40c2f9a73b5d5db2c3a828e9970ee93287ea5224
[carveJwlIkooP6JGAAIwe30JlM.git] / player_render.c
1 #ifndef PLAYER_RENDER_C
2 #define PLAYER_RENDER_C
3
4 #include "player.h"
5 #include "player_render.h"
6 #include "camera.h"
7 #include "player_model.h"
8 #include "ent_skateshop.h"
9 #include "audio.h"
10 #include "input.h"
11
12 #include "shaders/model_character_view.h"
13 #include "shaders/model_board_view.h"
14 #include "shaders/model_entity.h"
15 #include "shaders/model_board_view.h"
16 #include "depth_compare.h"
17
18 #include "network.h"
19 #include "player_remote.h"
20 #include "player_glide.h"
21
22 static void player_load_animation_reference( const char *path ){
23 mdl_context *meta = &localplayer.skeleton_meta;
24 mdl_open( meta, path, vg_mem.rtmemory );
25 mdl_load_metadata_block( meta, vg_mem.rtmemory );
26 mdl_load_animation_block( meta, vg_mem.rtmemory );
27 mdl_close( meta );
28
29 struct skeleton *sk = &localplayer.skeleton;
30 skeleton_setup( sk, vg_mem.rtmemory, meta );
31
32 localplayer.id_world = skeleton_bone_id( sk, "world" );
33 localplayer.id_hip = skeleton_bone_id( sk, "hips" );
34 localplayer.id_chest = skeleton_bone_id( sk, "chest" );
35 localplayer.id_ik_hand_l = skeleton_bone_id( sk, "hand.IK.L" );
36 localplayer.id_ik_hand_r = skeleton_bone_id( sk, "hand.IK.R" );
37 localplayer.id_ik_elbow_l = skeleton_bone_id( sk, "elbow.L" );
38 localplayer.id_ik_elbow_r = skeleton_bone_id( sk, "elbow.R" );
39 localplayer.id_head = skeleton_bone_id( sk, "head" );
40 localplayer.id_foot_l = skeleton_bone_id( sk, "foot.L" );
41 localplayer.id_foot_r = skeleton_bone_id( sk, "foot.R" );
42 localplayer.id_ik_foot_l = skeleton_bone_id( sk, "foot.IK.L" );
43 localplayer.id_ik_foot_r = skeleton_bone_id( sk, "foot.IK.R" );
44 localplayer.id_board = skeleton_bone_id( sk, "board" );
45 localplayer.id_wheel_l = skeleton_bone_id( sk, "wheel.L" );
46 localplayer.id_wheel_r = skeleton_bone_id( sk, "wheel.R" );
47 localplayer.id_ik_knee_l = skeleton_bone_id( sk, "knee.L" );
48 localplayer.id_ik_knee_r = skeleton_bone_id( sk, "knee.R" );
49 localplayer.id_eyes = skeleton_bone_id( sk, "eyes" );
50
51 for( i32 i=0; i<sk->bone_count; i ++ ){
52 localplayer.skeleton_mirror[i] = 0;
53 }
54
55 for( i32 i=1; i<sk->bone_count-1; i ++ ){
56 struct skeleton_bone *si = &sk->bones[i];
57
58 char tmp[64];
59 vg_str str;
60 vg_strnull( &str, tmp, 64 );
61 vg_strcat( &str, si->name );
62
63 char *L = vg_strch( &str, 'L' );
64 if( !L ) continue;
65 u32 len = L-tmp;
66
67 for( i32 j=i+1; j<sk->bone_count; j ++ ){
68 struct skeleton_bone *sj = &sk->bones[j];
69
70 if( !strncmp( si->name, sj->name, len ) ){
71 if( sj->name[len] == 'R' ){
72 localplayer.skeleton_mirror[i] = j;
73 localplayer.skeleton_mirror[j] = i;
74 break;
75 }
76 }
77 }
78 }
79
80 setup_ragdoll_from_skeleton( sk, &localplayer.ragdoll );
81
82 /* allocate matrix buffers for localplayer and remote players */
83 u32 mtx_size = sizeof(m4x3f)*sk->bone_count;
84 localplayer.final_mtx = vg_linear_alloc( vg_mem.rtmemory, mtx_size );
85 netplayers.final_mtx = vg_linear_alloc( vg_mem.rtmemory,
86 mtx_size*NETWORK_MAX_PLAYERS );
87 netplayers.glider_mtx = vg_linear_alloc( vg_mem.rtmemory,
88 sizeof(m4x3f)*NETWORK_MAX_PLAYERS );
89 }
90
91 /* TODO: Standard model load */
92
93 static void dynamic_model_load( mdl_context *ctx,
94 struct dynamic_model_1texture *mdl,
95 const char *path, u32 *fixup_table ){
96 if( !mdl_arrcount( &ctx->textures ) )
97 vg_fatal_error( "No texture in model" );
98
99 mdl_texture *tex0 = mdl_arritm( &ctx->textures, 0 );
100 void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size );
101 mdl_fread_pack_file( ctx, &tex0->file, data );
102
103 vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
104 VG_TEX2D_NEAREST|VG_TEX2D_CLAMP,
105 &mdl->texture );
106
107 mdl_async_load_glmesh( ctx, &mdl->mesh, fixup_table );
108 }
109
110 static void dynamic_model_unload( struct dynamic_model_1texture *mdl ){
111 mesh_free( &mdl->mesh );
112 glDeleteTextures( 1, &mdl->texture );
113 }
114
115 /* TODO: allow error handling */
116 static void player_board_load( struct player_board *board,
117 const char *path ){
118
119 vg_linear_clear( vg_mem.scratch );
120
121 mdl_context ctx;
122 mdl_open( &ctx, path, vg_mem.scratch );
123 mdl_load_metadata_block( &ctx, vg_mem.scratch );
124
125 dynamic_model_load( &ctx, &board->mdl, path, NULL );
126
127 mdl_array_ptr markers;
128 MDL_LOAD_ARRAY( &ctx, &markers, ent_marker, vg_mem.scratch );
129
130 /* TODO: you get put into a new section, the above is standard mdl loads. */
131 for( int i=0; i<4; i++ )
132 board->wheels[i].indice_count = 0;
133 for( int i=0; i<2; i++ )
134 board->trucks[i].indice_count = 0;
135 board->board.indice_count = 0;
136
137 for( u32 i=0; i<mdl_arrcount(&ctx.meshs); i++ ){
138 mdl_mesh *mesh = mdl_arritm( &ctx.meshs, i );
139
140 if( mdl_entity_id_type( mesh->entity_id ) != k_ent_marker )
141 continue;
142
143 u32 index = mdl_entity_id_id( mesh->entity_id );
144 ent_marker *marker = mdl_arritm( &markers, index );
145
146 mdl_submesh *sm0 = mdl_arritm( &ctx.submeshs, mesh->submesh_start );
147
148 const char *alias = mdl_pstr( &ctx, marker->pstr_alias );
149 u32 lr = marker->transform.co[0] > 0.0f? 1: 0,
150 fb = marker->transform.co[2] > 0.0f? 0: 1;
151
152 if( !strcmp( alias, "wheel" ) ){
153 u32 id = fb<<1 | lr;
154 board->wheels[ id ] = *sm0;
155 v3_copy( marker->transform.co, board->wheel_positions[ id ] );
156 }
157 else if( !strcmp( alias, "board" ) ){
158 board->board = *sm0;
159 v3_copy( marker->transform.co, board->board_position );
160 }
161 else if( !strcmp( alias, "truck" ) ){
162 board->trucks[ fb ] = *sm0;
163 v3_copy( marker->transform.co, board->truck_positions[ fb ] );
164 }
165 }
166
167 mdl_close( &ctx );
168 }
169
170 static void player_board_unload( struct player_board *board ){
171 dynamic_model_unload( &board->mdl );
172 }
173
174 static void player_model_load( struct player_model *board, const char *path){
175 vg_linear_clear( vg_mem.scratch );
176
177 mdl_context ctx;
178 mdl_open( &ctx, path, vg_mem.scratch );
179 mdl_load_metadata_block( &ctx, vg_mem.scratch );
180
181 if( !ctx.armatures.count )
182 vg_fatal_error( "No armature in playermodel\n" );
183
184 mdl_armature *armature = mdl_arritm( &ctx.armatures, 0 );
185
186 u32 fixup_table[ armature->bone_count+1 ];
187 for( u32 i=0; i<armature->bone_count+1; i ++ )
188 fixup_table[i] = 0;
189
190 for( u32 i=1; i<localplayer.skeleton.bone_count; i ++ ){
191 struct skeleton_bone *sb = &localplayer.skeleton.bones[i];
192 u32 hash = vg_strdjb2( sb->name );
193
194 for( u32 j=1; j<armature->bone_count; j ++ ){
195 mdl_bone *bone = mdl_arritm( &ctx.bones, armature->bone_start+j );
196
197 if( mdl_pstreq( &ctx, bone->pstr_name, sb->name, hash ) ){
198 fixup_table[j+1] = i;
199 break;
200 }
201 }
202 }
203
204 dynamic_model_load( &ctx, &board->mdl, path, fixup_table );
205 mdl_close( &ctx );
206 }
207
208 static void player_model_unload( struct player_model *board ){
209 dynamic_model_unload( &board->mdl );
210 }
211
212 static void apply_full_skeleton_pose( struct skeleton *sk, player_pose *pose,
213 m4x3f *final_mtx ){
214 m4x3f transform;
215 q_m3x3( pose->root_q, transform );
216 v3_copy( pose->root_co, transform[3] );
217
218 if( pose->type == k_player_pose_type_ik ){
219 skeleton_apply_pose( sk, pose->keyframes,
220 k_anim_apply_defer_ik, final_mtx );
221 skeleton_apply_ik_pass( sk, final_mtx );
222 skeleton_apply_pose( sk, pose->keyframes,
223 k_anim_apply_deffered_only, final_mtx );
224 skeleton_apply_inverses( sk, final_mtx );
225 skeleton_apply_transform( sk, transform, final_mtx );
226 }
227 else if( pose->type == k_player_pose_type_fk_2 ){
228 skeleton_apply_pose( sk, pose->keyframes,
229 k_anim_apply_always, final_mtx );
230 skeleton_apply_inverses( sk, final_mtx );
231 skeleton_apply_transform( sk, transform, final_mtx );
232 }
233 }
234
235 static void player__animate(void){
236 struct player_subsystem_interface *sys =
237 player_subsystems[localplayer.subsystem];
238
239 struct player_board *board =
240 addon_cache_item_if_loaded( k_addon_type_board,
241 localplayer.board_view_slot );
242
243 assert( sys->animate );
244 assert( sys->pose );
245 assert( sys->animator_data );
246
247 sys->animate();
248
249 player_pose *pose = &localplayer.pose;
250 sys->pose( sys->animator_data, pose );
251
252 struct skeleton *sk = &localplayer.skeleton;
253
254 if( localplayer.holdout_time > 0.0f ){
255 skeleton_lerp_pose( sk,
256 pose->keyframes,localplayer.holdout_pose.keyframes,
257 localplayer.holdout_time, pose->keyframes );
258
259 v3_muladds( pose->root_co, localplayer.holdout_pose.root_co,
260 localplayer.holdout_time, pose->root_co );
261 q_nlerp( pose->root_q, localplayer.holdout_pose.root_q,
262 localplayer.holdout_time, pose->root_q );
263
264 localplayer.holdout_time -= vg.time_frame_delta / 0.25f;
265 }
266
267 effect_blink_apply( &localplayer.effect_data.blink,
268 &localplayer.pose, vg.time_delta );
269 apply_full_skeleton_pose( sk, &localplayer.pose, localplayer.final_mtx );
270
271 if( sys->effects ){
272 sys->effects( sys->animator_data, localplayer.final_mtx, board,
273 &localplayer.effect_data );
274 }
275
276 skeleton_debug( sk, localplayer.final_mtx );
277
278 if( sys->post_animate )
279 sys->post_animate();
280
281 player__observe_system( localplayer.subsystem );
282 if( sys->sfx_comp )
283 sys->sfx_comp( sys->animator_data );
284
285 player__cam_iterate();
286 }
287
288 static void player_copy_frame_animator( replay_frame *frame ){
289 struct player_subsystem_interface *sys =
290 player_subsystems[localplayer.subsystem];
291
292 if( sys->animator_size ){
293 void *src = replay_frame_data( frame, k_replay_framedata_animator );
294 memcpy( sys->animator_data, src, sys->animator_size );
295 }
296 }
297
298 static void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t,
299 player_pose *posed ){
300 struct skeleton *sk = &localplayer.skeleton;
301
302 v3_lerp( pose0->root_co, pose1->root_co, t, posed->root_co );
303 q_nlerp( pose0->root_q, pose1->root_q, t, posed->root_q );
304 posed->type = pose0->type;
305 posed->board.lean = vg_lerpf( pose0->board.lean, pose1->board.lean, t );
306
307 if( pose0->type != pose1->type ){
308 /* it would be nice to apply IK pass in-keyframes. TOO BAD! */
309 skeleton_copy_pose( sk, pose0->keyframes, posed->keyframes );
310 }
311 else {
312 skeleton_lerp_pose( sk, pose0->keyframes, pose1->keyframes, t,
313 posed->keyframes );
314 }
315 }
316
317 static void player__observe_system( enum player_subsystem id ){
318 if( id != localplayer.observing_system ){
319 struct player_subsystem_interface *sysm1 =
320 player_subsystems[ localplayer.observing_system ];
321
322 if( sysm1->sfx_kill ) sysm1->sfx_kill();
323 localplayer.observing_system = id;
324 }
325 }
326
327 static void player__animate_from_replay( replay_buffer *replay ){
328 replay_frame *frame = replay->cursor_frame,
329 *next = NULL;
330 if( frame ){
331 next = frame->r;
332
333 struct player_subsystem_interface
334 *sys0 = player_subsystems[frame->system];
335 void *a0 = replay_frame_data( frame, k_replay_framedata_animator );
336
337 struct replay_glider_data
338 *g0 = replay_frame_data( frame, k_replay_framedata_glider ),
339 *g1;
340
341 f32 t = 0.0f;
342
343 if( next ){
344 t = replay_subframe_time( replay );
345
346 player_pose pose0, pose1;
347
348 struct player_subsystem_interface
349 *sys1 = player_subsystems[next->system];
350 void *a1 = replay_frame_data( next, k_replay_framedata_animator );
351
352 sys0->pose( a0, &pose0 );
353 sys1->pose( a1, &pose1 );
354
355 lerp_player_pose( &pose0, &pose1, t, &localplayer.pose );
356 g1 = replay_frame_data( next, k_replay_framedata_glider );
357 }
358 else{
359 sys0->pose( a0, &localplayer.pose );
360 g1 = NULL;
361 }
362
363 player__observe_system( frame->system );
364 if( sys0->sfx_comp )
365 sys0->sfx_comp( a0 );
366
367 if( g0 ){
368 if( g0->glider_orphan ){
369 if( g1 ){
370 v3_lerp( g0->co, g1->co, t, player_glide.rb.co );
371 q_nlerp( g0->q, g1->q, t, player_glide.rb.q );
372 }
373 else {
374 v3_copy( g0->co, player_glide.rb.co );
375 v4_copy( g0->q, player_glide.rb.q );
376 }
377
378 rb_update_matrices( &player_glide.rb );
379 }
380
381 if( g1 )
382 player_glide.t = vg_lerpf( g0->t, g1->t, t );
383 else
384 player_glide.t = g0->t;
385
386 localplayer.have_glider = g0->have_glider;
387 localplayer.glider_orphan = g0->glider_orphan;
388 }
389 else /* no glider data in g1, or edge case we dont care about */ {
390 localplayer.have_glider = 0;
391 localplayer.glider_orphan = 0;
392 player_glide.t = 0.0f;
393 }
394 }
395 else return;
396
397 apply_full_skeleton_pose( &localplayer.skeleton, &localplayer.pose,
398 localplayer.final_mtx );
399 }
400
401 static void player__pre_render(void){
402 /* shadowing/ao info */
403 struct player_board *board =
404 addon_cache_item_if_loaded( k_addon_type_board,
405 localplayer.board_view_slot );
406 v3f vp0, vp1;
407 if( board ){
408 v3_copy((v3f){0.0f,0.1f, board->truck_positions[0][2]}, vp0 );
409 v3_copy((v3f){0.0f,0.1f, board->truck_positions[1][2]}, vp1 );
410 }
411 else{
412 v3_zero( vp0 );
413 v3_zero( vp1 );
414 }
415
416 struct ub_world_lighting *ubo = &world_current_instance()->ub_lighting;
417 v3f *board_mtx = localplayer.final_mtx[ localplayer.id_board ];
418 m4x3_mulv( board_mtx, vp0, ubo->g_board_0 );
419 m4x3_mulv( board_mtx, vp1, ubo->g_board_1 );
420 }
421
422 static void render_board( camera *cam, world_instance *world,
423 struct player_board *board, m4x3f root,
424 struct player_board_pose *pose,
425 enum board_shader shader )
426 {
427 if( !board )
428 board = &localplayer.fallback_board;
429
430 /* TODO:
431 * adding depth compare to this shader
432 */
433
434 v3f inverse;
435
436 glActiveTexture( GL_TEXTURE0 );
437 glBindTexture( GL_TEXTURE_2D, board->mdl.texture );
438
439 if( shader == k_board_shader_player ){
440 shader_model_board_view_use();
441 shader_model_board_view_uTexMain( 0 );
442 shader_model_board_view_uCamera( cam->transform[3] );
443 shader_model_board_view_uPv( cam->mtx.pv );
444
445 shader_model_board_view_uDepthCompare(1);
446 depth_compare_bind(
447 shader_model_board_view_uTexSceneDepth,
448 shader_model_board_view_uInverseRatioDepth,
449 shader_model_board_view_uInverseRatioMain,
450 cam );
451
452 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_board_view );
453 }
454 else if( shader == k_board_shader_entity ){
455 shader_model_entity_use();
456 shader_model_entity_uTexMain( 0 );
457 shader_model_entity_uCamera( cam->transform[3] );
458 shader_model_entity_uPv( cam->mtx.pv );
459
460 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_entity );
461 }
462
463 mesh_bind( &board->mdl.mesh );
464
465 m4x4f m4mdl;
466
467 if( board->board.indice_count ){
468 m4x3f mlocal;
469 m3x3_identity( mlocal );
470
471 mdl_keyframe kf;
472 v3_zero( kf.co );
473 q_identity( kf.q );
474 v3_zero( kf.s );
475
476 v4f qroll;
477 q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, pose->lean * 0.6f );
478 keyframe_rotate_around( &kf, (v3f){0.0f,0.11f,0.0f},
479 (v3f){0.0f,0.0f,0.0f}, qroll );
480
481 v3_add( board->board_position, kf.co, mlocal[3] );
482 q_m3x3( kf.q, mlocal );
483
484 m4x3_mul( root, mlocal, mlocal );
485
486 if( shader == k_board_shader_entity ){
487 /* TODO: provide a way to supply previous mdl mtx? */
488 m4x3_expand( mlocal, m4mdl );
489 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
490 shader_model_entity_uPvmPrev( m4mdl );
491 shader_model_entity_uMdl( mlocal );
492 }
493 else
494 shader_model_board_view_uMdl( mlocal );
495
496 mdl_draw_submesh( &board->board );
497 }
498
499 for( int i=0; i<2; i++ ){
500 if( !board->trucks[i].indice_count )
501 continue;
502
503 m4x3f mlocal;
504 m3x3_identity( mlocal );
505 v3_copy( board->truck_positions[i], mlocal[3] );
506 m4x3_mul( root, mlocal, mlocal );
507
508 if( shader == k_board_shader_entity ){
509 m4x3_expand( mlocal, m4mdl );
510 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
511 shader_model_entity_uPvmPrev( m4mdl );
512 shader_model_entity_uMdl( mlocal );
513 }
514 else
515 shader_model_board_view_uMdl( mlocal );
516
517 mdl_draw_submesh( &board->trucks[i] );
518 }
519
520 for( int i=0; i<4; i++ ){
521 if( !board->wheels[i].indice_count )
522 continue;
523
524 m4x3f mlocal;
525 m3x3_identity( mlocal );
526 v3_copy( board->wheel_positions[i], mlocal[3] );
527 m4x3_mul( root, mlocal, mlocal );
528
529 if( shader == k_board_shader_entity ){
530 m4x3_expand( mlocal, m4mdl );
531 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
532 shader_model_entity_uPvmPrev( m4mdl );
533 shader_model_entity_uMdl( mlocal );
534 }
535 else
536 shader_model_board_view_uMdl( mlocal );
537
538 mdl_draw_submesh( &board->wheels[i] );
539 }
540 }
541
542 static void render_playermodel( camera *cam, world_instance *world,
543 int depth_compare,
544 struct player_model *model,
545 struct skeleton *skeleton,
546 m4x3f *final_mtx ){
547 if( !model ) return;
548
549 shader_model_character_view_use();
550
551 glActiveTexture( GL_TEXTURE0 );
552 glBindTexture( GL_TEXTURE_2D, model->mdl.texture );
553 shader_model_character_view_uTexMain( 0 );
554 shader_model_character_view_uCamera( cam->transform[3] );
555 shader_model_character_view_uPv( cam->mtx.pv );
556
557 shader_model_character_view_uDepthCompare( depth_compare );
558 if( depth_compare ){
559 depth_compare_bind(
560 shader_model_character_view_uTexSceneDepth,
561 shader_model_character_view_uInverseRatioDepth,
562 shader_model_character_view_uInverseRatioMain,
563 cam );
564 }
565
566 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_character_view );
567
568 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
569 skeleton->bone_count,
570 0,
571 (const GLfloat *)final_mtx );
572
573 mesh_bind( &model->mdl.mesh );
574 mesh_draw( &model->mdl.mesh );
575 }
576
577 static void player__render( camera *cam ){
578 world_instance *world = world_current_instance();
579 SDL_AtomicLock( &addon_system.sl_cache_using_resources );
580
581 struct player_model *model =
582 addon_cache_item_if_loaded( k_addon_type_player,
583 localplayer.playermodel_view_slot );
584
585 if( !model ) model = &localplayer.fallback_model;
586 render_playermodel( cam, world, 1, model, &localplayer.skeleton,
587 localplayer.final_mtx );
588
589 struct player_board *board =
590 addon_cache_item_if_loaded( k_addon_type_board,
591 localplayer.board_view_slot );
592
593 render_board( cam, world, board, localplayer.final_mtx[localplayer.id_board],
594 &localplayer.pose.board, k_board_shader_player );
595
596 SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
597
598 glEnable( GL_CULL_FACE );
599 player_glide_render( cam, world, &localplayer.pose );
600 glDisable( GL_CULL_FACE );
601 }
602
603 static void player_mirror_pose( mdl_keyframe pose[32],
604 mdl_keyframe mirrored[32] ){
605 mdl_keyframe temp[32];
606
607 struct skeleton *sk = &localplayer.skeleton;
608 for( u32 i=1; i<sk->bone_count; i ++ ){
609 mdl_keyframe *dest = &temp[i-1];
610 u8 mapping = localplayer.skeleton_mirror[i];
611
612 if( mapping ) *dest = pose[mapping-1]; /* R */
613 else *dest = pose[i-1]; /* L */
614
615 dest->co[2] *= -1.0f;
616 dest->q[0] *= -1.0f;
617 dest->q[1] *= -1.0f;
618 }
619
620 for( u32 i=0; i<sk->bone_count-1; i ++ ){
621 mirrored[i] = temp[i];
622 }
623 }
624 #endif /* PLAYER_RENDER_C */