( player_instance *player ){ skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute ); } -VG_STATIC void player_record_replay( player_instance *player, int force ){ - /* 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 || force /* 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 ); - } - } -} - VG_STATIC void player__pre_render( player_instance *player ){ - if( player->replay.control == k_replay_control_none ){ - player->cam_override_strength = 0.0f; - player_animate( player ); - - if( button_down( k_srbind_reset ) && !player->immobile ){ - audio_lock(); - audio_oneshot( &audio_rewind[4], 1.0f, 0.0f ); - audio_unlock(); - - player_record_replay( player, 1 ); - player->replay.control = k_replay_control_scrub; - } - else - player_record_replay( player, 0 ); - } - else { - player->cam_override_strength = 1.0f-skaterift.time_rate; - player_replay_control_update( player ); - player_animate_from_replay( player ); - } - - player__cam_iterate( player ); - /* shadowing/ao info */ struct player_avatar *av = player->playeravatar; struct player_board *board = @@ -324,7 +254,7 @@ 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 ); @@ -449,7 +379,7 @@ VG_STATIC void render_playermodel( camera *cam, world_instance *world, 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; + inverse[2] = skaterift.cam.farz-skaterift.cam.nearz; shader_model_character_view_uInverseRatioDepth( inverse ); render_fb_inverse_ratio( NULL, inverse );