basic replayable replays
authorhgn <hgodden00@gmail.com>
Fri, 7 Jul 2023 21:06:10 +0000 (22:06 +0100)
committerhgn <hgodden00@gmail.com>
Fri, 7 Jul 2023 21:06:10 +0000 (22:06 +0100)
14 files changed:
camera.h
menu.h
player.c
player.h
player_common.c
player_drive.c
player_render.c
player_replay.c
player_replay.h
player_skate.c
player_skate.h
player_walk.c
skaterift.c
skaterift.h

index f028f825e67ef227119af309e365c2b49f494776..314eafe08b65e532239c66c30ae1a6313ef93818 100644 (file)
--- a/camera.h
+++ b/camera.h
@@ -1,7 +1,7 @@
 #ifndef CAMERA_H
 #define CAMERA_H
 
-#include "common.h"
+#include "skaterift.h"
 
 typedef struct camera camera;
 
diff --git a/menu.h b/menu.h
index fcf2da4c28a6abb47855a82f212f9962b9abccf9..9f62242cc42de8589ea94d679bcca2260de0a7f3 100644 (file)
--- a/menu.h
+++ b/menu.h
@@ -14,7 +14,6 @@
 
 struct {
    int active, credits_open;
-   f32 factive;
    int disable_open;
 
    u32 page, /* current page index */
@@ -283,9 +282,6 @@ static void menu_update(void)
       }
    }
 
-   menu.factive = vg_lerpf( menu.factive, menu.active, 
-                            vg.time_frame_delta * 6.0f );
-
    if( !menu.active ) return;
 
    enum menu_input_mode prev_mode = menu.input_mode;
index 33b1c1e9b8cc47cf951d4499d371f9c2481f7871..25e4b774b8528627704c656378330addb42ef0a2 100644 (file)
--- a/player.c
+++ b/player.c
@@ -78,12 +78,6 @@ void player__create( player_instance *inst )
    q_identity( inst->rb.q );
    m4x3_identity( inst->rb.to_world );
    m4x3_identity( inst->rb.to_local );
-
-   inst->rewind_length = 0;
-   inst->rewind_buffer = 
-      vg_linear_alloc( vg_mem.rtmemory, 
-                       sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES );
-
 }
 
 /* 
@@ -117,79 +111,25 @@ void player__bind( player_instance *player )
  * ----------------------------------------------------------------------------
  */
 
-VG_STATIC void player_save_rewind_frame( player_instance *player )
-{
-   if( player->rewind_length < PLAYER_REWIND_FRAMES ){
-      struct rewind_frame *fr = 
-         &player->rewind_buffer[ player->rewind_length ++ ];
-
-      v2_copy( player->cam.angles, fr->ang );
-      v3_copy( player->cam.pos, fr->pos );
-
-      if( player->rewind_length >= 2 ){
-         player->rewind_total_length += 
-            v3_dist( player->rewind_buffer[player->rewind_length-1].pos,
-                     player->rewind_buffer[player->rewind_length-2].pos );
-      }
-   }
-}
-
 PLAYER_API
-void player__pre_update( player_instance *player )
-{
-   if( player->rewinding ){
-      return;
-   }
-
+void player__pre_update( player_instance *player ){
    if( button_down( k_srbind_reset ) && !player->immobile ){
-      f64 delta = world_static.time - world_static.last_use;
-
-      if( (delta <= RESET_MAX_TIME) && (world_static.last_use != 0.0) ){
-         player->rewinding = 1;
-         player->rewind_sound_wait = 1;
-         player->rewind_time = (double)player->rewind_length - 0.0001;
-         player_save_rewind_frame( player );
-
-         audio_lock();
-         audio_oneshot( &audio_rewind[0], 1.0f, 0.0f );
-         audio_unlock();
-
-         /* based on testing. DONT CHANGE!
-          * 
-          *    time taken: y = (x^(4/5)) * 74.5
-          *    inverse   : x = (2/149)^(4/5) * y^(4/5)
-          */
-
-         float constant = powf( 2.0f/149.0f, 4.0f/5.0f ),
-               curve    = powf( player->rewind_total_length, 4.0f/5.0f );
-         
-         player->rewind_predicted_time = constant * curve;
-         player->rewind_start = vg.time;
-         player->subsystem = player->subsystem_gate;
-         player->rb = player->rb_gate_storage;
-         v3_copy( player->angles_storage, player->angles );
-
-         if( _player_restore[ player->subsystem ] )
-            _player_restore[ player->subsystem ]( player );
+      if( player->subsystem == k_player_subsystem_dead ){
+         localplayer_cmd_respawn( 0, NULL );
       }
       else{
-         if( player->subsystem == k_player_subsystem_dead ){
-            localplayer_cmd_respawn( 0, NULL );
-         }
-         else{
-            /* cant do that */
-            audio_lock();
-            audio_oneshot( &audio_rewind[4], 1.0f, 0.0f );
-            audio_unlock();
-         }
+         /* cant do that */
+         audio_lock();
+         audio_oneshot( &audio_rewind[4], 1.0f, 0.0f );
+         audio_unlock();
       }
    }
 
    if( button_down( k_srbind_camera ) && !player->immobile ){
-      if( player->camera_mode == k_cam_firstperson )
-         player->camera_mode = k_cam_thirdperson;
+      if( player->cam_control.camera_mode == k_cam_firstperson )
+         player->cam_control.camera_mode = k_cam_thirdperson;
       else
-         player->camera_mode = k_cam_firstperson;
+         player->cam_control.camera_mode = k_cam_firstperson;
    }
 
    if( _player_pre_update[ player->subsystem ] )
@@ -197,32 +137,15 @@ void player__pre_update( player_instance *player )
 }
 
 PLAYER_API
-void player__update( player_instance *player )
-{
-   if( player->rewinding )
-      return;
-
+void player__update( player_instance *player ){
    if( _player_update[ player->subsystem ] )
       _player_update[ player->subsystem ]( player );
 }
 
 PLAYER_API
-void player__post_update( player_instance *player )
-{
-   if( player->rewinding )
-      return;
-
+void player__post_update( player_instance *player ){
    if( _player_post_update[ player->subsystem ] )
       _player_post_update[ player->subsystem ]( player );
-
-   if((player->subsystem != k_player_subsystem_dead) && !player->gate_waiting){
-      player->rewind_accum += vg.time_frame_delta;
-
-      if( player->rewind_accum > 0.25f ){
-         player->rewind_accum -= 0.25f;
-         player_save_rewind_frame( player );
-      }
-   }
 }
 
 /*
@@ -237,10 +160,10 @@ void player__pass_gate( player_instance *player, ent_gate *gate )
    player->gate_waiting = gate;
    world_routes_activate_entry_gate( world_current_instance(), gate );
 
-   m4x3_mulv( gate->transport, player->tpv_lpf, player->tpv_lpf );
-   m3x3_mulv( gate->transport, player->cam_velocity_smooth, 
-                               player->cam_velocity_smooth );
-
+   struct player_cam_controller *cc = &player->cam_control;
+   m4x3_mulv( gate->transport, cc->tpv_lpf, cc->tpv_lpf );
+   m3x3_mulv( gate->transport, cc->cam_velocity_smooth, 
+                               cc->cam_velocity_smooth );
    m3x3_copy( player->basis, player->basis_gate );
 
    v4f q;
@@ -250,16 +173,7 @@ void player__pass_gate( player_instance *player, ent_gate *gate )
    q_m3x3( player->qbasis, player->basis );
    m3x3_transpose( player->basis, player->invbasis );
 
-   player->subsystem_gate = player->subsystem;
-   player->rb_gate_storage = player->rb;
-   v3_copy( player->angles, player->angles_storage );
-   player->rewind_length = 0;
-   player->rewind_total_length = 0.0f;
-   player->rewind_gate = gate;
-   player->rewind_accum = 0.0f;
-
    m4x3_mulv( gate->transport, player->cam.pos, player->cam.pos );
-   player_save_rewind_frame( player );
 
    if( gate->type == k_gate_type_nonlocel )
       world_static.active_world = gate->target;
@@ -352,10 +266,6 @@ PLAYER_API void player__spawn( player_instance *player, ent_spawn *rp ){
    player->subsystem = k_player_subsystem_walk;
    player->immobile = 0;
    player->gate_waiting = NULL;
-   player->rewind_length = 0;
-   player->rewind_accum = 0.0f;
-   player->rewind_gate = NULL;
-   player->rewinding = 0;
    world_static.last_use = 0.0;
 
    global_skateshop_exit();
index 77c63db3ae355ed68b7006fd4d5ca1ea69f5853a..ecf595d42c51a731daecfef6b4e99bdbaf43fd5c 100644 (file)
--- a/player.h
+++ b/player.h
@@ -1,6 +1,8 @@
 #ifndef PLAYER_H
 #define PLAYER_H
 
+#include "skaterift.h"
+
 enum player_subsystem{
    k_player_subsystem_walk = 0,
    k_player_subsystem_skate = 1,
@@ -8,6 +10,25 @@ enum player_subsystem{
    k_player_subsystem_drive = 3
 };
 
+struct player_cam_controller {
+   enum camera_mode{
+      k_cam_firstperson = 1,
+      k_cam_thirdperson = 0
+   }
+   camera_mode;
+   f32 camera_type_blend;
+
+   v3f fpv_offset,         /* expressed relative to rigidbody */
+       tpv_offset,
+       tpv_offset_extra,
+       fpv_viewpoint,      /* expressed relative to neck bone inverse final*/
+       fpv_offset_smooth,
+       fpv_viewpoint_smooth,
+       tpv_offset_smooth,
+       tpv_lpf,
+       cam_velocity_smooth;
+};
+
 #include "player_ragdoll.h"
 #include "player_render.h"
 #include "player_model.h"
@@ -27,8 +48,8 @@ static i32 k_invert_y     = 0;
 
 struct player_instance{
    /* transform definition */
-   rigidbody rb, rb_gate_storage;
-   v3f angles, angles_storage;
+   rigidbody rb;
+   v3f angles;
 
    v4f   qbasis;
    m3x3f basis, invbasis, basis_gate;
@@ -39,23 +60,7 @@ struct player_instance{
     * ---------------------------
     */
    camera cam;
-
-   enum camera_mode{
-      k_cam_firstperson = 1,
-      k_cam_thirdperson = 0
-   }
-   camera_mode;
-   float camera_type_blend;
-
-   v3f fpv_offset,         /* expressed relative to rigidbody */
-       tpv_offset,
-       tpv_offset_extra,
-       fpv_viewpoint,      /* expressed relative to neck bone inverse final */
-       fpv_offset_smooth,
-       fpv_viewpoint_smooth,
-       tpv_offset_smooth,
-       tpv_lpf,
-       cam_velocity_smooth;
+   struct player_cam_controller cam_control;
 
    v3f cam_override_pos;
    v3f cam_override_angles;
@@ -71,7 +76,6 @@ struct player_instance{
          cam_velocity_influence_smooth;
 
    v3f cam_land_punch, cam_land_punch_v;
-
    ent_gate *gate_waiting;
 
    int immobile;
@@ -92,25 +96,6 @@ struct player_instance{
 
    struct board_pose      board_pose;
 
-   /*
-    * Rewind (OLD SYSTEM)
-    * ----------------------------------------------------
-    */
-   int rewinding, rewind_sound_wait;
-
-   struct rewind_frame{
-      v3f pos;
-      v3f ang;
-   }
-   *rewind_buffer;
-   u32 rewind_length;
-   float rewind_accum;
-   ent_gate *rewind_gate;
-
-   float rewind_total_length, rewind_predicted_time,
-         dist_accum;
-   double rewind_start, rewind_time;
-
    /* 
     * Replay
     * -------------------------------------------------
@@ -122,9 +107,7 @@ struct player_instance{
     * -------------------------------------------------
     */
 
-   enum player_subsystem
-   subsystem,
-   subsystem_gate;
+   enum player_subsystem subsystem; /* .. prev */
 
    struct player_skate  _skate;
    struct player_walk   _walk;
@@ -219,17 +202,6 @@ void( *_player_post_animate[])( player_instance *player ) =
    player__drive_post_animate
 };
 
-
-__attribute__((deprecated))
-VG_STATIC
-void( *_player_restore[] )( player_instance *player ) =
-{
-   player__walk_restore,
-   player__skate_restore,
-   NULL,
-   NULL
-};
-
 VG_STATIC
 void( *_player_store_state[] )( player_instance *player ) = 
 {
index 5e1c88dba56a1fb2654dadc0152659f7b35877f3..2ebec6c07c34c857abd3321044048c0710110ff6 100644 (file)
@@ -59,24 +59,20 @@ VG_STATIC void player_camera_portal_correction( player_instance *player )
    }
 }
 
-VG_STATIC void player__cam_iterate( player_instance *player )
-{
+VG_STATIC void player__cam_iterate( player_instance *player ){
    struct player_avatar *av = player->playeravatar;
+   struct player_cam_controller *cc = &player->cam_control;
 
    if( player->subsystem == k_player_subsystem_walk ){
-      v3_copy( (v3f){-0.1f,1.8f,0.0f}, player->fpv_viewpoint );
-      v3_copy( (v3f){0.0f,0.0f,0.0f}, player->fpv_offset );
-      v3_copy( (v3f){0.0f,1.4f,0.0f}, player->tpv_offset );
+      v3_copy( (v3f){-0.1f,1.8f,0.0f}, cc->fpv_viewpoint );
+      v3_copy( (v3f){0.0f,0.0f,0.0f}, cc->fpv_offset );
+      v3_copy( (v3f){0.0f,1.4f,0.0f}, cc->tpv_offset );
    }
    else{
-      v3_copy( (v3f){-0.15f,1.75f,0.0f}, player->fpv_viewpoint );
-#if 0
-      v3_copy( (v3f){-0.35f,0.0f,0.0f}, player->fpv_offset );
-#endif
-      v3_copy( (v3f){0.0f,0.0f,0.0f}, player->fpv_offset );
-      v3_copy( (v3f){0.0f,1.4f,0.0f}, player->tpv_offset );
-      v3_add( player->tpv_offset_extra, player->tpv_offset, 
-              player->tpv_offset );
+      v3_copy( (v3f){-0.15f,1.75f,0.0f}, cc->fpv_viewpoint );
+      v3_copy( (v3f){0.0f,0.0f,0.0f}, cc->fpv_offset );
+      v3_copy( (v3f){0.0f,1.4f,0.0f}, cc->tpv_offset );
+      v3_add( cc->tpv_offset_extra, cc->tpv_offset, cc->tpv_offset );
    }
 
    player->cam_velocity_constant = 0.25f;
@@ -99,30 +95,30 @@ VG_STATIC void player__cam_iterate( player_instance *player )
          player->cam_velocity_constant,
          vg.time_frame_delta * 8.0f );
 
-   enum camera_mode target_mode = player->camera_mode;
+   enum camera_mode target_mode = cc->camera_mode;
 
    if( player->subsystem == k_player_subsystem_dead )
       target_mode = k_cam_thirdperson;
 
-   player->camera_type_blend = 
-      vg_lerpf( player->camera_type_blend, 
-                (target_mode == k_cam_firstperson)? 1.0f: 0.0f,
+   cc->camera_type_blend = 
+      vg_lerpf( cc->camera_type_blend, 
+               (target_mode == k_cam_firstperson)? 1.0f: 0.0f,
                 5.0f * vg.time_frame_delta );
 
-   v3_lerp( player->fpv_viewpoint_smooth, player->fpv_viewpoint,
-         vg.time_frame_delta * 8.0f, player->fpv_viewpoint_smooth );
+   v3_lerp( cc->fpv_viewpoint_smooth, cc->fpv_viewpoint,
+            vg.time_frame_delta * 8.0f, cc->fpv_viewpoint_smooth );
 
-   v3_lerp( player->fpv_offset_smooth, player->fpv_offset,
-         vg.time_frame_delta * 8.0f, player->fpv_offset_smooth );
+   v3_lerp( cc->fpv_offset_smooth, cc->fpv_offset,
+            vg.time_frame_delta * 8.0f, cc->fpv_offset_smooth );
 
-   v3_lerp( player->tpv_offset_smooth, player->tpv_offset,
-         vg.time_frame_delta * 8.0f, player->tpv_offset_smooth );
+   v3_lerp( cc->tpv_offset_smooth, cc->tpv_offset,
+            vg.time_frame_delta * 8.0f, cc->tpv_offset_smooth );
 
    /* fov -- simple blend */
    float fov_skate = vg_lerpf( 97.0f, 135.0f, k_fov ),
          fov_walk  = vg_lerpf( 90.0f, 110.0f, k_fov );
 
-   player->cam.fov = vg_lerpf( fov_walk, fov_skate, player->camera_type_blend );
+   player->cam.fov = vg_lerpf( fov_walk, fov_skate, cc->camera_type_blend );
 
    /* 
     * first person camera
@@ -131,25 +127,24 @@ VG_STATIC void player__cam_iterate( player_instance *player )
    /* position */
    v3f fpv_pos, fpv_offset;
    m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], 
-               player->fpv_viewpoint_smooth, fpv_pos );
-   m3x3_mulv( player->rb.to_world, player->fpv_offset_smooth, fpv_offset );
+               cc->fpv_viewpoint_smooth, fpv_pos );
+   m3x3_mulv( player->rb.to_world, cc->fpv_offset_smooth, fpv_offset );
    v3_add( fpv_offset, fpv_pos, fpv_pos );
 
    /* angles */
    v3f velocity_angles;
-   v3_lerp( player->cam_velocity_smooth, player->rb.v, 4.0f*vg.time_frame_delta, 
-            player->cam_velocity_smooth );
+   v3_lerp( cc->cam_velocity_smooth, player->rb.v, 4.0f*vg.time_frame_delta, 
+            cc->cam_velocity_smooth );
 
    v3f velocity_local;
-   m3x3_mulv( player->invbasis, player->cam_velocity_smooth, velocity_local );
+   m3x3_mulv( player->invbasis, cc->cam_velocity_smooth, velocity_local );
    player_vector_angles( velocity_angles, velocity_local,
                          player->cam_velocity_coefficient_smooth,
                          player->cam_velocity_constant_smooth );
 
-   float inf_fpv = player->cam_velocity_influence_smooth *
-                   player->camera_type_blend,
+   float inf_fpv = player->cam_velocity_influence_smooth * cc->camera_type_blend,
          inf_tpv = player->cam_velocity_influence_smooth *
-                   (1.0f-player->camera_type_blend);
+                     (1.0f-cc->camera_type_blend);
 
    camera_lerp_angles( player->angles, velocity_angles, 
                         inf_fpv,
@@ -191,19 +186,19 @@ VG_STATIC void player__cam_iterate( player_instance *player )
    v3f pco;
    v4f pq;
    rb_extrapolate( &player->rb, pco, pq );
-   v3_lerp( player->tpv_lpf, pco, 20.0f*vg.time_frame_delta, player->tpv_lpf );
+   v3_lerp( cc->tpv_lpf, pco, 20.0f*vg.time_frame_delta, cc->tpv_lpf );
 
    /* now move into world */
    v3f tpv_pos, tpv_offset, tpv_origin;
 
    /* origin */
-   q_mulv( pq, player->tpv_offset_smooth, tpv_origin );
-   v3_add( tpv_origin, player->tpv_lpf, tpv_origin );
+   q_mulv( pq, cc->tpv_offset_smooth, tpv_origin );
+   v3_add( tpv_origin, cc->tpv_lpf, tpv_origin );
 
    /* offset */
    m3x3_mulv( player->basis, camera_follow_dir, camera_follow_dir );
    v3_muls( camera_follow_dir, 1.8f, tpv_offset );
-   v3_muladds( tpv_offset, player->cam_velocity_smooth, -0.025f, tpv_offset );
+   v3_muladds( tpv_offset, cc->cam_velocity_smooth, -0.025f, tpv_offset );
 
    v3_add( tpv_origin, tpv_offset, tpv_pos );
    f32 t; v3f n;
@@ -215,7 +210,7 @@ VG_STATIC void player__cam_iterate( player_instance *player )
    /* 
     * Blend cameras 
     */
-   v3_lerp( tpv_pos, fpv_pos, player->camera_type_blend, player->cam.pos );
+   v3_lerp( tpv_pos, fpv_pos, cc->camera_type_blend, player->cam.pos );
    v3_copy( player->angles, player->cam.angles );
 
    /* Camera shake */
@@ -286,7 +281,7 @@ VG_STATIC void player_look( player_instance *player, v3f angles )
 {
    if( vg_ui.wants_mouse ) return;
 
-   float sensitivity = 1.0f-menu.factive;
+   float sensitivity = skaterift.time_rate;
 
    angles[2] = 0.0f;
 
index 2423d35189274fe859d71092ce7da8ed27ed14d5..216ec8994ce79cdcb2983fd05c10f20fcf20fd7c 100644 (file)
@@ -41,7 +41,7 @@ VG_STATIC void player__drive_animate( player_instance *player,
 
 VG_STATIC void player__drive_post_animate( player_instance *player )
 {
-   if( player->camera_mode == k_cam_firstperson )
+   if( player->cam_control.camera_mode == k_cam_firstperson )
       player->cam_velocity_influence = 0.0f;
    else
       player->cam_velocity_influence = 1.0f;
index d687370573016ce3a98c4a3495f5dc75827edb63..851b98fb34c2ef0dabf74ea67df68990a7b3ba7c 100644 (file)
@@ -137,8 +137,7 @@ VG_STATIC void player_model_unload( struct player_model *board ){
    dynamic_model_unload( &board->mdl );
 }
 
-VG_STATIC void player__pre_render( 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;
@@ -173,145 +172,74 @@ VG_STATIC void player__pre_render( player_instance *player )
 
    if( _player_post_animate[ player->subsystem ] )
       _player_post_animate[ player->subsystem ]( player );
+}
 
-   struct player_avatar *av = player->playeravatar;
-   struct player_board *board = 
-      addon_cache_item_if_loaded( k_addon_type_board,
-                                  player->board_view_slot );
-
-   v3f vp0, vp1;
+VG_STATIC void player__pre_render( player_instance *player ){
+   player->cam_override_strength = 0.0f;
+   player_animate( player );
 
-   if( board ){
-      v3_copy((v3f){0.0f,0.1f, board->truck_positions[0][2]}, vp0 );
-      v3_copy((v3f){0.0f,0.1f, board->truck_positions[1][2]}, vp1 );
-   }
-   else{
-      v3_zero( vp0 );
-      v3_zero( vp1 );
-   }
+   /* dev playbacker */
+   if( k_replay_test ){
+      f64 speed = 1.0;
+      f64 target = player->replay.cursor;
 
-   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 );
+      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 );
+      }
 
-   if( player->immobile ){
-      player__cam_iterate( player );
-      return;
-   }
+      if( vg_getkey( SDLK_7 ) )
+         player->replay.control = k_replay_control_play;
 
-#if 0
-   if( player->rewinding ){
-      if( player->rewind_time <= 0.0f ){
-         double taken = vg.time - player->rewind_start;
-         vg_success( "Rewind took (rt, pt, tl): %f, %f, %f\n", 
-                           taken, player->rewind_predicted_time,
-                           player->rewind_total_length );
-
-         player->rewinding = 0;
-         player->rewind_length = 1;
-         player->rewind_total_length = 0.0f;
-         player->rewind_accum = 0.0f;
-         world_render.sky_target_rate = 1.0;
-         world_static.time = world_static.last_use;
+      if( player->replay.control == k_replay_control_play ){
+         target += vg.time_frame_delta;
+         replay_seek( &player->replay, target );
       }
-      else{
-         world_render.sky_target_rate = -100.0;
-
-         float budget         = vg.time_delta,
-               overall_length = player->rewind_length;
-
-         for( int i=0; (i<10)&&(player->rewind_time>0.0f)&&(budget>0.0f); i++ ){
-            /* Interpolate frames */
-            int i0 = floorf( player->rewind_time ),
-                i1 = VG_MIN( i0+1, player->rewind_length-1 );
-            
-            struct rewind_frame *fr =  &player->rewind_buffer[i0],
-                                *fr1 = &player->rewind_buffer[i1];
-
-            float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
-                  subl = vg_fractf( player->rewind_time ) + 0.001f,
-
-                  sramp = 3.0f-(1.0f/(0.4f+0.4f*player->rewind_time)),
-                  speed = sramp*28.0f + 0.5f*player->rewind_time,
-                  mod  = speed * (budget / dist),
-
-                  advl = vg_minf( mod, subl ),
-                  advt = (advl / mod) * budget;
-            
-            player->dist_accum += speed * advt;
-            player->rewind_time -= advl;
-            budget -= advt;
-         }
 
-         player->rewind_time = vg_maxf( 0.0f, player->rewind_time );
+      if( vg_getkey( SDLK_8 ) ){
+         replay_frame *prev = replay_find_recent_stateframe( &player->replay );
 
-         float current_time = vg.time - player->rewind_start,
-               remaining    = player->rewind_predicted_time - current_time;
+         if( prev ){
+            /* TODO: Make gamestate_apply function / swap ... */
+            replay_gamestate *gs = replay_frame_gamestate( prev, 0 );
 
-         if( player->rewind_sound_wait ){
-            if( player->rewind_predicted_time >= 6.5f ){
-               if( remaining <= 6.5f ){
-                  audio_lock();
-                  audio_oneshot( &audio_rewind[3], 1.0f, 0.0f );
-                  audio_unlock();
-                  player->rewind_sound_wait = 0;
-               }
+            if( gs->system == k_player_subsystem_walk ){
+               memcpy( &player->_walk.state, &gs->walk, 
+                        sizeof(struct player_walk_state) );
             }
-            else if( player->rewind_predicted_time >= 2.5f ){
-               if( remaining <= 2.5f ){
-                  audio_lock();
-                  audio_oneshot( &audio_rewind[2], 1.0f, 0.0f );
-                  audio_unlock();
-                  player->rewind_sound_wait = 0;
-               }
-            }
-            else if( player->rewind_predicted_time >= 1.5f ){
-               if( remaining <= 1.5f ){
-                  audio_lock();
-                  audio_oneshot( &audio_rewind[1], 1.0f, 0.0f );
-                  audio_unlock();
-                  player->rewind_sound_wait = 0;
-               }
+            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;
          }
-         
-         int i0 = floorf( player->rewind_time ),
-             i1 = VG_MIN( i0+1, player->rewind_length-1 );
-         
-         struct rewind_frame *fr =  &player->rewind_buffer[i0],
-                             *fr1 = &player->rewind_buffer[i1];
-         
-         float sub = vg_fractf(player->rewind_time);
-
-         v3_lerp( fr->pos, fr1->pos, sub, player->cam_override_pos );
-         player->cam_override_angles[0] = 
-            vg_alerpf( fr->ang[0], fr1->ang[0], sub );
-         player->cam_override_angles[1] = 
-            vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
-         player->cam_override_fov = player->cam.fov;
-
-         float blend = player->rewind_time * 0.25f;
-         player->cam_override_strength = vg_clampf( blend, 0.0f, 1.0f );
       }
-   }
-   else player->cam_override_strength = 0.0f;
-#else
-   player->cam_override_strength = 0.0f;
-#endif
-
-   player__cam_iterate( 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;
-      if( vg_getkey( SDLK_0 ) )
-         target += vg.time_frame_delta * speed;
-
-      replay_seek( &player->replay, target );
 
       player_animation res;
       replay_frame *frame = player->replay.cursor_frame;
@@ -320,6 +248,10 @@ VG_STATIC void player__pre_render( player_instance *player )
          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;
 
@@ -329,10 +261,28 @@ VG_STATIC void player__pre_render( player_instance *player )
    else {
       /* replay recorder */
       replay_buffer *replay = &player->replay;
-      f64 delta = vg.time - replay->cursor;
-      if( delta > (1.0/30.0) ){
+
+      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 /* or switching */ ){
+         gamestates = 1;
+      }
+      
+      if( (delta > k_replay_rate) || gamestates ){
+         replay_frame *frame = replay_newframe( replay, gamestates, 0 );
          replay->cursor = vg.time;
-         replay_frame *frame = replay_newframe( replay );
+         replay->cursor_frame = frame;
 
          player_animation *res = &frame->anim;
          v3_zero( res->root_co );
@@ -345,8 +295,51 @@ VG_STATIC void player__pre_render( player_instance *player )
          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 );
+
+   /* 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 );
+   v3f vp0, vp1;
+   if( board ){
+      v3_copy((v3f){0.0f,0.1f, board->truck_positions[0][2]}, vp0 );
+      v3_copy((v3f){0.0f,0.1f, board->truck_positions[1][2]}, vp1 );
+   }
+   else{
+      v3_zero( vp0 );
+      v3_zero( vp1 );
+   }
+
+   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 );
 }
 
 VG_STATIC void render_board( camera *cam, world_instance *world,
index 83b9b835544671c094d3172f0e9fb4feb4784272..f0487f4b36d99a7694d60dcddf69f46d84adbe36 100644 (file)
@@ -10,19 +10,40 @@ VG_STATIC void local_replay_init( u32 bytes ){
    vg_console_reg_var( "k_replay_test", &k_replay_test, k_var_dtype_i32, 0 );
 }
 
+replay_gamestate *replay_frame_gamestate( replay_frame *frame, u16 index ){
+   void *baseptr = frame;
+   
+   replay_gamestate *array = (baseptr + vg_align8( sizeof(replay_frame)));
+   return &array[ index ];
+}
+
+replay_sfx *replay_frame_sfx( replay_frame *frame, u16 index ){
+   void *gsarr = replay_frame_gamestate( frame, 0 );
+   u32 gssize = frame->gamestate_count * sizeof(replay_gamestate);
+
+   replay_sfx *array = (gsarr + vg_align8(gssize));
+   return &array[index];
+}
+
+u32 _replay_frame_size( u16 gamestate_count, u16 sfx_count ){
+   return vg_align8( sizeof( replay_frame ) ) + 
+          vg_align8( gamestate_count * sizeof(replay_gamestate) ) +
+          vg_align8( sfx_count * sizeof(replay_sfx) );
+}
+
 u32 replay_frame_size( replay_frame *frame ){
-   /* eventually it will be a dynamic size */
-   return vg_align8( sizeof( replay_frame ) );
+   return _replay_frame_size( frame->gamestate_count, frame->sfx_count );
 }
 
-VG_STATIC replay_frame *replay_newframe( replay_buffer *replay ){
+VG_STATIC replay_frame *replay_newframe( replay_buffer *replay, 
+                                         u16 gamestate_count, u16 sfx_count ){
    replay_frame *frame = NULL;
    if( replay->head ){
       assert( replay->head );
 
       u32 headsize = replay_frame_size( replay->head ),
           nextpos  = ((void *)replay->head - replay->data) + headsize,
-          nextsize = vg_align8( sizeof(replay_frame) );
+          nextsize = _replay_frame_size( gamestate_count, sfx_count );
 
       if( nextsize > replay->size ){
          vg_error( "Keyframe too big\n" );
@@ -38,36 +59,39 @@ check_again:;
 
       if( tailpos >= nextpos ){
          if( nextpos + nextsize > tailpos ){
-            if( replay->cursor_frame == replay->tail ){
+            /* remove links */
+            if( replay->cursor_frame == replay->tail )
                replay->cursor_frame = NULL;
-            }
+            if( replay->statehead == replay->tail )
+               replay->statehead = NULL;
 
+            /* pop node */
             replay->tail = replay->tail->r;
 
             if( replay->tail ) {
                replay->tail->l = NULL;
                goto check_again;
             }
-            else{
+            else
                replay->head = NULL;
-            }
          }
       }
 
       frame = replay->data + nextpos;
 
-      if( replay->head ){
+      if( replay->head )
          replay->head->r = frame;
-      }
    }
-   else {
+   else
       frame = replay->data;
-   }
 
+   frame->gamestate_count = gamestate_count;
+   frame->sfx_count = sfx_count;
    frame->l = replay->head;
    frame->r = NULL;
    replay->head = frame;
    if( !replay->tail ) replay->tail = frame;
+   if( gamestate_count ) replay->statehead = frame;
 
    return frame;
 }
@@ -94,7 +118,7 @@ VG_STATIC void replay_seek( replay_buffer *replay, f64 t ){
    dir = vg_signf( dir );
    
    u32 i=0;
-   for( ; i<100; i++ ){
+   for( ; i<1024; i++ ){
       if( dir < 0.0 )
          if( t > replay->cursor_frame->time ) break;
 
@@ -108,11 +132,27 @@ VG_STATIC void replay_seek( replay_buffer *replay, f64 t ){
          if( t < next->time ) break;
 
       replay->cursor_frame = next;
+      replay->cursor = next->time;
+
+      if( i == 1023 ) return;
    }
 
    replay->cursor = t;
 }
 
+VG_STATIC replay_frame *replay_find_recent_stateframe( replay_buffer *replay ){
+   replay_frame *frame = replay->cursor_frame;
+
+   u32 i=0;
+   for( ; i<4096; i++ ){
+      if( !frame ) return frame;
+      if( frame->gamestate_count ) return frame;
+      frame = frame->l;
+   }
+
+   return NULL;
+}
+
 VG_STATIC void replay_debug_info( player_instance *player ){
    player__debugtext( 2, "replay info" );
 
@@ -125,6 +165,13 @@ VG_STATIC void replay_debug_info( player_instance *player ){
 
    player__debugtext( 1, "head @%u | tail @%u\n", head, tail );
 
+   if( replay->statehead ){
+      u32 state = (void *)replay->statehead - replay->data;
+      player__debugtext( 1, "gs @%u\n", state );
+   }
+   else
+      player__debugtext( 1, "gs @NULL\n" );
+
    f64 start = replay->cursor,
        end   = replay->cursor;
    if( replay->tail ) start = replay->tail->time;
@@ -149,14 +196,42 @@ VG_STATIC void replay_imgui( player_instance *player ){
 
    char buffer[ 128 ];
 
+   /* mainbar */
    ui_px height = 20,
-         cwidth = 8;
+         cwidth = 2;
    ui_rect bar = { 0, vg.window_y - height, vg.window_x, height };
    ui_fill( bar, ui_colour( k_ui_bg ) );
 
+   /* cursor frame block */
+   if( replay->cursor_frame ){
+      if( replay->cursor_frame->r ){
+         f64 l = (replay->cursor_frame->r->time-replay->cursor_frame->time)/len,
+             s = (replay->cursor_frame->time - start) / len;
+         ui_rect box = { s*(f64)vg.window_x, bar[1]-2, 
+                         VG_MAX(4,(ui_px)l), bar[3]+2 };
+         ui_fill( box, ui_colour( k_ui_bg+4 ) );
+      }
+   }
+
+   /* cursor */
    ui_rect cusor = { cur * (f64)vg.window_x - (cwidth/2), bar[1], 
                      cwidth, bar[3] };
-   ui_fill( cusor, ui_colour( k_ui_bg+4 ) );
+   ui_fill( cusor, ui_colour( k_ui_bg+7 ) );
+
+   /* latest state marker */
+   if( replay->statehead ){
+      f64 t = (replay->statehead->time - start) / len;
+      ui_rect tag = { t*(f64)vg.window_x, bar[1]-8, 2, bar[3]+8 };
+      ui_fill( tag, ui_colour( k_ui_green+k_ui_brighter ) );
+   }
+
+   /* previous state marker */
+   replay_frame *prev = replay_find_recent_stateframe( replay );
+   if( prev ){
+      f64 t = (prev->time - start) / len;
+      ui_rect tag = { t*(f64)vg.window_x, bar[1]-8, 2, bar[3]+8 };
+      ui_fill( tag, ui_colour( k_ui_yellow+k_ui_brighter ) );
+   }
 
    cusor[1] -= height;
    cusor[2] = 200;
index 1befaada2a0f5f8a86747c58be5be61178d080d2..2c18d4c68a17797ca5425f9ae8e42948baeb81fe 100644 (file)
@@ -9,13 +9,21 @@ static i32 k_replay_test = 0;
 
 typedef struct replay_buffer replay_buffer;
 typedef struct replay_frame replay_frame;
+typedef struct replay_gamestate replay_gamestate;
+typedef struct replay_sfx replay_sfx;
 
 struct replay_buffer {
    void *data;
    u32 size; /* bytes */
 
-   replay_frame *head, *tail, *cursor_frame;
+   enum replay_control {
+      k_replay_control_scrub,
+      k_replay_control_play,
+   }
+   control;
 
+   replay_frame *head, *tail, *cursor_frame,
+                *statehead;
    f64 cursor;
 };
 
@@ -23,15 +31,40 @@ struct replay_frame {
    player_animation anim;
    struct board_pose board_pose;
 
+   v3f cam_pos, cam_angles;
+   f32 cam_fov;
+
    f64 time;
    replay_frame *l, *r;
 
-   /* eventually, sound events, player iframes and stuff? */
+   u16 gamestate_count, sfx_count;
+};
+
+struct replay_gamestate {
+   enum player_subsystem system;
+   rigidbody rb;
+   v3f angles;
+
+   struct player_cam_controller cam_control;
+
+   union {
+      struct player_skate_state skate;
+      struct player_walk_state  walk;
+   };
+};
+
+struct replay_sfx {
+   u32 none;
 };
 
 VG_STATIC void replay_debug_info( player_instance *player );
-VG_STATIC replay_frame *replay_newframe( replay_buffer *replay );
+VG_STATIC replay_frame *replay_newframe( replay_buffer *replay, 
+                                         u16 gamestate_count, u16 sfx_count );
 VG_STATIC void replay_imgui( player_instance *player );
 VG_STATIC void replay_seek( replay_buffer *replay, f64 t );
 
+replay_gamestate *replay_frame_gamestate( replay_frame *frame, u16 index );
+replay_sfx *replay_frame_sfx( replay_frame *frame, u16 index );
+VG_STATIC replay_frame *replay_find_recent_stateframe( replay_buffer *replay );
+
 #endif /* PLAYER_REPLAY_H */
index a796b7c67ee721c2ecfdb528f4bddf78691480f3..1ef19a1b6af6d67bdbddc6ebcc634f118d683803 100644 (file)
@@ -476,7 +476,7 @@ void player__approximate_best_trajectory( player_instance *player )
                float a = v2_dot( v0, v1 );
 
                float a_min = cosf( VG_PIf * 0.185f );
-               if( s->grind_cooldown )
+               if( s->state.grind_cooldown )
                   a_min = cosf( VG_PIf * 0.05f );
 
                /* check speed */
@@ -722,15 +722,15 @@ VG_STATIC void skate_apply_trick_model( player_instance *player )
    v3f Fd, Fs, F;
    v3f strength = { 3.7f, 3.6f, 8.0f };
 
-   v3_muls( s->board_trick_residualv, -4.0f , Fd );
-   v3_muls( s->board_trick_residuald, -10.0f, Fs );
+   v3_muls( s->state.board_trick_residualv, -4.0f , Fd );
+   v3_muls( s->state.board_trick_residuald, -10.0f, Fs );
    v3_add( Fd, Fs, F );
    v3_mul( strength, F, F );
 
-   v3_muladds( s->board_trick_residualv, F, k_rb_delta, 
-               s->board_trick_residualv );
-   v3_muladds( s->board_trick_residuald, s->board_trick_residualv,
-               k_rb_delta, s->board_trick_residuald );
+   v3_muladds( s->state.board_trick_residualv, F, k_rb_delta, 
+               s->state.board_trick_residualv );
+   v3_muladds( s->state.board_trick_residuald, s->state.board_trick_residualv,
+               k_rb_delta, s->state.board_trick_residuald );
 
    if( s->state.activity <= k_skate_activity_air_to_grind ){
       if( v3_length2( s->state.trick_vel ) < 0.0001f )
@@ -763,7 +763,7 @@ VG_STATIC void skate_apply_trick_model( player_instance *player )
          s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
          s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
          s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
-         v3_copy( s->state.trick_vel, s->board_trick_residualv );
+         v3_copy( s->state.trick_vel, s->state.board_trick_residualv );
          v3_zero( s->state.trick_vel );
       }
 
@@ -961,7 +961,7 @@ VG_STATIC void skate_apply_jump_model( player_instance *player )
          v3_normalize( jumpdir );
       }else{
          v3_copy( s->state.up_dir, jumpdir );
-         s->grind_cooldown = 30;
+         s->state.grind_cooldown = 30;
          s->state.activity = k_skate_activity_ground;
 
          v2f steer;
@@ -974,7 +974,7 @@ VG_STATIC void skate_apply_jump_model( player_instance *player )
          q_axis_angle( qtilt, s->grind_dir, tilt );
          q_mulv( qtilt, jumpdir, jumpdir );
       }
-      s->surface_cooldown = 10;
+      s->state.surface_cooldown = 10;
       
       float force = k_jump_force*s->state.jump_charge;
       v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
@@ -1195,7 +1195,7 @@ VG_STATIC void player__skate_post_update( player_instance *player )
       slide = 0.0f;
    }
 
-   f32 gate        = 1.0f-menu.factive,
+   f32 gate        = skaterift.time_rate,
        vol_main    = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * gate,
        vol_air     = sqrtf(       air *attn * 0.5f )              * gate,
        vol_slide   = sqrtf( (1.0f-air)*attn*slide * 0.25f )       * gate;
@@ -1962,13 +1962,13 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
 
-   if( s->grind_cooldown > 100 ){
+   if( s->state.grind_cooldown > 100 ){
       vg_fatal_error( "wth!\n" );
    }
 
    /* debounces this state manager a little bit */
-   if( s->grind_cooldown ){
-      s->grind_cooldown --;
+   if( s->state.grind_cooldown ){
+      s->state.grind_cooldown --;
       return k_skate_activity_undefined;
    }
 
@@ -2058,8 +2058,8 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
 
    if(      new_activity == k_skate_activity_undefined ){
       if( s->state.activity >= k_skate_activity_grind_any ){
-         s->grind_cooldown = 15;
-         s->surface_cooldown = 10;
+         s->state.grind_cooldown = 15;
+         s->state.surface_cooldown = 10;
       }
    }
    else if( new_activity == k_skate_activity_grind_boardslide ){
@@ -2203,8 +2203,8 @@ VG_STATIC void player__skate_update( player_instance *player )
       m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] );
    }
 
-   if( s->surface_cooldown ){
-      s->surface_cooldown --;
+   if( s->state.surface_cooldown ){
+      s->state.surface_cooldown --;
       contact_count = 0;
    }
 
@@ -2537,7 +2537,7 @@ begin_collision:;
       }
 
       f32 amt = k_cam_punch;
-      if( player->camera_mode == k_cam_firstperson ){
+      if( player->cam_control.camera_mode == k_cam_firstperson ){
          amt *= 0.25f;
       }
 
@@ -2586,8 +2586,6 @@ begin_collision:;
       q_mul( transport_rotation, s->state.smoothed_rotation,
                                  s->state.smoothed_rotation );
       rb_update_transform( &player->rb );
-
-      s->state_gate_storage = s->state;
       player__pass_gate( player, gate );
    }
 
@@ -2675,6 +2673,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
                                       player_animation *dest )
 {
    struct player_skate *s = &player->_skate;
+   struct player_skate_state *state = &player->_skate.state;
    struct player_avatar *av = player->playeravatar;
    struct skeleton *sk = &av->sk;
 
@@ -2703,19 +2702,22 @@ VG_STATIC void player__skate_animate( player_instance *player,
          kicks     = (vg_randf64()-0.5f)*2.0f*kickspeed,
          sign      = vg_signf( kicks );
 
-   s->wobble[0] = vg_lerpf( s->wobble[0], kicks*kicks*sign, 6.0f*vg.time_delta);
-   s->wobble[1] = vg_lerpf( s->wobble[1], s->wobble[0],     2.4f*vg.time_delta);
+   state->wobble[0] = vg_lerpf( state->wobble[0], kicks*kicks*sign, 
+                                6.0f*vg.time_delta);
+   state->wobble[1] = vg_lerpf( state->wobble[1], state->wobble[0],
+                                2.4f*vg.time_delta);
 
    offset[0] *= 0.26f;
-   offset[0] += s->wobble[1]*3.0f;
+   offset[0] += state->wobble[1]*3.0f;
 
    offset[1] *= -0.3f;
    offset[2] *= 0.01f;
 
-   offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(s->blend_slide)*0.9f);
+   offset[0]=vg_clampf(offset[0],-0.8f,0.8f)
+                  *(1.0f-fabsf(state->blend_slide)*0.9f);
    offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
 
-   v3_muls( offset, 0.3f, player->tpv_offset_extra );
+   v3_muls( offset, 0.3f, player->cam_control.tpv_offset_extra );
 
    /* 
     * Animation blending
@@ -2728,7 +2730,8 @@ VG_STATIC void player__skate_animate( player_instance *player,
       if( s->state.activity == k_skate_activity_ground )
          desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
 
-      s->blend_slide = vg_lerpf( s->blend_slide, desired, 2.4f*vg.time_delta);
+      state->blend_slide = 
+         vg_lerpf( state->blend_slide, desired, 2.4f*vg.time_delta);
    }
    
    /* movement information */
@@ -2743,10 +2746,14 @@ VG_STATIC void player__skate_animate( player_instance *player,
       if( s->state.activity >= k_skate_activity_grind_any )
          wdist = 0.0f;
 
-      s->blend_z     = vg_lerpf( s->blend_z,      dirz,  2.4f*vg.time_delta );
-      s->blend_x     = vg_lerpf( s->blend_x,      dirx,  0.6f*vg.time_delta );
-      s->blend_fly   = vg_lerpf( s->blend_fly,    fly,   3.4f*vg.time_delta );
-      s->blend_weight= vg_lerpf( s->blend_weight, wdist, 9.0f*vg.time_delta );
+      state->blend_z = 
+         vg_lerpf( state->blend_z,      dirz,  2.4f*vg.time_delta );
+      state->blend_x = 
+         vg_lerpf( state->blend_x,      dirx,  0.6f*vg.time_delta );
+      state->blend_fly = 
+         vg_lerpf( state->blend_fly,    fly,   3.4f*vg.time_delta );
+      state->blend_weight = 
+         vg_lerpf( state->blend_weight, wdist, 9.0f*vg.time_delta );
    }
 
    mdl_keyframe apose[32], bpose[32];
@@ -2754,10 +2761,11 @@ VG_STATIC void player__skate_animate( player_instance *player,
    {
       /* when the player is moving fast he will crouch down a little bit */
       float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
-      s->blend_stand = vg_lerpf( s->blend_stand, stand, 6.0f*vg.time_delta );
+      state->blend_stand = 
+         vg_lerpf( state->blend_stand, stand, 6.0f*vg.time_delta );
 
       /* stand/crouch */
-      float dir_frame   = s->blend_z * (15.0f/30.0f),
+      float dir_frame   = state->blend_z * (15.0f/30.0f),
             stand_blend = offset[1]*-2.0f;
 
       v2f steer;
@@ -2770,7 +2778,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
          f32 slide_dir = vg_signf(v3_dot(player->rb.v,player->rb.to_world[0]));
          s->state.delayed_slip_dir = slide_dir;
       }
-      lean1 = s->blend_slide * s->state.delayed_slip_dir;
+      lean1 = state->blend_slide * s->state.delayed_slip_dir;
 
       if( fabsf(lean1)>fabsf(lean2) ) lean = lean1;
       else                            lean = lean2;
@@ -2790,13 +2798,13 @@ VG_STATIC void player__skate_animate( player_instance *player,
       skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
 
       /* sliding */
-      float slide_frame = s->blend_x * (15.0f/30.0f);
+      float slide_frame = state->blend_x * (15.0f/30.0f);
       skeleton_sample_anim( sk, s->anim_slide, slide_frame, bpose );
-      skeleton_lerp_pose( sk, apose, bpose, s->blend_slide, apose );
+      skeleton_lerp_pose( sk, apose, bpose, state->blend_slide, apose );
 
       /* pushing */
       double push_time = vg.time - s->state.start_push;
-      s->blend_push = vg_lerpf( s->blend_push,
+      state->blend_push = vg_lerpf( state->blend_push,
                                (vg.time - s->state.cur_push) < 0.125,
                                6.0f*vg.time_delta );
 
@@ -2805,16 +2813,17 @@ VG_STATIC void player__skate_animate( player_instance *player,
       else
          skeleton_sample_anim( sk, s->anim_push_reverse, push_time, bpose );
 
-      skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose );
+      skeleton_lerp_pose( sk, apose, bpose, state->blend_push, apose );
 
       /* trick setup */
       float jump_start_frame = 14.0f/30.0f;
 
       float charge = s->state.jump_charge;
-      s->blend_jump = vg_lerpf( s->blend_jump, charge, 8.4f*vg.time_delta );
+      state->blend_jump = 
+         vg_lerpf( state->blend_jump, charge, 8.4f*vg.time_delta );
 
       float setup_frame = charge * jump_start_frame,
-            setup_blend = vg_minf( s->blend_jump, 1.0f );
+            setup_blend = vg_minf( state->blend_jump, 1.0f );
       
       float jump_frame = (vg.time - s->state.jump_time) + jump_start_frame;
       if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
@@ -2835,9 +2844,10 @@ VG_STATIC void player__skate_animate( player_instance *player,
 
       float target = -steer[1];
 
-      s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
+      state->blend_airdir = 
+         vg_lerpf( state->blend_airdir, target, 2.4f*vg.time_delta );
       
-      float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
+      float air_frame = (state->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
       skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
 
       static v2f grab_choice;
@@ -2860,7 +2870,8 @@ VG_STATIC void player__skate_animate( player_instance *player,
       skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose );
    }
 
-   skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose );
+   skeleton_lerp_pose( sk, ground_pose, air_pose, 
+                        state->blend_fly, dest->pose );
 
 
    mdl_keyframe *kf_board    = &dest->pose[av->id_board-1],
@@ -2884,19 +2895,22 @@ VG_STATIC void player__skate_animate( player_instance *player,
       }
 
       float grind=s->state.activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
-      s->blend_grind = vg_lerpf( s->blend_grind,  grind, 5.0f*vg.time_delta );
-      s->blend_grind_balance=vg_lerpf( s->blend_grind_balance, 
-                                       grind_frame, 5.0f*vg.time_delta );
+      state->blend_grind = 
+         vg_lerpf( state->blend_grind,  grind, 5.0f*vg.time_delta );
+      state->blend_grind_balance =
+         vg_lerpf( state->blend_grind_balance, 
+                   grind_frame, 5.0f*vg.time_delta );
 
-      grind_frame = s->blend_grind_balance * (15.0f/30.0f);
+      grind_frame = state->blend_grind_balance * (15.0f/30.0f);
 
       skeleton_sample_anim( sk, s->anim_grind, grind_frame, apose );
       skeleton_sample_anim( sk, s->anim_grind_jump, grind_frame, bpose );
-      skeleton_lerp_pose( sk, apose, bpose, s->blend_jump, grind_pose );
+      skeleton_lerp_pose( sk, apose, bpose, state->blend_jump, grind_pose );
    }
-   skeleton_lerp_pose( sk, dest->pose, grind_pose, s->blend_grind, dest->pose );
+   skeleton_lerp_pose( sk, dest->pose, grind_pose, 
+                       state->blend_grind, dest->pose );
 
-   float add_grab_mod = 1.0f - s->blend_fly;
+   float add_grab_mod = 1.0f - state->blend_fly;
 
    /* additive effects */
    {
@@ -2940,7 +2954,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
          float yaw_counter_rotate  = v3_dot(yaw_ref,yaw_smooth);
                yaw_counter_rotate  = vg_clampf(yaw_counter_rotate,-1.0f,1.0f);
                yaw_counter_rotate  = acosf( yaw_counter_rotate );
-               yaw_counter_rotate *= 1.0f-s->blend_fly;
+               yaw_counter_rotate *= 1.0f-state->blend_fly;
 
          v3f ndir;
          m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir );
@@ -2985,7 +2999,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
       v4f qtrickr, qyawr, qpitchr, qrollr;
       v3f eulerr;
 
-      v3_muls( s->board_trick_residuald, VG_TAUf, eulerr );
+      v3_muls( state->board_trick_residuald, VG_TAUf, eulerr );
 
       q_axis_angle( qyawr,   (v3f){0.0f,1.0f,0.0f}, eulerr[0] * 0.5f );
       q_axis_angle( qpitchr, (v3f){1.0f,0.0f,0.0f}, eulerr[1] );
@@ -3024,46 +3038,46 @@ VG_STATIC void player__skate_animate( player_instance *player,
       
       if( board ){
          /* foot weight distribution */
-         if( s->blend_weight > 0.0f ){
+         if( state->blend_weight > 0.0f ){
             kf_foot_l->co[2] = 
                vg_lerpf( kf_foot_l->co[2], 
                          board->truck_positions[k_board_truck_back][2]+0.3f, 
-                         0.5f*s->blend_weight );
+                         0.5f*state->blend_weight );
          }
          else{
             kf_foot_r->co[2] = 
                vg_lerpf( kf_foot_r->co[2], 
                          board->truck_positions[k_board_truck_front][2]-0.3f, 
-                         -0.5f*s->blend_weight );
+                         -0.5f*state->blend_weight );
          }
       }
 
       float slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f );
-      s->subslap = vg_lerpf( s->subslap, slapm, vg.time_delta*10.0f );
+      state->subslap = vg_lerpf( state->subslap, slapm, vg.time_delta*10.0f );
 
       kf_foot_l->co[1] += s->state.slap;
       kf_foot_r->co[1] += s->state.slap;
       kf_knee_l->co[1] += s->state.slap;
       kf_knee_r->co[1] += s->state.slap;
-      kf_board->co[1] += s->state.slap * s->subslap;
+      kf_board->co[1] += s->state.slap * state->subslap;
       kf_hip->co[1] += s->state.slap * 0.25f;
 
 
       f32 l = ((s->state.activity < k_skate_activity_ground) &&
                 v3_length2(s->state.trick_vel) > 0.1f )? 1: 0;
-      s->blend_trick_foot = vg_lerpf( s->blend_trick_foot, l,  
-                                      8.4f*vg.time_delta );
+      state->blend_trick_foot = vg_lerpf( state->blend_trick_foot, l,  
+                                          8.4f*vg.time_delta );
 
       if( s->state.trick_type == k_trick_type_kickflip ){
-         kf_foot_l->co[0] += s->blend_trick_foot * 0.2f;
+         kf_foot_l->co[0] += state->blend_trick_foot * 0.2f;
       }
       else if( s->state.trick_type == k_trick_type_shuvit ){
-         kf_foot_l->co[0] += s->blend_trick_foot * 0.1f;
-         kf_foot_r->co[0] -= s->blend_trick_foot * 0.15f;
+         kf_foot_l->co[0] += state->blend_trick_foot * 0.1f;
+         kf_foot_r->co[0] -= state->blend_trick_foot * 0.15f;
       }
       else if( s->state.trick_type == k_trick_type_treflip ){
-         kf_foot_l->co[0] += s->blend_trick_foot * 0.2f;
-         kf_foot_r->co[0] -= s->blend_trick_foot * 0.15f;
+         kf_foot_l->co[0] += state->blend_trick_foot * 0.2f;
+         kf_foot_r->co[0] -= state->blend_trick_foot * 0.15f;
       }
 
 
@@ -3095,7 +3109,8 @@ VG_STATIC void player__skate_animate( player_instance *player,
                 *kf_hand_r  = &dest->pose[av->id_ik_hand_r-1];
 
       float warble = perlin1d( vg.time, 2.0f, 2, 300 );
-            warble *= vg_maxf(s->blend_grind,fabsf(s->blend_weight)) * 0.3f;
+            warble *= vg_maxf(state->blend_grind,
+                              fabsf(state->blend_weight)) * 0.3f;
 
       v4f qrot;
       q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble );
@@ -3170,30 +3185,30 @@ VG_STATIC void player__skate_post_animate( player_instance *player )
                                    s->state.head_position );
 }
 
-VG_STATIC void player__skate_reset_animator( player_instance *player )
-{
+VG_STATIC void player__skate_reset_animator( player_instance *player ){
    struct player_skate *s = &player->_skate;
+   struct player_skate_state *state = &s->state;
 
    if( s->state.activity <= k_skate_activity_air_to_grind )
-      s->blend_fly = 1.0f;
+      state->blend_fly = 1.0f;
    else
-      s->blend_fly = 0.0f;
-
-   s->blend_slide = 0.0f;
-   s->blend_z = 0.0f;
-   s->blend_x = 0.0f;
-   s->blend_grind = 0.0f;
-   s->blend_grind_balance = 0.0f;
-   s->blend_stand = 0.0f;
-   s->blend_push = 0.0f;
-   s->blend_jump = 0.0f;
-   s->blend_airdir = 0.0f;
-   s->blend_weight = 0.0f;
-   s->subslap = 0.0f;
-   v2_zero( s->wobble );
-
-   v3_zero( s->board_trick_residuald );
-   v3_zero( s->board_trick_residualv );
+      state->blend_fly = 0.0f;
+
+   state->blend_slide = 0.0f;
+   state->blend_z = 0.0f;
+   state->blend_x = 0.0f;
+   state->blend_grind = 0.0f;
+   state->blend_grind_balance = 0.0f;
+   state->blend_stand = 0.0f;
+   state->blend_push = 0.0f;
+   state->blend_jump = 0.0f;
+   state->blend_airdir = 0.0f;
+   state->blend_weight = 0.0f;
+   state->subslap = 0.0f;
+   v2_zero( state->wobble );
+
+   v3_zero( state->board_trick_residuald );
+   v3_zero( state->board_trick_residualv );
    v3_zero( s->truckv0[0] );
    v3_zero( s->truckv0[1] );
 }
@@ -3227,8 +3242,8 @@ VG_STATIC void player__skate_clear_mechanics( player_instance *player )
    v3_zero( s->state.trick_vel );
    v3_zero( s->state.trick_euler );
    v3_zero( s->state.cog_v );
-   s->grind_cooldown = 0;
-   s->surface_cooldown = 0;
+   s->state.grind_cooldown = 0;
+   s->state.surface_cooldown = 0;
    v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
    v3_copy( player->rb.to_world[1], s->state.up_dir );
    v3_copy( player->rb.to_world[1], s->surface_picture );
@@ -3253,10 +3268,4 @@ VG_STATIC void player__skate_reset( player_instance *player,
    s->state.head_position[1] = 1.8f;
 }
 
-VG_STATIC void player__skate_restore( player_instance *player )
-{
-   struct player_skate *s = &player->_skate;
-   s->state = s->state_gate_storage;
-}
-
 #endif /* PLAYER_SKATE_C */
index 9fbc5634832050bb574dbd4c37054f3b7bf59267..c3ec0e6a81942392e99b43b5043c2b6546f2b66a 100644 (file)
@@ -24,8 +24,10 @@ struct player_skate{
       activity,
       activity_prev;
 
-      f32 reverse, slip, delayed_slip_dir;
+      u32 grind_cooldown,
+          surface_cooldown;
 
+      f32 reverse, slip, delayed_slip_dir;
       int manual_direction;
 
       /* tricks */
@@ -70,37 +72,37 @@ struct player_skate{
              air_init_co;
 
       v4f smoothed_rotation;
+
+      /* animator controls which require persistence */
+      v3f board_trick_residualv,
+          board_trick_residuald;
+      f32 blend_slide,
+          blend_z,
+          blend_x,
+          blend_fly,
+          blend_grind,
+          blend_grind_balance,
+          blend_stand,
+          blend_push,
+          blend_jump,
+          blend_airdir,
+          blend_weight,
+          blend_trick_foot,
+          subslap;
+      v2f wobble;
    }
-   state,
-   state_gate_storage;
+   state;
 
-   /* animation /audio */
+   /* animation /audio
+    * --------------------------------------------------------------*/
    struct skeleton_anim *anim_stand, *anim_highg, *anim_slide,
                         *anim_air, *anim_grind, *anim_grind_jump,
                         *anim_push,  *anim_push_reverse,
                         *anim_ollie, *anim_ollie_reverse,
                         *anim_grabs, *anim_stop;
-   v3f 
-       board_trick_residualv,
-       board_trick_residuald;
-
-   float blend_slide,
-         blend_z,
-         blend_x,
-         blend_fly,
-         blend_grind,
-         blend_grind_balance,
-         blend_stand,
-         blend_push,
-         blend_jump,
-         blend_airdir,
-         blend_weight,
-         blend_trick_foot,
-         subslap;
 
    /* vectors representing the direction of the axels in localspace */
    v3f truckv0[2];
-   v2f wobble;
 
    audio_channel *aud_main, *aud_slide, *aud_air;
    enum mdl_surface_prop surface, audio_surface;
@@ -116,7 +118,6 @@ struct player_skate{
       k_skate_sample_metal_scrape_generic
    }
    main_sample_type;
-
    player_pose holdout;
 
    /*
@@ -124,8 +125,7 @@ struct player_skate{
     * ----------------------------------------------------
     */
 
-   float substep,
-         substep_delta;
+   float substep, substep_delta;
 
    struct jump_info{
       v3f   log[50];
@@ -160,11 +160,7 @@ struct player_skate{
        grind_vec,
        grind_dir;
 
-   u32 grind_cooldown,
-       surface_cooldown;
-
    float grind_strength;
-
    struct grind_limit{
       v3f ra, n;
       float p;
index dea80e567e671cfaf4bb8b921aced0d055f6074d..21390c2610ee462aaafa770886a261b98fb1ce9c 100644 (file)
@@ -88,7 +88,7 @@ VG_STATIC void player_walk_drop_in_to_skate( player_instance *player )
    v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
    v3_copy( init_velocity, s->state.cog_v );
    v3_copy( init_velocity, player->rb.v );
-   v3_copy( init_velocity, player->cam_velocity_smooth );
+   v3_copy( init_velocity, player->cam_control.cam_velocity_smooth );
    v3_copy( (v3f){1.0f,0.0f,0.0f}, s->state.trick_euler );
 }
 
index cbefd25249a7be24b4e04f62419487458a35eefc..3fec7e0e6a3161ab4dd792aecb223909cc0ede9c 100644 (file)
@@ -294,8 +294,7 @@ VG_STATIC void vg_update_fixed(void)
    vehicle_update_fixed();
 }
 
-VG_STATIC void vg_update_post(void)
-{
+VG_STATIC void vg_update_post(void){
    if( skaterift.op == k_async_op_clientloading ) return;
 
    player__post_update( &localplayer );
@@ -321,7 +320,11 @@ VG_STATIC void vg_update_post(void)
    v3_copy( localplayer.rb.v, vg_audio.external_lister_velocity );
    audio_unlock();
 
-   vg.time_rate = 1.0f-menu.factive;
+   f32 target = 1.0f-(f32)(menu.active||k_replay_test);
+   skaterift.time_rate = vg_lerpf( skaterift.time_rate, target,
+                                   vg.time_frame_delta * 6.0f );
+
+   vg.time_rate = skaterift.time_rate;
    vehicle_update_post();
 }
 
@@ -351,9 +354,12 @@ VG_STATIC void present_view_with_post_processing(void)
                                      (vg.time_frame_delta*60.0) );
       shader_blitblur_uInverseRatio( inverse );
 
-      v2f menu_blurring;
-      v2_muls( (v2f){ 0.04f, 0.001f }, menu.factive, menu_blurring );
-      shader_blitblur_uOverrideDir( menu_blurring );
+      v2f override;
+      if( menu.active )
+         v2_muls( (v2f){ 0.04f, 0.001f }, 1.0f-skaterift.time_rate, override );
+      else 
+         v2_zero( override );
+      shader_blitblur_uOverrideDir( override );
 
       render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
       render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
index 23662035fcd928ea460ab11251e553691523b52d..aee794e05a5553d1a2d282b050612d1aa4ef0870 100644 (file)
@@ -24,8 +24,10 @@ struct{
       k_async_op_write_savedata,
    }
    op;
+
+   f32 time_rate;
 }
-static skaterift = { .op = k_async_op_clientloading };
+static skaterift = { .op = k_async_op_clientloading, .time_rate = 1.0f };
 
 /* Skaterift api */
 static void skaterift_change_world_start( void );