X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_render.c;h=b4897fc1f0bf2b13aa8c0abd7068ca27bed836bc;hb=a528498841a151efbd38cddcc9f09a5f39dbbd19;hp=851b98fb34c2ef0dabf74ea67df68990a7b3ba7c;hpb=9eb3de757a997becb8406417a4bf613f4cb04900;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_render.c b/player_render.c index 851b98f..b4897fc 100644 --- a/player_render.c +++ b/player_render.c @@ -7,6 +7,7 @@ #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" @@ -137,7 +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; @@ -172,156 +173,45 @@ VG_STATIC void player_animate( player_instance *player ){ if( _player_post_animate[ player->subsystem ] ) _player_post_animate[ player->subsystem ]( player ); -} -VG_STATIC void player__pre_render( player_instance *player ){ - player->cam_override_strength = 0.0f; - player_animate( player ); - - /* dev playbacker */ - if( k_replay_test ){ - f64 speed = 1.0; - f64 target = player->replay.cursor; - - if( vg_getkey( SDLK_9 ) ){ - target -= vg.time_frame_delta * speed; - player->replay.control = k_replay_control_scrub; - replay_seek( &player->replay, target ); - } - if( vg_getkey( SDLK_0 ) ){ - target += vg.time_frame_delta * speed; - player->replay.control = k_replay_control_scrub; - replay_seek( &player->replay, target ); - } + player__cam_iterate( player ); +} - if( vg_getkey( SDLK_7 ) ) - player->replay.control = k_replay_control_play; +VG_STATIC void player__animate_from_replay( player_instance *player, + replay_buffer *replay ){ + /* TODO: holdout blending (from when the game has to slow down) */ - if( player->replay.control == k_replay_control_play ){ - target += vg.time_frame_delta; - replay_seek( &player->replay, target ); - } + player_animation res; + replay_frame *frame = replay->cursor_frame, + *next = NULL; - if( vg_getkey( SDLK_8 ) ){ - replay_frame *prev = replay_find_recent_stateframe( &player->replay ); - - if( prev ){ - /* TODO: Make gamestate_apply function / swap ... */ - replay_gamestate *gs = replay_frame_gamestate( prev, 0 ); - - if( gs->system == k_player_subsystem_walk ){ - memcpy( &player->_walk.state, &gs->walk, - sizeof(struct player_walk_state) ); - } - else if( gs->system == k_player_subsystem_skate ){ - memcpy( &player->_skate.state, &gs->skate, - sizeof(struct player_skate_state) ); - } - player->subsystem = gs->system; - - memcpy( &player->rb, &gs->rb, sizeof(rigidbody) ); - v3_copy( gs->angles, player->angles ); - v3_copy( prev->cam_pos, player->cam.pos ); - v3_copy( prev->cam_angles, player->cam_override_angles ); - player->cam.fov = prev->cam_fov; - memcpy( &player->cam_control, &gs->cam_control, - sizeof(struct player_cam_controller) ); - - /* chop end off replay */ - prev->r = NULL; - player->replay.statehead = prev; - player->replay.head = prev; - player->replay.cursor_frame = prev; - player->replay.cursor = prev->time; - vg.time = prev->time; - - k_replay_test = 0; - player__pre_render( player ); - return; - } - } + if( frame ){ + next = frame->r; - player_animation res; - replay_frame *frame = player->replay.cursor_frame; + if( next ){ + f32 t = replay_subframe_time( replay ); - if( frame ){ + 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) ); - 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; } - else return; - - struct skeleton *sk = &player->playeravatar->sk; - skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute ); } - else { - /* replay recorder */ - replay_buffer *replay = &player->replay; - - f64 delta = 9999999.9, - statedelta = 9999999.9; - - if( replay->head ) - delta = vg.time - replay->head->time; + else return; - 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 /* 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 ); - } - } - } - - player__cam_iterate( player ); + struct skeleton *sk = &player->playeravatar->sk; + skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute ); +} +VG_STATIC void player__pre_render( player_instance *player ){ /* shadowing/ao info */ struct player_avatar *av = player->playeravatar; struct player_board *board = @@ -364,7 +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 ); @@ -489,7 +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 );