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