ragdoll quality improvements
[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
21 static void player_load_animation_reference( const char *path ){
22 mdl_context *meta = &localplayer.skeleton_meta;
23 mdl_open( meta, path, vg_mem.rtmemory );
24 mdl_load_metadata_block( meta, vg_mem.rtmemory );
25 mdl_load_animation_block( meta, vg_mem.rtmemory );
26 mdl_close( meta );
27
28 struct skeleton *sk = &localplayer.skeleton;
29 skeleton_setup( sk, vg_mem.rtmemory, meta );
30
31 localplayer.id_hip = skeleton_bone_id( sk, "hips" );
32 localplayer.id_chest = skeleton_bone_id( sk, "chest" );
33 localplayer.id_ik_hand_l = skeleton_bone_id( sk, "hand.IK.L" );
34 localplayer.id_ik_hand_r = skeleton_bone_id( sk, "hand.IK.R" );
35 localplayer.id_ik_elbow_l = skeleton_bone_id( sk, "elbow.L" );
36 localplayer.id_ik_elbow_r = skeleton_bone_id( sk, "elbow.R" );
37 localplayer.id_head = skeleton_bone_id( sk, "head" );
38 localplayer.id_foot_l = skeleton_bone_id( sk, "foot.L" );
39 localplayer.id_foot_r = skeleton_bone_id( sk, "foot.R" );
40 localplayer.id_ik_foot_l = skeleton_bone_id( sk, "foot.IK.L" );
41 localplayer.id_ik_foot_r = skeleton_bone_id( sk, "foot.IK.R" );
42 localplayer.id_board = skeleton_bone_id( sk, "board" );
43 localplayer.id_wheel_l = skeleton_bone_id( sk, "wheel.L" );
44 localplayer.id_wheel_r = skeleton_bone_id( sk, "wheel.R" );
45 localplayer.id_ik_knee_l = skeleton_bone_id( sk, "knee.L" );
46 localplayer.id_ik_knee_r = skeleton_bone_id( sk, "knee.R" );
47 localplayer.id_eyes = skeleton_bone_id( sk, "eyes" );
48
49 setup_ragdoll_from_skeleton( sk, &localplayer.ragdoll );
50
51 /* allocate matrix buffers for localplayer and remote players */
52 u32 mtx_size = sizeof(m4x3f)*sk->bone_count;
53 localplayer.final_mtx = vg_linear_alloc( vg_mem.rtmemory, mtx_size );
54 netplayers.final_mtx = vg_linear_alloc( vg_mem.rtmemory,
55 mtx_size*NETWORK_MAX_PLAYERS );
56 }
57
58 /* TODO: Standard model load */
59
60 static void dynamic_model_load( mdl_context *ctx,
61 struct dynamic_model_1texture *mdl,
62 const char *path, u32 *fixup_table ){
63 if( !mdl_arrcount( &ctx->textures ) )
64 vg_fatal_error( "No texture in model" );
65
66 mdl_texture *tex0 = mdl_arritm( &ctx->textures, 0 );
67 void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size );
68 mdl_fread_pack_file( ctx, &tex0->file, data );
69
70 vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
71 VG_TEX2D_NEAREST|VG_TEX2D_CLAMP,
72 &mdl->texture );
73
74 mdl_async_load_glmesh( ctx, &mdl->mesh, fixup_table );
75 }
76
77 static void dynamic_model_unload( struct dynamic_model_1texture *mdl ){
78 mesh_free( &mdl->mesh );
79 glDeleteTextures( 1, &mdl->texture );
80 }
81
82 /* TODO: allow error handling */
83 static void player_board_load( struct player_board *board,
84 const char *path ){
85
86 vg_linear_clear( vg_mem.scratch );
87
88 mdl_context ctx;
89 mdl_open( &ctx, path, vg_mem.scratch );
90 mdl_load_metadata_block( &ctx, vg_mem.scratch );
91
92 dynamic_model_load( &ctx, &board->mdl, path, NULL );
93
94 mdl_array_ptr markers;
95 MDL_LOAD_ARRAY( &ctx, &markers, ent_marker, vg_mem.scratch );
96
97 /* TODO: you get put into a new section, the above is standard mdl loads. */
98 for( int i=0; i<4; i++ )
99 board->wheels[i].indice_count = 0;
100 for( int i=0; i<2; i++ )
101 board->trucks[i].indice_count = 0;
102 board->board.indice_count = 0;
103
104 for( u32 i=0; i<mdl_arrcount(&ctx.meshs); i++ ){
105 mdl_mesh *mesh = mdl_arritm( &ctx.meshs, i );
106
107 if( mdl_entity_id_type( mesh->entity_id ) != k_ent_marker )
108 continue;
109
110 u32 index = mdl_entity_id_id( mesh->entity_id );
111 ent_marker *marker = mdl_arritm( &markers, index );
112
113 mdl_submesh *sm0 = mdl_arritm( &ctx.submeshs, mesh->submesh_start );
114
115 const char *alias = mdl_pstr( &ctx, marker->pstr_alias );
116 u32 lr = marker->transform.co[0] > 0.0f? 1: 0,
117 fb = marker->transform.co[2] > 0.0f? 0: 1;
118
119 if( !strcmp( alias, "wheel" ) ){
120 u32 id = fb<<1 | lr;
121 board->wheels[ id ] = *sm0;
122 v3_copy( marker->transform.co, board->wheel_positions[ id ] );
123 }
124 else if( !strcmp( alias, "board" ) ){
125 board->board = *sm0;
126 v3_copy( marker->transform.co, board->board_position );
127 }
128 else if( !strcmp( alias, "truck" ) ){
129 board->trucks[ fb ] = *sm0;
130 v3_copy( marker->transform.co, board->truck_positions[ fb ] );
131 }
132 }
133
134 mdl_close( &ctx );
135 }
136
137 static void player_board_unload( struct player_board *board ){
138 dynamic_model_unload( &board->mdl );
139 }
140
141 static void player_model_load( struct player_model *board, const char *path){
142 vg_linear_clear( vg_mem.scratch );
143
144 mdl_context ctx;
145 mdl_open( &ctx, path, vg_mem.scratch );
146 mdl_load_metadata_block( &ctx, vg_mem.scratch );
147
148 if( !ctx.armatures.count )
149 vg_fatal_error( "No armature in playermodel\n" );
150
151 mdl_armature *armature = mdl_arritm( &ctx.armatures, 0 );
152
153 u32 fixup_table[ armature->bone_count+1 ];
154 for( u32 i=0; i<armature->bone_count+1; i ++ )
155 fixup_table[i] = 0;
156
157 for( u32 i=1; i<localplayer.skeleton.bone_count; i ++ ){
158 struct skeleton_bone *sb = &localplayer.skeleton.bones[i];
159 u32 hash = vg_strdjb2( sb->name );
160
161 for( u32 j=1; j<armature->bone_count; j ++ ){
162 mdl_bone *bone = mdl_arritm( &ctx.bones, armature->bone_start+j );
163
164 if( mdl_pstreq( &ctx, bone->pstr_name, sb->name, hash ) ){
165 fixup_table[j+1] = i;
166 break;
167 }
168 }
169 }
170
171 dynamic_model_load( &ctx, &board->mdl, path, fixup_table );
172 mdl_close( &ctx );
173 }
174
175 static void player_model_unload( struct player_model *board ){
176 dynamic_model_unload( &board->mdl );
177 }
178
179 static void apply_full_skeleton_pose( struct skeleton *sk, player_pose *pose,
180 m4x3f *final_mtx ){
181 m4x3f transform;
182 q_m3x3( pose->root_q, transform );
183 v3_copy( pose->root_co, transform[3] );
184
185 if( pose->type == k_player_pose_type_ik ){
186 skeleton_apply_pose( sk, pose->keyframes,
187 k_anim_apply_defer_ik, final_mtx );
188 skeleton_apply_ik_pass( sk, final_mtx );
189 skeleton_apply_pose( sk, pose->keyframes,
190 k_anim_apply_deffered_only, final_mtx );
191 skeleton_apply_inverses( sk, final_mtx );
192 skeleton_apply_transform( sk, transform, final_mtx );
193 }
194 else if( pose->type == k_player_pose_type_fk_2 ){
195 skeleton_apply_pose( sk, pose->keyframes,
196 k_anim_apply_always, final_mtx );
197 skeleton_apply_inverses( sk, final_mtx );
198 skeleton_apply_transform( sk, transform, final_mtx );
199 }
200 }
201
202 static void player__animate(void){
203 struct player_subsystem_interface *sys =
204 player_subsystems[localplayer.subsystem];
205
206 struct player_board *board =
207 addon_cache_item_if_loaded( k_addon_type_board,
208 localplayer.board_view_slot );
209
210 assert( sys->animate );
211 assert( sys->pose );
212 assert( sys->animator_data );
213
214 sys->animate();
215
216 player_pose *pose = &localplayer.pose;
217 sys->pose( sys->animator_data, pose );
218
219 struct skeleton *sk = &localplayer.skeleton;
220
221 if( localplayer.holdout_time > 0.0f ){
222 skeleton_lerp_pose( sk,
223 pose->keyframes,localplayer.holdout_pose.keyframes,
224 localplayer.holdout_time, pose->keyframes );
225
226 v3_muladds( pose->root_co, localplayer.holdout_pose.root_co,
227 localplayer.holdout_time, pose->root_co );
228 q_nlerp( pose->root_q, localplayer.holdout_pose.root_q,
229 localplayer.holdout_time, pose->root_q );
230
231 localplayer.holdout_time -= vg.time_frame_delta * 2.0f;
232 }
233
234 effect_blink_apply( &localplayer.effect_data.blink,
235 &localplayer.pose, vg.time_delta );
236 apply_full_skeleton_pose( sk, &localplayer.pose, localplayer.final_mtx );
237
238 if( sys->effects ){
239 sys->effects( sys->animator_data, localplayer.final_mtx, board,
240 &localplayer.effect_data );
241 }
242
243 skeleton_debug( sk, localplayer.final_mtx );
244
245 if( sys->post_animate )
246 sys->post_animate();
247
248 player__cam_iterate();
249 }
250
251 static void player_copy_frame_animator( replay_frame *frame ){
252 struct player_subsystem_interface *sys =
253 player_subsystems[localplayer.subsystem];
254
255 if( sys->animator_size ){
256 void *src = replay_frame_data( frame, k_replay_framedata_animator );
257 memcpy( sys->animator_data, src, sys->animator_size );
258 }
259 }
260
261 static void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t,
262 player_pose *posed ){
263 struct skeleton *sk = &localplayer.skeleton;
264
265 v3_lerp( pose0->root_co, pose1->root_co, t, posed->root_co );
266 q_nlerp( pose0->root_q, pose1->root_q, t, posed->root_q );
267 posed->type = pose0->type;
268 posed->board.lean = vg_lerpf( pose0->board.lean, pose1->board.lean, t );
269
270 if( pose0->type != pose1->type ){
271 /* it would be nice to apply IK pass in-keyframes. TOO BAD! */
272 skeleton_copy_pose( sk, pose0->keyframes, posed->keyframes );
273 }
274 else {
275 skeleton_lerp_pose( sk, pose0->keyframes, pose1->keyframes, t,
276 posed->keyframes );
277 }
278 }
279
280 static void player__animate_from_replay( replay_buffer *replay ){
281 replay_frame *frame = replay->cursor_frame,
282 *next = NULL;
283 if( frame ){
284 next = frame->r;
285
286 if( next ){
287 f32 t = replay_subframe_time( replay );
288
289 player_pose pose0, pose1;
290
291 struct player_subsystem_interface
292 *sys0 = player_subsystems[frame->system],
293 *sys1 = player_subsystems[next->system];
294
295 void *a0 = replay_frame_data( frame, k_replay_framedata_animator ),
296 *a1 = replay_frame_data( next, k_replay_framedata_animator );
297
298 sys0->pose( a0, &pose0 );
299 sys1->pose( a1, &pose1 );
300
301 lerp_player_pose( &pose0, &pose1, t, &localplayer.pose );
302 }
303 else{
304 struct player_subsystem_interface
305 *sys = player_subsystems[frame->system];
306 sys->pose( replay_frame_data( frame, k_replay_framedata_animator ),
307 &localplayer.pose );
308 }
309 }
310 else return;
311
312 apply_full_skeleton_pose( &localplayer.skeleton, &localplayer.pose,
313 localplayer.final_mtx );
314 }
315
316 static void player__pre_render(void){
317 /* shadowing/ao info */
318 struct player_board *board =
319 addon_cache_item_if_loaded( k_addon_type_board,
320 localplayer.board_view_slot );
321 v3f vp0, vp1;
322 if( board ){
323 v3_copy((v3f){0.0f,0.1f, board->truck_positions[0][2]}, vp0 );
324 v3_copy((v3f){0.0f,0.1f, board->truck_positions[1][2]}, vp1 );
325 }
326 else{
327 v3_zero( vp0 );
328 v3_zero( vp1 );
329 }
330
331 struct ub_world_lighting *ubo = &world_current_instance()->ub_lighting;
332 v3f *board_mtx = localplayer.final_mtx[ localplayer.id_board ];
333 m4x3_mulv( board_mtx, vp0, ubo->g_board_0 );
334 m4x3_mulv( board_mtx, vp1, ubo->g_board_1 );
335 }
336
337 static void render_board( camera *cam, world_instance *world,
338 struct player_board *board, m4x3f root,
339 struct player_board_pose *pose,
340 enum board_shader shader )
341 {
342 if( !board )
343 board = &localplayer.fallback_board;
344
345 /* TODO:
346 * adding depth compare to this shader
347 */
348
349 v3f inverse;
350
351 glActiveTexture( GL_TEXTURE0 );
352 glBindTexture( GL_TEXTURE_2D, board->mdl.texture );
353
354 if( shader == k_board_shader_player ){
355 shader_model_board_view_use();
356 shader_model_board_view_uTexMain( 0 );
357 shader_model_board_view_uCamera( cam->transform[3] );
358 shader_model_board_view_uPv( cam->mtx.pv );
359
360 shader_model_board_view_uDepthCompare(1);
361 depth_compare_bind(
362 shader_model_board_view_uTexSceneDepth,
363 shader_model_board_view_uInverseRatioDepth,
364 shader_model_board_view_uInverseRatioMain,
365 cam );
366
367 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_board_view );
368 }
369 else if( shader == k_board_shader_entity ){
370 shader_model_entity_use();
371 shader_model_entity_uTexMain( 0 );
372 shader_model_entity_uCamera( cam->transform[3] );
373 shader_model_entity_uPv( cam->mtx.pv );
374
375 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_entity );
376 }
377
378 mesh_bind( &board->mdl.mesh );
379
380 m4x4f m4mdl;
381
382 if( board->board.indice_count ){
383 m4x3f mlocal;
384 m3x3_identity( mlocal );
385
386 mdl_keyframe kf;
387 v3_zero( kf.co );
388 q_identity( kf.q );
389 v3_zero( kf.s );
390
391 v4f qroll;
392 q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, pose->lean * 0.6f );
393 keyframe_rotate_around( &kf, (v3f){0.0f,0.11f,0.0f},
394 (v3f){0.0f,0.0f,0.0f}, qroll );
395
396 v3_add( board->board_position, kf.co, mlocal[3] );
397 q_m3x3( kf.q, mlocal );
398
399 m4x3_mul( root, mlocal, mlocal );
400
401 if( shader == k_board_shader_entity ){
402 /* TODO: provide a way to supply previous mdl mtx? */
403 m4x3_expand( mlocal, m4mdl );
404 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
405 shader_model_entity_uPvmPrev( m4mdl );
406 shader_model_entity_uMdl( mlocal );
407 }
408 else
409 shader_model_board_view_uMdl( mlocal );
410
411 mdl_draw_submesh( &board->board );
412 }
413
414 for( int i=0; i<2; i++ ){
415 if( !board->trucks[i].indice_count )
416 continue;
417
418 m4x3f mlocal;
419 m3x3_identity( mlocal );
420 v3_copy( board->truck_positions[i], mlocal[3] );
421 m4x3_mul( root, mlocal, mlocal );
422
423 if( shader == k_board_shader_entity ){
424 m4x3_expand( mlocal, m4mdl );
425 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
426 shader_model_entity_uPvmPrev( m4mdl );
427 shader_model_entity_uMdl( mlocal );
428 }
429 else
430 shader_model_board_view_uMdl( mlocal );
431
432 mdl_draw_submesh( &board->trucks[i] );
433 }
434
435 for( int i=0; i<4; i++ ){
436 if( !board->wheels[i].indice_count )
437 continue;
438
439 m4x3f mlocal;
440 m3x3_identity( mlocal );
441 v3_copy( board->wheel_positions[i], mlocal[3] );
442 m4x3_mul( root, mlocal, mlocal );
443
444 if( shader == k_board_shader_entity ){
445 m4x3_expand( mlocal, m4mdl );
446 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
447 shader_model_entity_uPvmPrev( m4mdl );
448 shader_model_entity_uMdl( mlocal );
449 }
450 else
451 shader_model_board_view_uMdl( mlocal );
452
453 mdl_draw_submesh( &board->wheels[i] );
454 }
455 }
456
457 static void render_playermodel( camera *cam, world_instance *world,
458 int depth_compare,
459 struct player_model *model,
460 struct skeleton *skeleton,
461 m4x3f *final_mtx ){
462 if( !model ) return;
463
464 shader_model_character_view_use();
465
466 glActiveTexture( GL_TEXTURE0 );
467 glBindTexture( GL_TEXTURE_2D, model->mdl.texture );
468 shader_model_character_view_uTexMain( 0 );
469 shader_model_character_view_uCamera( cam->transform[3] );
470 shader_model_character_view_uPv( cam->mtx.pv );
471
472 shader_model_character_view_uDepthCompare( depth_compare );
473 if( depth_compare ){
474 depth_compare_bind(
475 shader_model_character_view_uTexSceneDepth,
476 shader_model_character_view_uInverseRatioDepth,
477 shader_model_character_view_uInverseRatioMain,
478 cam );
479 }
480
481 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_character_view );
482
483 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
484 skeleton->bone_count,
485 0,
486 (const GLfloat *)final_mtx );
487
488 mesh_bind( &model->mdl.mesh );
489 mesh_draw( &model->mdl.mesh );
490 }
491
492 static void player__render( camera *cam ){
493 world_instance *world = world_current_instance();
494 SDL_AtomicLock( &addon_system.sl_cache_using_resources );
495
496 struct player_model *model =
497 addon_cache_item_if_loaded( k_addon_type_player,
498 localplayer.playermodel_view_slot );
499
500 if( !model ) model = &localplayer.fallback_model;
501 render_playermodel( cam, world, 1, model, &localplayer.skeleton,
502 localplayer.final_mtx );
503
504 struct player_board *board =
505 addon_cache_item_if_loaded( k_addon_type_board,
506 localplayer.board_view_slot );
507
508 render_board( cam, world, board, localplayer.final_mtx[localplayer.id_board],
509 &localplayer.pose.board, k_board_shader_player );
510
511 SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
512 }
513
514 #endif /* PLAYER_RENDER_C */