X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_render.c;h=e1c065f272222a25e93e6ef9e30e3f47f71b0b4d;hb=1fd91b77f23ce1593037e01b9abb62859545b400;hp=283b2510e4f0db097d20cfc3ed343775e71b6c9a;hpb=09fc72b08113fa157a3abb2ded6086babedd10cf;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_render.c b/player_render.c index 283b251..e1c065f 100644 --- a/player_render.c +++ b/player_render.c @@ -12,38 +12,84 @@ #include "shaders/model_character_view.h" #include "shaders/model_board_view.h" #include "shaders/model_entity.h" +#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 ); + 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_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" ); + 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_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" ); + 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" ); + + for( i32 i=0; ibone_count; i ++ ){ + localplayer.skeleton_mirror[i] = 0; + } -VG_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" ); + 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 ); + + /* 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 */ -VG_STATIC void dynamic_model_load( mdl_context *ctx, - struct dynamic_model_1texture *mdl, - const char *path ) -{ +static void dynamic_model_load( mdl_context *ctx, + struct dynamic_model_1texture *mdl, + const char *path, u32 *fixup_table ){ if( !mdl_arrcount( &ctx->textures ) ) vg_fatal_error( "No texture in model" ); @@ -55,16 +101,16 @@ VG_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 ); } -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 ); @@ -73,10 +119,10 @@ VG_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++ ) @@ -118,105 +164,190 @@ 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; 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 ); } -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__animate( player_instance *player ){ - if( _player_animate[ player->subsystem ] && - _player_pose[ player->subsystem ] ){ - _player_animate[ player->subsystem ]( player ); - _player_pose[ player->subsystem ]( player ); +static void apply_full_skeleton_pose( struct skeleton *sk, player_pose *pose, + m4x3f *final_mtx ){ + 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, final_mtx ); + skeleton_apply_ik_pass( sk, final_mtx ); + skeleton_apply_pose( sk, pose->keyframes, + k_anim_apply_deffered_only, final_mtx ); + skeleton_apply_inverses( sk, final_mtx ); + skeleton_apply_transform( sk, transform, final_mtx ); + } + else if( pose->type == k_player_pose_type_fk_2 ){ + skeleton_apply_pose( sk, pose->keyframes, + k_anim_apply_always, final_mtx ); + skeleton_apply_inverses( sk, final_mtx ); + skeleton_apply_transform( sk, transform, final_mtx ); + } +} - player_pose *pose = &player->pose; +static void player__animate(void){ + struct player_subsystem_interface *sys = + player_subsystems[localplayer.subsystem]; - m4x3f transform; - q_m3x3( pose->root_q, transform ); - v3_copy( pose->root_co, transform[3] ); + struct player_board *board = + addon_cache_item_if_loaded( k_addon_type_board, + localplayer.board_view_slot ); - struct skeleton *sk = &player->playeravatar->sk; + assert( sys->animate ); + assert( sys->pose ); + assert( sys->animator_data ); - if( player->holdout_time > 0.0f ){ - skeleton_lerp_pose( sk, - pose->keyframes, player->holdout_pose.keyframes, - player->holdout_time, pose->keyframes ); - player->holdout_time -= vg.time_frame_delta * 2.0f; - } + sys->animate(); - if( pose->type == k_player_pose_type_fk ){ - skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_defer_ik ); - skeleton_apply_ik_pass( sk ); - skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_deffered_only ); - skeleton_apply_inverses( sk ); - skeleton_apply_transform( sk, transform ); - } - else { - skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_absolute ); - } + player_pose *pose = &localplayer.pose; + sys->pose( sys->animator_data, pose ); + + struct skeleton *sk = &localplayer.skeleton; + + if( localplayer.holdout_time > 0.0f ){ + 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 / 0.25f; + } - skeleton_debug( sk ); + 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 ); } - if( _player_post_animate[ player->subsystem ] ) - _player_post_animate[ player->subsystem ]( player ); + skeleton_debug( sk, localplayer.final_mtx ); - player__cam_iterate( player ); + if( sys->post_animate ) + sys->post_animate(); + + player__cam_iterate(); } -VG_STATIC void player__animate_from_replay( player_instance *player, - replay_buffer *replay ){ - /* TODO: holdout blending (from when the game has to slow down) */ - replay_frame *frame = replay->cursor_frame, - *next = NULL; +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 ); + } +} - player_pose *pose = &player->pose; +static void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t, + player_pose *posed ){ + 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 ); + posed->type = pose0->type; + posed->board.lean = vg_lerpf( pose0->board.lean, pose1->board.lean, t ); + + if( pose0->type != pose1->type ){ + /* it would be nice to apply IK pass in-keyframes. TOO BAD! */ + skeleton_copy_pose( sk, pose0->keyframes, posed->keyframes ); + } + else { + skeleton_lerp_pose( sk, pose0->keyframes, pose1->keyframes, t, + posed->keyframes ); + } +} +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 ); - struct skeleton *sk = &player->playeravatar->sk; - skeleton_lerp_pose( sk, frame->pose.keyframes, next->pose.keyframes, - t, pose->keyframes ); - v3_lerp( frame->pose.root_co, next->pose.root_co, t, pose->root_co ); - q_nlerp( frame->pose.root_q, next->pose.root_q, t, pose->root_q ); - pose->type = k_player_pose_type_absolute; - pose->board.lean = vg_lerpf( frame->pose.board.lean, - next->pose.board.lean, t ); + 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 ); + + lerp_player_pose( &pose0, &pose1, t, &localplayer.pose ); + } + else{ + struct player_subsystem_interface + *sys = player_subsystems[frame->system]; + sys->pose( replay_frame_data( frame, k_replay_framedata_animator ), + &localplayer.pose ); } - else - memcpy( pose, &frame->pose, sizeof(frame->pose) ); } else return; - struct skeleton *sk = &player->playeravatar->sk; - skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_absolute ); + apply_full_skeleton_pose( &localplayer.skeleton, &localplayer.pose, + localplayer.final_mtx ); } -VG_STATIC void player__pre_render( player_instance *player ){ +static void player__pre_render(void){ /* shadowing/ao info */ - struct player_avatar *av = player->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 ); @@ -228,16 +359,22 @@ 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 ); + 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 ); } -VG_STATIC void render_board( camera *cam, world_instance *world, - struct player_board *board, m4x3f root, - struct player_board_pose *pose, - 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; + if( !board ) + board = &localplayer.fallback_board; + + /* TODO: + * adding depth compare to this shader + */ v3f inverse; @@ -249,25 +386,15 @@ VG_STATIC void render_board( camera *cam, world_instance *world, shader_model_board_view_uTexMain( 0 ); shader_model_board_view_uCamera( cam->transform[3] ); shader_model_board_view_uPv( cam->mtx.pv ); - shader_model_board_view_uTexSceneDepth( 1 ); - render_fb_bind_texture( gpipeline.fb_main, 2, 1 ); - render_fb_inverse_ratio( gpipeline.fb_main, inverse ); + shader_model_board_view_uDepthCompare(1); + depth_compare_bind( + shader_model_board_view_uTexSceneDepth, + shader_model_board_view_uInverseRatioDepth, + shader_model_board_view_uInverseRatioMain, + cam ); - inverse[2] = skaterift.cam.farz-skaterift.cam.nearz; - - shader_model_board_view_uInverseRatioDepth( inverse ); - render_fb_inverse_ratio( NULL, inverse ); - inverse[2] = cam->farz-cam->nearz; - shader_model_board_view_uInverseRatioMain( inverse ); - - world_link_lighting_ub( world, _shader_model_board_view.id ); - world_bind_position_texture( world, _shader_model_board_view.id, - _uniform_model_board_view_g_world_depth, 2 ); - world_bind_light_array( world, _shader_model_board_view.id, - _uniform_model_board_view_uLightsArray, 3 ); - world_bind_light_index( world, _shader_model_board_view.id, - _uniform_model_board_view_uLightsIndex, 4 ); + WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_board_view ); } else if( shader == k_board_shader_entity ){ shader_model_entity_use(); @@ -275,13 +402,7 @@ VG_STATIC void render_board( camera *cam, world_instance *world, shader_model_entity_uCamera( cam->transform[3] ); shader_model_entity_uPv( cam->mtx.pv ); - world_link_lighting_ub( world, _shader_model_entity.id ); - world_bind_position_texture( world, _shader_model_entity.id, - _uniform_model_entity_g_world_depth, 2 ); - world_bind_light_array( world, _shader_model_entity.id, - _uniform_model_entity_uLightsArray, 3 ); - world_bind_light_index( world, _shader_model_entity.id, - _uniform_model_entity_uLightsIndex, 4 ); + WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_entity ); } mesh_bind( &board->mdl.mesh ); @@ -363,10 +484,11 @@ VG_STATIC void render_board( camera *cam, world_instance *world, } } -VG_STATIC void render_playermodel( camera *cam, world_instance *world, - int depth_compare, - 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, + m4x3f *final_mtx ){ if( !model ) return; shader_model_character_view_use(); @@ -377,58 +499,67 @@ VG_STATIC void render_playermodel( camera *cam, world_instance *world, shader_model_character_view_uCamera( cam->transform[3] ); shader_model_character_view_uPv( cam->mtx.pv ); + shader_model_character_view_uDepthCompare( depth_compare ); 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 ); + depth_compare_bind( + shader_model_character_view_uTexSceneDepth, + shader_model_character_view_uInverseRatioDepth, + shader_model_character_view_uInverseRatioMain, + cam ); } - 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, - _uniform_model_character_view_g_world_depth, 2 ); - world_bind_light_array( world, _shader_model_character_view.id, - _uniform_model_character_view_uLightsArray, 3 ); - world_bind_light_index( world, _shader_model_character_view.id, - _uniform_model_character_view_uLightsIndex, 4 ); + WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_character_view ); glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms, skeleton->bone_count, 0, - (float *)skeleton->final_mtx ); + (const GLfloat *)final_mtx ); mesh_bind( &model->mdl.mesh ); 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, 1, model, &player->playeravatar->sk ); + if( !model ) model = &localplayer.fallback_model; + render_playermodel( cam, world, 1, model, &localplayer.skeleton, + localplayer.final_mtx ); struct player_board *board = addon_cache_item_if_loaded( k_addon_type_board, - player->board_view_slot ); + localplayer.board_view_slot ); - render_board( cam, world, board, player->playeravatar->sk.final_mtx[ - player->playeravatar->id_board], - &player->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 ); } +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 */