1 #ifndef PLAYER_RENDER_C
2 #define PLAYER_RENDER_C
5 #include "player_render.h"
7 #include "player_model.h"
8 #include "ent_skateshop.h"
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"
19 #include "player_remote.h"
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
);
28 struct skeleton
*sk
= &localplayer
.skeleton
;
29 skeleton_setup( sk
, vg_mem
.rtmemory
, meta
);
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" );
49 setup_ragdoll_from_skeleton( sk
, &localplayer
.ragdoll
);
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
);
58 /* TODO: Standard model load */
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" );
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
);
70 vg_tex2d_load_qoi_async( data
, tex0
->file
.pack_size
,
71 VG_TEX2D_NEAREST
|VG_TEX2D_CLAMP
,
74 mdl_async_load_glmesh( ctx
, &mdl
->mesh
, fixup_table
);
77 static void dynamic_model_unload( struct dynamic_model_1texture
*mdl
){
78 mesh_free( &mdl
->mesh
);
79 glDeleteTextures( 1, &mdl
->texture
);
82 /* TODO: allow error handling */
83 static void player_board_load( struct player_board
*board
,
86 vg_linear_clear( vg_mem
.scratch
);
89 mdl_open( &ctx
, path
, vg_mem
.scratch
);
90 mdl_load_metadata_block( &ctx
, vg_mem
.scratch
);
92 dynamic_model_load( &ctx
, &board
->mdl
, path
, NULL
);
94 mdl_array_ptr markers
;
95 MDL_LOAD_ARRAY( &ctx
, &markers
, ent_marker
, vg_mem
.scratch
);
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;
104 for( u32 i
=0; i
<mdl_arrcount(&ctx
.meshs
); i
++ ){
105 mdl_mesh
*mesh
= mdl_arritm( &ctx
.meshs
, i
);
107 if( mdl_entity_id_type( mesh
->entity_id
) != k_ent_marker
)
110 u32 index
= mdl_entity_id_id( mesh
->entity_id
);
111 ent_marker
*marker
= mdl_arritm( &markers
, index
);
113 mdl_submesh
*sm0
= mdl_arritm( &ctx
.submeshs
, mesh
->submesh_start
);
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;
119 if( !strcmp( alias
, "wheel" ) ){
121 board
->wheels
[ id
] = *sm0
;
122 v3_copy( marker
->transform
.co
, board
->wheel_positions
[ id
] );
124 else if( !strcmp( alias
, "board" ) ){
126 v3_copy( marker
->transform
.co
, board
->board_position
);
128 else if( !strcmp( alias
, "truck" ) ){
129 board
->trucks
[ fb
] = *sm0
;
130 v3_copy( marker
->transform
.co
, board
->truck_positions
[ fb
] );
137 static void player_board_unload( struct player_board
*board
){
138 dynamic_model_unload( &board
->mdl
);
141 static void player_model_load( struct player_model
*board
, const char *path
){
142 vg_linear_clear( vg_mem
.scratch
);
145 mdl_open( &ctx
, path
, vg_mem
.scratch
);
146 mdl_load_metadata_block( &ctx
, vg_mem
.scratch
);
148 if( !ctx
.armatures
.count
)
149 vg_fatal_error( "No armature in playermodel\n" );
151 mdl_armature
*armature
= mdl_arritm( &ctx
.armatures
, 0 );
153 u32 fixup_table
[ armature
->bone_count
+1 ];
154 for( u32 i
=0; i
<armature
->bone_count
+1; i
++ )
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
);
161 for( u32 j
=1; j
<armature
->bone_count
; j
++ ){
162 mdl_bone
*bone
= mdl_arritm( &ctx
.bones
, armature
->bone_start
+j
);
164 if( mdl_pstreq( &ctx
, bone
->pstr_name
, sb
->name
, hash
) ){
165 fixup_table
[j
+1] = i
;
171 dynamic_model_load( &ctx
, &board
->mdl
, path
, fixup_table
);
175 static void player_model_unload( struct player_model
*board
){
176 dynamic_model_unload( &board
->mdl
);
179 static void apply_full_skeleton_pose( struct skeleton
*sk
, player_pose
*pose
,
182 q_m3x3( pose
->root_q
, transform
);
183 v3_copy( pose
->root_co
, transform
[3] );
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
);
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
);
202 static void player__animate(void){
203 struct player_subsystem_interface
*sys
=
204 player_subsystems
[localplayer
.subsystem
];
206 struct player_board
*board
=
207 addon_cache_item_if_loaded( k_addon_type_board
,
208 localplayer
.board_view_slot
);
210 assert( sys
->animate
);
212 assert( sys
->animator_data
);
216 player_pose
*pose
= &localplayer
.pose
;
217 sys
->pose( sys
->animator_data
, pose
);
219 struct skeleton
*sk
= &localplayer
.skeleton
;
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
);
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
);
231 localplayer
.holdout_time
-= vg
.time_frame_delta
* 2.0f
;
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
);
239 sys
->effects( sys
->animator_data
, localplayer
.final_mtx
, board
,
240 &localplayer
.effect_data
);
243 skeleton_debug( sk
, localplayer
.final_mtx
);
245 if( sys
->post_animate
)
248 player__cam_iterate();
251 static void player_copy_frame_animator( replay_frame
*frame
){
252 struct player_subsystem_interface
*sys
=
253 player_subsystems
[localplayer
.subsystem
];
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
);
261 static void lerp_player_pose( player_pose
*pose0
, player_pose
*pose1
, f32 t
,
262 player_pose
*posed
){
263 struct skeleton
*sk
= &localplayer
.skeleton
;
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
);
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
);
275 skeleton_lerp_pose( sk
, pose0
->keyframes
, pose1
->keyframes
, t
,
280 static void player__animate_from_replay( replay_buffer
*replay
){
281 replay_frame
*frame
= replay
->cursor_frame
,
287 f32 t
= replay_subframe_time( replay
);
289 player_pose pose0
, pose1
;
291 struct player_subsystem_interface
292 *sys0
= player_subsystems
[frame
->system
],
293 *sys1
= player_subsystems
[next
->system
];
295 void *a0
= replay_frame_data( frame
, k_replay_framedata_animator
),
296 *a1
= replay_frame_data( next
, k_replay_framedata_animator
);
298 sys0
->pose( a0
, &pose0
);
299 sys1
->pose( a1
, &pose1
);
301 lerp_player_pose( &pose0
, &pose1
, t
, &localplayer
.pose
);
304 struct player_subsystem_interface
305 *sys
= player_subsystems
[frame
->system
];
306 sys
->pose( replay_frame_data( frame
, k_replay_framedata_animator
),
312 apply_full_skeleton_pose( &localplayer
.skeleton
, &localplayer
.pose
,
313 localplayer
.final_mtx
);
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
);
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
);
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
);
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
)
343 board
= &localplayer
.fallback_board
;
346 * adding depth compare to this shader
351 glActiveTexture( GL_TEXTURE0
);
352 glBindTexture( GL_TEXTURE_2D
, board
->mdl
.texture
);
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
);
360 shader_model_board_view_uDepthCompare(1);
362 shader_model_board_view_uTexSceneDepth
,
363 shader_model_board_view_uInverseRatioDepth
,
364 shader_model_board_view_uInverseRatioMain
,
367 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, model_board_view
);
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
);
375 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, model_entity
);
378 mesh_bind( &board
->mdl
.mesh
);
382 if( board
->board
.indice_count
){
384 m3x3_identity( mlocal
);
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
);
396 v3_add( board
->board_position
, kf
.co
, mlocal
[3] );
397 q_m3x3( kf
.q
, mlocal
);
399 m4x3_mul( root
, mlocal
, mlocal
);
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
);
409 shader_model_board_view_uMdl( mlocal
);
411 mdl_draw_submesh( &board
->board
);
414 for( int i
=0; i
<2; i
++ ){
415 if( !board
->trucks
[i
].indice_count
)
419 m3x3_identity( mlocal
);
420 v3_copy( board
->truck_positions
[i
], mlocal
[3] );
421 m4x3_mul( root
, mlocal
, mlocal
);
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
);
430 shader_model_board_view_uMdl( mlocal
);
432 mdl_draw_submesh( &board
->trucks
[i
] );
435 for( int i
=0; i
<4; i
++ ){
436 if( !board
->wheels
[i
].indice_count
)
440 m3x3_identity( mlocal
);
441 v3_copy( board
->wheel_positions
[i
], mlocal
[3] );
442 m4x3_mul( root
, mlocal
, mlocal
);
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
);
451 shader_model_board_view_uMdl( mlocal
);
453 mdl_draw_submesh( &board
->wheels
[i
] );
457 static void render_playermodel( camera
*cam
, world_instance
*world
,
459 struct player_model
*model
,
460 struct skeleton
*skeleton
,
464 shader_model_character_view_use();
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
);
472 shader_model_character_view_uDepthCompare( depth_compare
);
475 shader_model_character_view_uTexSceneDepth
,
476 shader_model_character_view_uInverseRatioDepth
,
477 shader_model_character_view_uInverseRatioMain
,
481 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, model_character_view
);
483 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms
,
484 skeleton
->bone_count
,
486 (const GLfloat
*)final_mtx
);
488 mesh_bind( &model
->mdl
.mesh
);
489 mesh_draw( &model
->mdl
.mesh
);
492 static void player__render( camera
*cam
){
493 world_instance
*world
= world_current_instance();
494 SDL_AtomicLock( &addon_system
.sl_cache_using_resources
);
496 struct player_model
*model
=
497 addon_cache_item_if_loaded( k_addon_type_player
,
498 localplayer
.playermodel_view_slot
);
500 if( !model
) model
= &localplayer
.fallback_model
;
501 render_playermodel( cam
, world
, 1, model
, &localplayer
.skeleton
,
502 localplayer
.final_mtx
);
504 struct player_board
*board
=
505 addon_cache_item_if_loaded( k_addon_type_board
,
506 localplayer
.board_view_slot
);
508 render_board( cam
, world
, board
, localplayer
.final_mtx
[localplayer
.id_board
],
509 &localplayer
.pose
.board
, k_board_shader_player
);
511 SDL_AtomicUnlock( &addon_system
.sl_cache_using_resources
);
514 #endif /* PLAYER_RENDER_C */