add network view for glider
[carveJwlIkooP6JGAAIwe30JlM.git] / player_remote.c
index e910170ca3f2d4462adc4a9d1b42811fe4bc39ff..ba07abea312a44ebcae783bb00c9c16d792a05d6 100644 (file)
@@ -7,6 +7,7 @@
 #include "gui.h"
 #include "ent_miniworld.h"
 #include "ent_region.h"
+#include "shaders/model_entity.h"
 
 static i32 k_show_own_name = 0;
 
@@ -169,7 +170,7 @@ static void player_remote_rx_200_300( SteamNetworkingMessage_t *msg ){
 
       dest->active = 1;
       dest->subsystem = frame->subsystem;
-      dest->instance_id = frame->instance_id;
+      dest->flags = frame->flags;
 
       bitpack_ctx ctx = {
          .mode = k_bitpack_decompress,
@@ -188,13 +189,11 @@ static void player_remote_rx_200_300( SteamNetworkingMessage_t *msg ){
       struct player_subsystem_interface *sys = 
          player_subsystems[ frame->subsystem ];
 
-      if( sys->network_animator_exchange ){
-         memset( &dest->data, 0, sys->animator_size );
+      memset( &dest->data, 0, sys->animator_size );
+      if( sys->network_animator_exchange )
          sys->network_animator_exchange( &ctx, &dest->data );
-      }
-      else {
+      else 
          bitpack_bytes( &ctx, sys->animator_size, sys->animator_data );
-      }
 
       /* sfx
        * -------------------------------------------------------------*/
@@ -229,6 +228,15 @@ static void player_remote_rx_200_300( SteamNetworkingMessage_t *msg ){
          }
       }
 
+      /* glider
+       * -------------------------------------------------------------*/
+
+      memset( &dest->data_glider, 0, sizeof(struct remote_glider_animator) );
+      if( dest->flags & (NETMSG_PLAYERFRAME_HAVE_GLIDER|
+                         NETMSG_PLAYERFRAME_GLIDER_ORPHAN) ){
+         player_glide_remote_animator_exchange( &ctx, &dest->data_glider );
+      }
+
       player->subsystem = frame->subsystem;
       player->down_bytes += msg->m_cbSize;
    }
@@ -320,7 +328,7 @@ static void remote_player_send_playerframe(void){
       frame->inetmsg_id = k_inetmsg_playerframe;
       frame->client = 0xff;
       frame->subsystem = localplayer.subsystem;
-      frame->instance_id = world_static.active_instance;
+      frame->flags = world_static.active_instance;
 
       bitpack_ctx ctx = {
          .mode = k_bitpack_compress,
@@ -346,6 +354,25 @@ static void remote_player_send_playerframe(void){
       for( u32 i=0; i<localplayer.sfx_buffer_count; i ++ )
          net_sfx_exchange( &ctx, &localplayer.sfx_buffer[i] );
 
+      /* glider
+       * -------------------------------------------------------------*/
+
+      if( localplayer.have_glider || 
+            (localplayer.subsystem == k_player_subsystem_glide) ) {
+         frame->flags |= NETMSG_PLAYERFRAME_HAVE_GLIDER;
+      }
+
+      if( localplayer.glider_orphan )
+         frame->flags |= NETMSG_PLAYERFRAME_GLIDER_ORPHAN;
+
+      if( frame->flags & (NETMSG_PLAYERFRAME_HAVE_GLIDER|
+                          NETMSG_PLAYERFRAME_GLIDER_ORPHAN) ){
+         player_glide_remote_animator_exchange( &ctx,    
+                                                &player_glide.remote_animator );
+      }
+
+      /* ------- */
+
       u32 wire_size = base_size + ctx.bytes;
       netplayers.up_bytes += wire_size;
 
@@ -490,9 +517,11 @@ static void pose_remote_player( u32 index,
 
    u8 instance_id = 0;
 
+   f32 t = 0.0f;
+
    if( f1 ){
-      f32 t = (buf->t - f0->timestamp) / (f1->timestamp - f0->timestamp);
-          t = vg_clampf( t, 0.0f, 1.0f );
+      t = (buf->t - f0->timestamp) / (f1->timestamp - f0->timestamp);
+      t = vg_clampf( t, 0.0f, 1.0f );
 
       sys1 = player_subsystems[f1->subsystem];
       sys1->pose( &f1->data, &pose1 );
@@ -507,7 +536,7 @@ static void pose_remote_player( u32 index,
          t = 1.0f;
       }
 
-      instance_id = f1->instance_id;
+      instance_id = f1->flags & NETMSG_PLAYERFRAME_INSTANCE_ID;
       lerp_player_pose( &pose0, &pose1, t, &posed );
       effect_blink_apply( &player->effect_data.blink, &posed, vg.time_delta );
 
@@ -525,7 +554,7 @@ static void pose_remote_player( u32 index,
       memcpy( board_pose, &posed.board, sizeof(*board_pose) );
    }
    else {
-      instance_id = f0->instance_id;
+      instance_id = f0->flags & NETMSG_PLAYERFRAME_INSTANCE_ID;
       effect_blink_apply( &player->effect_data.blink, &pose0, vg.time_delta );
       apply_full_skeleton_pose( sk, &pose0, final_mtx );
       if( sys0->effects ) 
@@ -533,6 +562,33 @@ static void pose_remote_player( u32 index,
       memcpy( board_pose, &pose0.board, sizeof(*board_pose) );
    }
 
+   if( f0->flags & (NETMSG_PLAYERFRAME_HAVE_GLIDER|
+                    NETMSG_PLAYERFRAME_GLIDER_ORPHAN) ){
+      player->render_glider = 1;
+
+      v3f co;
+      v4f q;
+      f32 s;
+
+      if( f1 ){
+         v3_lerp( f0->data_glider.root_co, f1->data_glider.root_co, t, co );
+         q_nlerp( f0->data_glider.root_q,  f1->data_glider.root_q,  t, q );
+         s = vg_lerpf( f0->data_glider.s, f1->data_glider.s, t );
+      }
+      else {
+         v3_copy( f0->data_glider.root_co, co );
+         v4_copy( f0->data_glider.root_q, q );
+         s = f0->data_glider.s;
+      }
+
+      v3f *mtx = netplayers.glider_mtx[ index ];
+      q_m3x3( q, mtx );
+      m3x3_scalef( mtx, s );
+      v3_copy( co, mtx[3] );
+   }
+   else
+      player->render_glider = 0;
+
    if( player->world_match[ instance_id ] )
       player->active_world = &world_static.instances[ instance_id ];
 }
@@ -609,8 +665,9 @@ static void animate_remote_players(void){
  * Draw remote players
  */
 static void render_remote_players( world_instance *world, camera *cam ){
-   SDL_AtomicLock( &addon_system.sl_cache_using_resources );
-   struct skeleton *sk = &localplayer.skeleton;
+   u32 draw_list[ NETWORK_MAX_PLAYERS ],
+       draw_list_count = 0,
+       gliders = 0;
 
    for( u32 i=0; i<NETWORK_MAX_PLAYERS; i ++ ){
       struct network_player *player = &netplayers.list[i];
@@ -618,8 +675,22 @@ static void render_remote_players( world_instance *world, camera *cam ){
       if( player->active_world != world ) continue;
       if( !player->isfriend && 
             (world-world_static.instances == k_world_purpose_hub)) continue;
-      
-      m4x3f *final_mtx = &netplayers.final_mtx[ sk->bone_count*i ];
+
+      draw_list[draw_list_count ++] = i;
+
+      if( player->render_glider )
+         gliders ++;
+   }
+
+   struct skeleton *sk = &localplayer.skeleton;
+
+   SDL_AtomicLock( &addon_system.sl_cache_using_resources );
+
+   for( u32 j=0; j<draw_list_count; j ++ ){
+      u32 index = draw_list[j];
+
+      struct network_player *player = &netplayers.list[index];
+      m4x3f *final_mtx = &netplayers.final_mtx[ sk->bone_count*index ];
 
       struct player_model *model = 
          addon_cache_item_if_loaded( k_addon_type_player, 
@@ -632,10 +703,36 @@ static void render_remote_players( world_instance *world, camera *cam ){
          addon_cache_item_if_loaded( k_addon_type_board,
                                      player->board_view_slot );
       render_board( cam, world, board, final_mtx[localplayer.id_board],
-                     &netplayers.board_poses[ i ], k_board_shader_player );
+                     &netplayers.board_poses[ index ], k_board_shader_player );
    }
 
    SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
+
+   if( !gliders )
+      return;
+
+   /* TODO: we really, really only need to do all this once. at some point
+    *       PLEASE figure out a good place to do this once per frame!
+    */
+   
+   shader_model_entity_use();
+   shader_model_entity_uTexMain( 0 );
+   shader_model_entity_uCamera( cam->transform[3] );
+   shader_model_entity_uPv( cam->mtx.pv );
+   
+   WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_entity );
+
+   for( u32 j=0; j<draw_list_count; j ++ ){
+      u32 index = draw_list[j];
+
+      struct network_player *player = &netplayers.list[index];
+      if( !player->render_glider ) continue;
+
+      if( player->render_glider ){
+         v3f *glider_mtx = netplayers.glider_mtx[ index ];
+         render_glider_model( cam, world, glider_mtx, k_board_shader_entity );
+      }
+   }
 }
 
 static int remote_players_randomize( int argc, const char *argv[] ){