X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_render.c;h=e1c065f272222a25e93e6ef9e30e3f47f71b0b4d;hb=1fd91b77f23ce1593037e01b9abb62859545b400;hp=93786b3602b3a9829bc73fb8d51c2f9e15bdac00;hpb=22f62f001f21d1b91fefd9fc495c122d9ddf205a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_render.c b/player_render.c index 93786b3..e1c065f 100644 --- a/player_render.c +++ b/player_render.c @@ -12,36 +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; + } + + 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 ); -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" ); + 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 */ 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" ); @@ -53,7 +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 ){ @@ -71,10 +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++ ) @@ -127,8 +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 ); } @@ -136,25 +206,26 @@ static void player_model_unload( struct player_model *board ){ dynamic_model_unload( &board->mdl ); } -static void player_apply_pose_to_skeleton(void){ - struct skeleton *sk = &localplayer.playeravatar->sk; - player_pose *pose = &localplayer.pose; - +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 ); - 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 ); + 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 ); - skeleton_apply_inverses( sk ); - skeleton_apply_transform( sk, transform ); + 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 ); } } @@ -162,27 +233,44 @@ 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; + + localplayer.holdout_time -= vg.time_frame_delta / 0.25f; } - player_apply_pose_to_skeleton(); - 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 ); + } + + skeleton_debug( sk, localplayer.final_mtx ); if( sys->post_animate ) sys->post_animate(); @@ -200,6 +288,25 @@ 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.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; @@ -221,22 +328,7 @@ static void player__animate_from_replay( replay_buffer *replay ){ sys0->pose( a0, &pose0 ); sys1->pose( a1, &pose1 ); - v3_lerp( pose0.root_co, pose1.root_co, t, localplayer.pose.root_co ); - q_nlerp( pose0.root_q, pose1.root_q, t, localplayer.pose.root_q ); - localplayer.pose.type = pose0.type; - localplayer.pose.board.lean = vg_lerpf( pose0.board.lean, - pose1.board.lean, t ); - - struct skeleton *sk = &localplayer.playeravatar->sk; - if( pose0.type != pose1.type ){ - /* it would be nice to apply IK pass in-keyframes. TOO BAD! */ - skeleton_copy_pose( sk, pose0.keyframes, - localplayer.pose.keyframes ); - } - else { - skeleton_lerp_pose( sk, pose0.keyframes, pose1.keyframes, - t, localplayer.pose.keyframes ); - } + lerp_player_pose( &pose0, &pose1, t, &localplayer.pose ); } else{ struct player_subsystem_interface @@ -247,12 +339,12 @@ static void player__animate_from_replay( replay_buffer *replay ){ } else return; - player_apply_pose_to_skeleton(); + 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 ); @@ -267,8 +359,9 @@ static void player__pre_render(void){ } 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 ); } static void render_board( camera *cam, world_instance *world, @@ -276,7 +369,12 @@ 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 + */ v3f inverse; @@ -288,25 +386,15 @@ 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 ); - - 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 ); + 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 ); - 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(); @@ -314,13 +402,7 @@ 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 ); @@ -405,7 +487,8 @@ static void render_board( camera *cam, world_instance *world, static void render_playermodel( camera *cam, world_instance *world, int depth_compare, struct player_model *model, - struct skeleton *skeleton ){ + struct skeleton *skeleton, + m4x3f *final_mtx ){ if( !model ) return; shader_model_character_view_use(); @@ -416,32 +499,21 @@ 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 ); @@ -456,18 +528,38 @@ 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.playeravatar->sk.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 ); } +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 */