adjust input filtering
[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 for( i32 i=0; i<sk->bone_count; i ++ ){
50 localplayer.skeleton_mirror[i] = 0;
51 }
52
53 for( i32 i=1; i<sk->bone_count-1; i ++ ){
54 struct skeleton_bone *si = &sk->bones[i];
55
56 char tmp[64];
57 vg_str str;
58 vg_strnull( &str, tmp, 64 );
59 vg_strcat( &str, si->name );
60
61 char *L = vg_strch( &str, 'L' );
62 if( !L ) continue;
63 u32 len = L-tmp;
64
65 for( i32 j=i+1; j<sk->bone_count; j ++ ){
66 struct skeleton_bone *sj = &sk->bones[j];
67
68 if( !strncmp( si->name, sj->name, len ) ){
69 if( sj->name[len] == 'R' ){
70 localplayer.skeleton_mirror[i] = j;
71 localplayer.skeleton_mirror[j] = i;
72 break;
73 }
74 }
75 }
76 }
77
78 setup_ragdoll_from_skeleton( sk, &localplayer.ragdoll );
79
80 /* allocate matrix buffers for localplayer and remote players */
81 u32 mtx_size = sizeof(m4x3f)*sk->bone_count;
82 localplayer.final_mtx = vg_linear_alloc( vg_mem.rtmemory, mtx_size );
83 netplayers.final_mtx = vg_linear_alloc( vg_mem.rtmemory,
84 mtx_size*NETWORK_MAX_PLAYERS );
85 }
86
87 /* TODO: Standard model load */
88
89 static void dynamic_model_load( mdl_context *ctx,
90 struct dynamic_model_1texture *mdl,
91 const char *path, u32 *fixup_table ){
92 if( !mdl_arrcount( &ctx->textures ) )
93 vg_fatal_error( "No texture in model" );
94
95 mdl_texture *tex0 = mdl_arritm( &ctx->textures, 0 );
96 void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size );
97 mdl_fread_pack_file( ctx, &tex0->file, data );
98
99 vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
100 VG_TEX2D_NEAREST|VG_TEX2D_CLAMP,
101 &mdl->texture );
102
103 mdl_async_load_glmesh( ctx, &mdl->mesh, fixup_table );
104 }
105
106 static void dynamic_model_unload( struct dynamic_model_1texture *mdl ){
107 mesh_free( &mdl->mesh );
108 glDeleteTextures( 1, &mdl->texture );
109 }
110
111 /* TODO: allow error handling */
112 static void player_board_load( struct player_board *board,
113 const char *path ){
114
115 vg_linear_clear( vg_mem.scratch );
116
117 mdl_context ctx;
118 mdl_open( &ctx, path, vg_mem.scratch );
119 mdl_load_metadata_block( &ctx, vg_mem.scratch );
120
121 dynamic_model_load( &ctx, &board->mdl, path, NULL );
122
123 mdl_array_ptr markers;
124 MDL_LOAD_ARRAY( &ctx, &markers, ent_marker, vg_mem.scratch );
125
126 /* TODO: you get put into a new section, the above is standard mdl loads. */
127 for( int i=0; i<4; i++ )
128 board->wheels[i].indice_count = 0;
129 for( int i=0; i<2; i++ )
130 board->trucks[i].indice_count = 0;
131 board->board.indice_count = 0;
132
133 for( u32 i=0; i<mdl_arrcount(&ctx.meshs); i++ ){
134 mdl_mesh *mesh = mdl_arritm( &ctx.meshs, i );
135
136 if( mdl_entity_id_type( mesh->entity_id ) != k_ent_marker )
137 continue;
138
139 u32 index = mdl_entity_id_id( mesh->entity_id );
140 ent_marker *marker = mdl_arritm( &markers, index );
141
142 mdl_submesh *sm0 = mdl_arritm( &ctx.submeshs, mesh->submesh_start );
143
144 const char *alias = mdl_pstr( &ctx, marker->pstr_alias );
145 u32 lr = marker->transform.co[0] > 0.0f? 1: 0,
146 fb = marker->transform.co[2] > 0.0f? 0: 1;
147
148 if( !strcmp( alias, "wheel" ) ){
149 u32 id = fb<<1 | lr;
150 board->wheels[ id ] = *sm0;
151 v3_copy( marker->transform.co, board->wheel_positions[ id ] );
152 }
153 else if( !strcmp( alias, "board" ) ){
154 board->board = *sm0;
155 v3_copy( marker->transform.co, board->board_position );
156 }
157 else if( !strcmp( alias, "truck" ) ){
158 board->trucks[ fb ] = *sm0;
159 v3_copy( marker->transform.co, board->truck_positions[ fb ] );
160 }
161 }
162
163 mdl_close( &ctx );
164 }
165
166 static void player_board_unload( struct player_board *board ){
167 dynamic_model_unload( &board->mdl );
168 }
169
170 static void player_model_load( struct player_model *board, const char *path){
171 vg_linear_clear( vg_mem.scratch );
172
173 mdl_context ctx;
174 mdl_open( &ctx, path, vg_mem.scratch );
175 mdl_load_metadata_block( &ctx, vg_mem.scratch );
176
177 if( !ctx.armatures.count )
178 vg_fatal_error( "No armature in playermodel\n" );
179
180 mdl_armature *armature = mdl_arritm( &ctx.armatures, 0 );
181
182 u32 fixup_table[ armature->bone_count+1 ];
183 for( u32 i=0; i<armature->bone_count+1; i ++ )
184 fixup_table[i] = 0;
185
186 for( u32 i=1; i<localplayer.skeleton.bone_count; i ++ ){
187 struct skeleton_bone *sb = &localplayer.skeleton.bones[i];
188 u32 hash = vg_strdjb2( sb->name );
189
190 for( u32 j=1; j<armature->bone_count; j ++ ){
191 mdl_bone *bone = mdl_arritm( &ctx.bones, armature->bone_start+j );
192
193 if( mdl_pstreq( &ctx, bone->pstr_name, sb->name, hash ) ){
194 fixup_table[j+1] = i;
195 break;
196 }
197 }
198 }
199
200 dynamic_model_load( &ctx, &board->mdl, path, fixup_table );
201 mdl_close( &ctx );
202 }
203
204 static void player_model_unload( struct player_model *board ){
205 dynamic_model_unload( &board->mdl );
206 }
207
208 static void apply_full_skeleton_pose( struct skeleton *sk, player_pose *pose,
209 m4x3f *final_mtx ){
210 m4x3f transform;
211 q_m3x3( pose->root_q, transform );
212 v3_copy( pose->root_co, transform[3] );
213
214 if( pose->type == k_player_pose_type_ik ){
215 skeleton_apply_pose( sk, pose->keyframes,
216 k_anim_apply_defer_ik, final_mtx );
217 skeleton_apply_ik_pass( sk, final_mtx );
218 skeleton_apply_pose( sk, pose->keyframes,
219 k_anim_apply_deffered_only, final_mtx );
220 skeleton_apply_inverses( sk, final_mtx );
221 skeleton_apply_transform( sk, transform, final_mtx );
222 }
223 else if( pose->type == k_player_pose_type_fk_2 ){
224 skeleton_apply_pose( sk, pose->keyframes,
225 k_anim_apply_always, final_mtx );
226 skeleton_apply_inverses( sk, final_mtx );
227 skeleton_apply_transform( sk, transform, final_mtx );
228 }
229 }
230
231 static void player__animate(void){
232 struct player_subsystem_interface *sys =
233 player_subsystems[localplayer.subsystem];
234
235 struct player_board *board =
236 addon_cache_item_if_loaded( k_addon_type_board,
237 localplayer.board_view_slot );
238
239 assert( sys->animate );
240 assert( sys->pose );
241 assert( sys->animator_data );
242
243 sys->animate();
244
245 player_pose *pose = &localplayer.pose;
246 sys->pose( sys->animator_data, pose );
247
248 struct skeleton *sk = &localplayer.skeleton;
249
250 if( localplayer.holdout_time > 0.0f ){
251 skeleton_lerp_pose( sk,
252 pose->keyframes,localplayer.holdout_pose.keyframes,
253 localplayer.holdout_time, pose->keyframes );
254
255 v3_muladds( pose->root_co, localplayer.holdout_pose.root_co,
256 localplayer.holdout_time, pose->root_co );
257 q_nlerp( pose->root_q, localplayer.holdout_pose.root_q,
258 localplayer.holdout_time, pose->root_q );
259
260 localplayer.holdout_time -= vg.time_frame_delta * 2.0f;
261 }
262
263 effect_blink_apply( &localplayer.effect_data.blink,
264 &localplayer.pose, vg.time_delta );
265 apply_full_skeleton_pose( sk, &localplayer.pose, localplayer.final_mtx );
266
267 if( sys->effects ){
268 sys->effects( sys->animator_data, localplayer.final_mtx, board,
269 &localplayer.effect_data );
270 }
271
272 skeleton_debug( sk, localplayer.final_mtx );
273
274 if( sys->post_animate )
275 sys->post_animate();
276
277 player__cam_iterate();
278 }
279
280 static void player_copy_frame_animator( replay_frame *frame ){
281 struct player_subsystem_interface *sys =
282 player_subsystems[localplayer.subsystem];
283
284 if( sys->animator_size ){
285 void *src = replay_frame_data( frame, k_replay_framedata_animator );
286 memcpy( sys->animator_data, src, sys->animator_size );
287 }
288 }
289
290 static void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t,
291 player_pose *posed ){
292 struct skeleton *sk = &localplayer.skeleton;
293
294 v3_lerp( pose0->root_co, pose1->root_co, t, posed->root_co );
295 q_nlerp( pose0->root_q, pose1->root_q, t, posed->root_q );
296 posed->type = pose0->type;
297 posed->board.lean = vg_lerpf( pose0->board.lean, pose1->board.lean, t );
298
299 if( pose0->type != pose1->type ){
300 /* it would be nice to apply IK pass in-keyframes. TOO BAD! */
301 skeleton_copy_pose( sk, pose0->keyframes, posed->keyframes );
302 }
303 else {
304 skeleton_lerp_pose( sk, pose0->keyframes, pose1->keyframes, t,
305 posed->keyframes );
306 }
307 }
308
309 static void player__animate_from_replay( replay_buffer *replay ){
310 replay_frame *frame = replay->cursor_frame,
311 *next = NULL;
312 if( frame ){
313 next = frame->r;
314
315 if( next ){
316 f32 t = replay_subframe_time( replay );
317
318 player_pose pose0, pose1;
319
320 struct player_subsystem_interface
321 *sys0 = player_subsystems[frame->system],
322 *sys1 = player_subsystems[next->system];
323
324 void *a0 = replay_frame_data( frame, k_replay_framedata_animator ),
325 *a1 = replay_frame_data( next, k_replay_framedata_animator );
326
327 sys0->pose( a0, &pose0 );
328 sys1->pose( a1, &pose1 );
329
330 lerp_player_pose( &pose0, &pose1, t, &localplayer.pose );
331 }
332 else{
333 struct player_subsystem_interface
334 *sys = player_subsystems[frame->system];
335 sys->pose( replay_frame_data( frame, k_replay_framedata_animator ),
336 &localplayer.pose );
337 }
338 }
339 else return;
340
341 apply_full_skeleton_pose( &localplayer.skeleton, &localplayer.pose,
342 localplayer.final_mtx );
343 }
344
345 static void player__pre_render(void){
346 /* shadowing/ao info */
347 struct player_board *board =
348 addon_cache_item_if_loaded( k_addon_type_board,
349 localplayer.board_view_slot );
350 v3f vp0, vp1;
351 if( board ){
352 v3_copy((v3f){0.0f,0.1f, board->truck_positions[0][2]}, vp0 );
353 v3_copy((v3f){0.0f,0.1f, board->truck_positions[1][2]}, vp1 );
354 }
355 else{
356 v3_zero( vp0 );
357 v3_zero( vp1 );
358 }
359
360 struct ub_world_lighting *ubo = &world_current_instance()->ub_lighting;
361 v3f *board_mtx = localplayer.final_mtx[ localplayer.id_board ];
362 m4x3_mulv( board_mtx, vp0, ubo->g_board_0 );
363 m4x3_mulv( board_mtx, vp1, ubo->g_board_1 );
364 }
365
366 static void render_board( camera *cam, world_instance *world,
367 struct player_board *board, m4x3f root,
368 struct player_board_pose *pose,
369 enum board_shader shader )
370 {
371 if( !board )
372 board = &localplayer.fallback_board;
373
374 /* TODO:
375 * adding depth compare to this shader
376 */
377
378 v3f inverse;
379
380 glActiveTexture( GL_TEXTURE0 );
381 glBindTexture( GL_TEXTURE_2D, board->mdl.texture );
382
383 if( shader == k_board_shader_player ){
384 shader_model_board_view_use();
385 shader_model_board_view_uTexMain( 0 );
386 shader_model_board_view_uCamera( cam->transform[3] );
387 shader_model_board_view_uPv( cam->mtx.pv );
388
389 shader_model_board_view_uDepthCompare(1);
390 depth_compare_bind(
391 shader_model_board_view_uTexSceneDepth,
392 shader_model_board_view_uInverseRatioDepth,
393 shader_model_board_view_uInverseRatioMain,
394 cam );
395
396 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_board_view );
397 }
398 else if( shader == k_board_shader_entity ){
399 shader_model_entity_use();
400 shader_model_entity_uTexMain( 0 );
401 shader_model_entity_uCamera( cam->transform[3] );
402 shader_model_entity_uPv( cam->mtx.pv );
403
404 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_entity );
405 }
406
407 mesh_bind( &board->mdl.mesh );
408
409 m4x4f m4mdl;
410
411 if( board->board.indice_count ){
412 m4x3f mlocal;
413 m3x3_identity( mlocal );
414
415 mdl_keyframe kf;
416 v3_zero( kf.co );
417 q_identity( kf.q );
418 v3_zero( kf.s );
419
420 v4f qroll;
421 q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, pose->lean * 0.6f );
422 keyframe_rotate_around( &kf, (v3f){0.0f,0.11f,0.0f},
423 (v3f){0.0f,0.0f,0.0f}, qroll );
424
425 v3_add( board->board_position, kf.co, mlocal[3] );
426 q_m3x3( kf.q, mlocal );
427
428 m4x3_mul( root, mlocal, mlocal );
429
430 if( shader == k_board_shader_entity ){
431 /* TODO: provide a way to supply previous mdl mtx? */
432 m4x3_expand( mlocal, m4mdl );
433 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
434 shader_model_entity_uPvmPrev( m4mdl );
435 shader_model_entity_uMdl( mlocal );
436 }
437 else
438 shader_model_board_view_uMdl( mlocal );
439
440 mdl_draw_submesh( &board->board );
441 }
442
443 for( int i=0; i<2; i++ ){
444 if( !board->trucks[i].indice_count )
445 continue;
446
447 m4x3f mlocal;
448 m3x3_identity( mlocal );
449 v3_copy( board->truck_positions[i], mlocal[3] );
450 m4x3_mul( root, mlocal, mlocal );
451
452 if( shader == k_board_shader_entity ){
453 m4x3_expand( mlocal, m4mdl );
454 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
455 shader_model_entity_uPvmPrev( m4mdl );
456 shader_model_entity_uMdl( mlocal );
457 }
458 else
459 shader_model_board_view_uMdl( mlocal );
460
461 mdl_draw_submesh( &board->trucks[i] );
462 }
463
464 for( int i=0; i<4; i++ ){
465 if( !board->wheels[i].indice_count )
466 continue;
467
468 m4x3f mlocal;
469 m3x3_identity( mlocal );
470 v3_copy( board->wheel_positions[i], mlocal[3] );
471 m4x3_mul( root, mlocal, mlocal );
472
473 if( shader == k_board_shader_entity ){
474 m4x3_expand( mlocal, m4mdl );
475 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
476 shader_model_entity_uPvmPrev( m4mdl );
477 shader_model_entity_uMdl( mlocal );
478 }
479 else
480 shader_model_board_view_uMdl( mlocal );
481
482 mdl_draw_submesh( &board->wheels[i] );
483 }
484 }
485
486 static void render_playermodel( camera *cam, world_instance *world,
487 int depth_compare,
488 struct player_model *model,
489 struct skeleton *skeleton,
490 m4x3f *final_mtx ){
491 if( !model ) return;
492
493 shader_model_character_view_use();
494
495 glActiveTexture( GL_TEXTURE0 );
496 glBindTexture( GL_TEXTURE_2D, model->mdl.texture );
497 shader_model_character_view_uTexMain( 0 );
498 shader_model_character_view_uCamera( cam->transform[3] );
499 shader_model_character_view_uPv( cam->mtx.pv );
500
501 shader_model_character_view_uDepthCompare( depth_compare );
502 if( depth_compare ){
503 depth_compare_bind(
504 shader_model_character_view_uTexSceneDepth,
505 shader_model_character_view_uInverseRatioDepth,
506 shader_model_character_view_uInverseRatioMain,
507 cam );
508 }
509
510 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_character_view );
511
512 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
513 skeleton->bone_count,
514 0,
515 (const GLfloat *)final_mtx );
516
517 mesh_bind( &model->mdl.mesh );
518 mesh_draw( &model->mdl.mesh );
519 }
520
521 static void player__render( camera *cam ){
522 world_instance *world = world_current_instance();
523 SDL_AtomicLock( &addon_system.sl_cache_using_resources );
524
525 struct player_model *model =
526 addon_cache_item_if_loaded( k_addon_type_player,
527 localplayer.playermodel_view_slot );
528
529 if( !model ) model = &localplayer.fallback_model;
530 render_playermodel( cam, world, 1, model, &localplayer.skeleton,
531 localplayer.final_mtx );
532
533 struct player_board *board =
534 addon_cache_item_if_loaded( k_addon_type_board,
535 localplayer.board_view_slot );
536
537 render_board( cam, world, board, localplayer.final_mtx[localplayer.id_board],
538 &localplayer.pose.board, k_board_shader_player );
539
540 SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
541 }
542
543 #endif /* PLAYER_RENDER_C */