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 for( i32 i
=0; i
<sk
->bone_count
; i
++ ){
50 localplayer
.skeleton_mirror
[i
] = 0;
53 for( i32 i
=1; i
<sk
->bone_count
-1; i
++ ){
54 struct skeleton_bone
*si
= &sk
->bones
[i
];
58 vg_strnull( &str
, tmp
, 64 );
59 vg_strcat( &str
, si
->name
);
61 char *L
= vg_strch( &str
, 'L' );
65 for( i32 j
=i
+1; j
<sk
->bone_count
; j
++ ){
66 struct skeleton_bone
*sj
= &sk
->bones
[j
];
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
;
78 setup_ragdoll_from_skeleton( sk
, &localplayer
.ragdoll
);
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
);
87 /* TODO: Standard model load */
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" );
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
);
99 vg_tex2d_load_qoi_async( data
, tex0
->file
.pack_size
,
100 VG_TEX2D_NEAREST
|VG_TEX2D_CLAMP
,
103 mdl_async_load_glmesh( ctx
, &mdl
->mesh
, fixup_table
);
106 static void dynamic_model_unload( struct dynamic_model_1texture
*mdl
){
107 mesh_free( &mdl
->mesh
);
108 glDeleteTextures( 1, &mdl
->texture
);
111 /* TODO: allow error handling */
112 static void player_board_load( struct player_board
*board
,
115 vg_linear_clear( vg_mem
.scratch
);
118 mdl_open( &ctx
, path
, vg_mem
.scratch
);
119 mdl_load_metadata_block( &ctx
, vg_mem
.scratch
);
121 dynamic_model_load( &ctx
, &board
->mdl
, path
, NULL
);
123 mdl_array_ptr markers
;
124 MDL_LOAD_ARRAY( &ctx
, &markers
, ent_marker
, vg_mem
.scratch
);
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;
133 for( u32 i
=0; i
<mdl_arrcount(&ctx
.meshs
); i
++ ){
134 mdl_mesh
*mesh
= mdl_arritm( &ctx
.meshs
, i
);
136 if( mdl_entity_id_type( mesh
->entity_id
) != k_ent_marker
)
139 u32 index
= mdl_entity_id_id( mesh
->entity_id
);
140 ent_marker
*marker
= mdl_arritm( &markers
, index
);
142 mdl_submesh
*sm0
= mdl_arritm( &ctx
.submeshs
, mesh
->submesh_start
);
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;
148 if( !strcmp( alias
, "wheel" ) ){
150 board
->wheels
[ id
] = *sm0
;
151 v3_copy( marker
->transform
.co
, board
->wheel_positions
[ id
] );
153 else if( !strcmp( alias
, "board" ) ){
155 v3_copy( marker
->transform
.co
, board
->board_position
);
157 else if( !strcmp( alias
, "truck" ) ){
158 board
->trucks
[ fb
] = *sm0
;
159 v3_copy( marker
->transform
.co
, board
->truck_positions
[ fb
] );
166 static void player_board_unload( struct player_board
*board
){
167 dynamic_model_unload( &board
->mdl
);
170 static void player_model_load( struct player_model
*board
, const char *path
){
171 vg_linear_clear( vg_mem
.scratch
);
174 mdl_open( &ctx
, path
, vg_mem
.scratch
);
175 mdl_load_metadata_block( &ctx
, vg_mem
.scratch
);
177 if( !ctx
.armatures
.count
)
178 vg_fatal_error( "No armature in playermodel\n" );
180 mdl_armature
*armature
= mdl_arritm( &ctx
.armatures
, 0 );
182 u32 fixup_table
[ armature
->bone_count
+1 ];
183 for( u32 i
=0; i
<armature
->bone_count
+1; i
++ )
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
);
190 for( u32 j
=1; j
<armature
->bone_count
; j
++ ){
191 mdl_bone
*bone
= mdl_arritm( &ctx
.bones
, armature
->bone_start
+j
);
193 if( mdl_pstreq( &ctx
, bone
->pstr_name
, sb
->name
, hash
) ){
194 fixup_table
[j
+1] = i
;
200 dynamic_model_load( &ctx
, &board
->mdl
, path
, fixup_table
);
204 static void player_model_unload( struct player_model
*board
){
205 dynamic_model_unload( &board
->mdl
);
208 static void apply_full_skeleton_pose( struct skeleton
*sk
, player_pose
*pose
,
211 q_m3x3( pose
->root_q
, transform
);
212 v3_copy( pose
->root_co
, transform
[3] );
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
);
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
);
231 static void player__animate(void){
232 struct player_subsystem_interface
*sys
=
233 player_subsystems
[localplayer
.subsystem
];
235 struct player_board
*board
=
236 addon_cache_item_if_loaded( k_addon_type_board
,
237 localplayer
.board_view_slot
);
239 assert( sys
->animate
);
241 assert( sys
->animator_data
);
245 player_pose
*pose
= &localplayer
.pose
;
246 sys
->pose( sys
->animator_data
, pose
);
248 struct skeleton
*sk
= &localplayer
.skeleton
;
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
);
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
);
260 localplayer
.holdout_time
-= vg
.time_frame_delta
* 2.0f
;
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
);
268 sys
->effects( sys
->animator_data
, localplayer
.final_mtx
, board
,
269 &localplayer
.effect_data
);
272 skeleton_debug( sk
, localplayer
.final_mtx
);
274 if( sys
->post_animate
)
277 player__cam_iterate();
280 static void player_copy_frame_animator( replay_frame
*frame
){
281 struct player_subsystem_interface
*sys
=
282 player_subsystems
[localplayer
.subsystem
];
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
);
290 static void lerp_player_pose( player_pose
*pose0
, player_pose
*pose1
, f32 t
,
291 player_pose
*posed
){
292 struct skeleton
*sk
= &localplayer
.skeleton
;
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
);
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
);
304 skeleton_lerp_pose( sk
, pose0
->keyframes
, pose1
->keyframes
, t
,
309 static void player__animate_from_replay( replay_buffer
*replay
){
310 replay_frame
*frame
= replay
->cursor_frame
,
316 f32 t
= replay_subframe_time( replay
);
318 player_pose pose0
, pose1
;
320 struct player_subsystem_interface
321 *sys0
= player_subsystems
[frame
->system
],
322 *sys1
= player_subsystems
[next
->system
];
324 void *a0
= replay_frame_data( frame
, k_replay_framedata_animator
),
325 *a1
= replay_frame_data( next
, k_replay_framedata_animator
);
327 sys0
->pose( a0
, &pose0
);
328 sys1
->pose( a1
, &pose1
);
330 lerp_player_pose( &pose0
, &pose1
, t
, &localplayer
.pose
);
333 struct player_subsystem_interface
334 *sys
= player_subsystems
[frame
->system
];
335 sys
->pose( replay_frame_data( frame
, k_replay_framedata_animator
),
341 apply_full_skeleton_pose( &localplayer
.skeleton
, &localplayer
.pose
,
342 localplayer
.final_mtx
);
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
);
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
);
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
);
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
)
372 board
= &localplayer
.fallback_board
;
375 * adding depth compare to this shader
380 glActiveTexture( GL_TEXTURE0
);
381 glBindTexture( GL_TEXTURE_2D
, board
->mdl
.texture
);
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
);
389 shader_model_board_view_uDepthCompare(1);
391 shader_model_board_view_uTexSceneDepth
,
392 shader_model_board_view_uInverseRatioDepth
,
393 shader_model_board_view_uInverseRatioMain
,
396 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, model_board_view
);
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
);
404 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, model_entity
);
407 mesh_bind( &board
->mdl
.mesh
);
411 if( board
->board
.indice_count
){
413 m3x3_identity( mlocal
);
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
);
425 v3_add( board
->board_position
, kf
.co
, mlocal
[3] );
426 q_m3x3( kf
.q
, mlocal
);
428 m4x3_mul( root
, mlocal
, mlocal
);
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
);
438 shader_model_board_view_uMdl( mlocal
);
440 mdl_draw_submesh( &board
->board
);
443 for( int i
=0; i
<2; i
++ ){
444 if( !board
->trucks
[i
].indice_count
)
448 m3x3_identity( mlocal
);
449 v3_copy( board
->truck_positions
[i
], mlocal
[3] );
450 m4x3_mul( root
, mlocal
, mlocal
);
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
);
459 shader_model_board_view_uMdl( mlocal
);
461 mdl_draw_submesh( &board
->trucks
[i
] );
464 for( int i
=0; i
<4; i
++ ){
465 if( !board
->wheels
[i
].indice_count
)
469 m3x3_identity( mlocal
);
470 v3_copy( board
->wheel_positions
[i
], mlocal
[3] );
471 m4x3_mul( root
, mlocal
, mlocal
);
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
);
480 shader_model_board_view_uMdl( mlocal
);
482 mdl_draw_submesh( &board
->wheels
[i
] );
486 static void render_playermodel( camera
*cam
, world_instance
*world
,
488 struct player_model
*model
,
489 struct skeleton
*skeleton
,
493 shader_model_character_view_use();
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
);
501 shader_model_character_view_uDepthCompare( depth_compare
);
504 shader_model_character_view_uTexSceneDepth
,
505 shader_model_character_view_uInverseRatioDepth
,
506 shader_model_character_view_uInverseRatioMain
,
510 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, model_character_view
);
512 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms
,
513 skeleton
->bone_count
,
515 (const GLfloat
*)final_mtx
);
517 mesh_bind( &model
->mdl
.mesh
);
518 mesh_draw( &model
->mdl
.mesh
);
521 static void player__render( camera
*cam
){
522 world_instance
*world
= world_current_instance();
523 SDL_AtomicLock( &addon_system
.sl_cache_using_resources
);
525 struct player_model
*model
=
526 addon_cache_item_if_loaded( k_addon_type_player
,
527 localplayer
.playermodel_view_slot
);
529 if( !model
) model
= &localplayer
.fallback_model
;
530 render_playermodel( cam
, world
, 1, model
, &localplayer
.skeleton
,
531 localplayer
.final_mtx
);
533 struct player_board
*board
=
534 addon_cache_item_if_loaded( k_addon_type_board
,
535 localplayer
.board_view_slot
);
537 render_board( cam
, world
, board
, localplayer
.final_mtx
[localplayer
.id_board
],
538 &localplayer
.pose
.board
, k_board_shader_player
);
540 SDL_AtomicUnlock( &addon_system
.sl_cache_using_resources
);
543 #endif /* PLAYER_RENDER_C */