X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_render.c;h=e1c065f272222a25e93e6ef9e30e3f47f71b0b4d;hb=1fd91b77f23ce1593037e01b9abb62859545b400;hp=13e4ada179505ce5f72ef8b35c267e9be6a8408a;hpb=b35ac7383d4aba1d0b8a74be7bf1695996ff57f4;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_render.c b/player_render.c index 13e4ada..e1c065f 100644 --- a/player_render.c +++ b/player_render.c @@ -15,6 +15,9 @@ #include "shaders/model_board_view.h" #include "depth_compare.h" +#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 ); @@ -25,6 +28,7 @@ static void player_load_animation_reference( const char *path ){ struct skeleton *sk = &localplayer.skeleton; skeleton_setup( sk, vg_mem.rtmemory, meta ); + localplayer.id_world = skeleton_bone_id( sk, "world" ); 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" ); @@ -32,6 +36,8 @@ static void player_load_animation_reference( const char *path ){ 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_foot_l = skeleton_bone_id( sk, "foot.L" ); + localplayer.id_foot_r = skeleton_bone_id( sk, "foot.R" ); 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" ); @@ -39,6 +45,36 @@ static void player_load_animation_reference( const char *path ){ 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" ); + + for( i32 i=0; ibone_count; i ++ ){ + localplayer.skeleton_mirror[i] = 0; + } + + for( i32 i=1; ibone_count-1; i ++ ){ + struct skeleton_bone *si = &sk->bones[i]; + + char tmp[64]; + vg_str str; + vg_strnull( &str, tmp, 64 ); + vg_strcat( &str, si->name ); + + char *L = vg_strch( &str, 'L' ); + if( !L ) continue; + u32 len = L-tmp; + + for( i32 j=i+1; jbone_count; j ++ ){ + struct skeleton_bone *sj = &sk->bones[j]; + + if( !strncmp( si->name, sj->name, len ) ){ + if( sj->name[len] == 'R' ){ + localplayer.skeleton_mirror[i] = j; + localplayer.skeleton_mirror[j] = i; + break; + } + } + } + } setup_ragdoll_from_skeleton( sk, &localplayer.ragdoll ); @@ -52,8 +88,8 @@ static void player_load_animation_reference( const char *path ){ /* 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" ); @@ -65,7 +101,7 @@ 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 ){ @@ -83,10 +119,10 @@ 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++ ) @@ -139,8 +175,30 @@ 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 ); } @@ -175,6 +233,10 @@ 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 ); @@ -196,10 +258,18 @@ static void player__animate(void){ 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; + localplayer.holdout_time -= vg.time_frame_delta / 0.25f; } + 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 ) @@ -299,7 +369,8 @@ 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 @@ -470,4 +541,25 @@ static void player__render( camera *cam ){ SDL_AtomicUnlock( &addon_system.sl_cache_using_resources ); } +static void player_mirror_pose( mdl_keyframe pose[32], + mdl_keyframe mirrored[32] ){ + mdl_keyframe temp[32]; + + struct skeleton *sk = &localplayer.skeleton; + for( u32 i=1; ibone_count; i ++ ){ + mdl_keyframe *dest = &temp[i-1]; + u8 mapping = localplayer.skeleton_mirror[i]; + + if( mapping ) *dest = pose[mapping-1]; /* R */ + else *dest = pose[i-1]; /* L */ + + dest->co[2] *= -1.0f; + dest->q[0] *= -1.0f; + dest->q[1] *= -1.0f; + } + + for( u32 i=0; ibone_count-1; i ++ ){ + mirrored[i] = temp[i]; + } +} #endif /* PLAYER_RENDER_C */