clear runs when respawning
[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
16 VG_STATIC void player_avatar_load( struct player_avatar *av, const char *path )
17 {
18 mdl_open( &av->meta, path, vg_mem.rtmemory );
19 mdl_load_metadata_block( &av->meta, vg_mem.rtmemory );
20 mdl_load_animation_block( &av->meta, vg_mem.rtmemory );
21 mdl_close( &av->meta );
22
23 struct skeleton *sk = &av->sk;
24 skeleton_setup( sk, vg_mem.rtmemory, &av->meta );
25
26 av->id_hip = skeleton_bone_id( sk, "hips" );
27 av->id_ik_hand_l = skeleton_bone_id( sk, "hand.IK.L" );
28 av->id_ik_hand_r = skeleton_bone_id( sk, "hand.IK.R" );
29 av->id_ik_elbow_l = skeleton_bone_id( sk, "elbow.L" );
30 av->id_ik_elbow_r = skeleton_bone_id( sk, "elbow.R" );
31 av->id_head = skeleton_bone_id( sk, "head" );
32 av->id_ik_foot_l = skeleton_bone_id( sk, "foot.IK.L" );
33 av->id_ik_foot_r = skeleton_bone_id( sk, "foot.IK.R" );
34 av->id_board = skeleton_bone_id( sk, "board" );
35 av->id_wheel_l = skeleton_bone_id( sk, "wheel.L" );
36 av->id_wheel_r = skeleton_bone_id( sk, "wheel.R" );
37 av->id_ik_knee_l = skeleton_bone_id( sk, "knee.L" );
38 av->id_ik_knee_r = skeleton_bone_id( sk, "knee.R" );
39 }
40
41 /* TODO: Standard model load */
42
43 VG_STATIC void dynamic_model_load( mdl_context *ctx,
44 struct dynamic_model_1texture *mdl,
45 const char *path )
46 {
47 if( !mdl_arrcount( &ctx->textures ) )
48 vg_fatal_error( "No texture in model" );
49
50 mdl_texture *tex0 = mdl_arritm( &ctx->textures, 0 );
51 void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size );
52 mdl_fread_pack_file( ctx, &tex0->file, data );
53
54 vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
55 VG_TEX2D_NEAREST|VG_TEX2D_CLAMP,
56 &mdl->texture );
57
58 mdl_async_load_glmesh( ctx, &mdl->mesh );
59 }
60
61 VG_STATIC void dynamic_model_unload( struct dynamic_model_1texture *mdl ){
62 mesh_free( &mdl->mesh );
63 glDeleteTextures( 1, &mdl->texture );
64 }
65
66 /* TODO: allow error handling */
67 VG_STATIC void player_board_load( struct player_board *board,
68 const char *path ){
69
70 vg_linear_clear( vg_mem.scratch );
71
72 mdl_context ctx;
73 mdl_open( &ctx, path, vg_mem.scratch );
74 mdl_load_metadata_block( &ctx, vg_mem.scratch );
75
76 dynamic_model_load( &ctx, &board->mdl, path );
77
78 mdl_array_ptr markers;
79 mdl_load_array( &ctx, &markers, "ent_marker", vg_mem.scratch );
80
81 /* TODO: you get put into a new section, the above is standard mdl loads. */
82 for( int i=0; i<4; i++ )
83 board->wheels[i].indice_count = 0;
84 for( int i=0; i<2; i++ )
85 board->trucks[i].indice_count = 0;
86 board->board.indice_count = 0;
87
88 for( u32 i=0; i<mdl_arrcount(&ctx.meshs); i++ ){
89 mdl_mesh *mesh = mdl_arritm( &ctx.meshs, i );
90
91 if( mdl_entity_id_type( mesh->entity_id ) != k_ent_marker )
92 continue;
93
94 u32 index = mdl_entity_id_id( mesh->entity_id );
95 ent_marker *marker = mdl_arritm( &markers, index );
96
97 mdl_submesh *sm0 = mdl_arritm( &ctx.submeshs, mesh->submesh_start );
98
99 const char *alias = mdl_pstr( &ctx, marker->pstr_alias );
100 u32 lr = marker->transform.co[0] > 0.0f? 1: 0,
101 fb = marker->transform.co[2] > 0.0f? 0: 1;
102
103 if( !strcmp( alias, "wheel" ) ){
104 u32 id = fb<<1 | lr;
105 board->wheels[ id ] = *sm0;
106 v3_copy( marker->transform.co, board->wheel_positions[ id ] );
107 }
108 else if( !strcmp( alias, "board" ) ){
109 board->board = *sm0;
110 v3_copy( marker->transform.co, board->board_position );
111 }
112 else if( !strcmp( alias, "truck" ) ){
113 board->trucks[ fb ] = *sm0;
114 v3_copy( marker->transform.co, board->truck_positions[ fb ] );
115 }
116 }
117
118 mdl_close( &ctx );
119 }
120
121 VG_STATIC void player_board_unload( struct player_board *board ){
122 dynamic_model_unload( &board->mdl );
123 }
124
125 VG_STATIC void player_model_load( struct player_model *board, const char *path){
126 vg_linear_clear( vg_mem.scratch );
127
128 mdl_context ctx;
129 mdl_open( &ctx, path, vg_mem.scratch );
130 mdl_load_metadata_block( &ctx, vg_mem.scratch );
131
132 dynamic_model_load( &ctx, &board->mdl, path );
133
134 mdl_close( &ctx );
135 }
136
137 VG_STATIC void player_model_unload( struct player_model *board ){
138 dynamic_model_unload( &board->mdl );
139 }
140
141 VG_STATIC void player_apply_pose_to_skeleton( player_instance *player ){
142 struct skeleton *sk = &player->playeravatar->sk;
143 player_pose *pose = &player->pose;
144
145 m4x3f transform;
146 q_m3x3( pose->root_q, transform );
147 v3_copy( pose->root_co, transform[3] );
148
149 if( pose->type == k_player_pose_type_ik ){
150 skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_defer_ik );
151 skeleton_apply_ik_pass( sk );
152 skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_deffered_only );
153 skeleton_apply_inverses( sk );
154 skeleton_apply_transform( sk, transform );
155 }
156 else if( pose->type == k_player_pose_type_fk_2 ){
157 skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_always );
158 skeleton_apply_inverses( sk );
159 skeleton_apply_transform( sk, transform );
160 }
161 }
162
163 VG_STATIC void player__animate( player_instance *player ){
164 if( _player_animate[ player->subsystem ] &&
165 _player_pose[ player->subsystem ] ){
166 _player_animate[ player->subsystem ]( player );
167 _player_pose[ player->subsystem ]( player, &player->pose );
168
169
170 struct skeleton *sk = &player->playeravatar->sk;
171
172 if( player->holdout_time > 0.0f ){
173 player_pose *pose = &player->pose;
174 skeleton_lerp_pose( sk,
175 pose->keyframes, player->holdout_pose.keyframes,
176 player->holdout_time, pose->keyframes );
177 q_nlerp( pose->root_q, player->holdout_pose.root_q,
178 player->holdout_time, pose->root_q );
179 player->holdout_time -= vg.time_frame_delta * 2.0f;
180 }
181
182 player_apply_pose_to_skeleton( player );
183 skeleton_debug( sk );
184 }
185
186 if( _player_post_animate[ player->subsystem ] )
187 _player_post_animate[ player->subsystem ]( player );
188
189 player__cam_iterate( player );
190 }
191
192 VG_STATIC void player_copy_frame_animator( player_instance *player,
193 replay_frame *frame ){
194 void *animator_src = replay_frame_data( frame, k_replay_framedata_animator );
195 u16 animator_size = frame->data_table[ k_replay_framedata_animator ][1];
196
197 if( frame->system == k_player_subsystem_walk ){
198 memcpy( &player->_walk.animator, animator_src, animator_size );
199 }
200 else if( frame->system == k_player_subsystem_dead ){
201 memcpy( &player->_dead.animator, animator_src, animator_size );
202 }
203 else if( frame->system == k_player_subsystem_skate ){
204 memcpy( &player->_skate.animator, animator_src, animator_size );
205 }
206 else if( frame->system == k_player_subsystem_drive ){
207
208 }
209 }
210
211 VG_STATIC void player__animate_from_replay( player_instance *player,
212 replay_buffer *replay ){
213 replay_frame *frame = replay->cursor_frame,
214 *next = NULL;
215 if( frame ){
216 next = frame->r;
217
218 if( next ){
219 f32 t = replay_subframe_time( replay );
220
221 player_pose pose0, pose1;
222
223 player_copy_frame_animator( player, frame );
224 _player_pose[ frame->system ]( player, &pose0 );
225
226 player_copy_frame_animator( player, next );
227 _player_pose[ next->system ]( player, &pose1 );
228
229 v3_lerp( pose0.root_co, pose1.root_co, t, player->pose.root_co );
230 q_nlerp( pose0.root_q, pose1.root_q, t, player->pose.root_q );
231 player->pose.type = pose0.type;
232 player->pose.board.lean = vg_lerpf( pose0.board.lean,
233 pose1.board.lean, t );
234
235 struct skeleton *sk = &player->playeravatar->sk;
236 if( pose0.type != pose1.type ){
237 /* it would be nice to apply IK pass in-keyframes. TOO BAD! */
238 skeleton_copy_pose( sk, pose0.keyframes, player->pose.keyframes );
239 }
240 else {
241 skeleton_lerp_pose( sk, pose0.keyframes, pose1.keyframes,
242 t, player->pose.keyframes );
243 }
244 }
245 else{
246 player_copy_frame_animator( player, frame );
247 _player_pose[ frame->system ]( player, &player->pose );
248 }
249 }
250 else return;
251
252 player_apply_pose_to_skeleton( player );
253 }
254
255 VG_STATIC void player__pre_render( player_instance *player ){
256 /* shadowing/ao info */
257 struct player_avatar *av = player->playeravatar;
258 struct player_board *board =
259 addon_cache_item_if_loaded( k_addon_type_board,
260 player->board_view_slot );
261 v3f vp0, vp1;
262 if( board ){
263 v3_copy((v3f){0.0f,0.1f, board->truck_positions[0][2]}, vp0 );
264 v3_copy((v3f){0.0f,0.1f, board->truck_positions[1][2]}, vp1 );
265 }
266 else{
267 v3_zero( vp0 );
268 v3_zero( vp1 );
269 }
270
271 struct ub_world_lighting *ubo = &world_current_instance()->ub_lighting;
272 m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, ubo->g_board_0 );
273 m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, ubo->g_board_1 );
274 }
275
276 VG_STATIC void render_board( camera *cam, world_instance *world,
277 struct player_board *board, m4x3f root,
278 struct player_board_pose *pose,
279 enum board_shader shader )
280 {
281 if( !board ) return;
282
283 v3f inverse;
284
285 glActiveTexture( GL_TEXTURE0 );
286 glBindTexture( GL_TEXTURE_2D, board->mdl.texture );
287
288 if( shader == k_board_shader_player ){
289 shader_model_board_view_use();
290 shader_model_board_view_uTexMain( 0 );
291 shader_model_board_view_uCamera( cam->transform[3] );
292 shader_model_board_view_uPv( cam->mtx.pv );
293 shader_model_board_view_uTexSceneDepth( 1 );
294 render_fb_bind_texture( gpipeline.fb_main, 2, 1 );
295
296 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
297
298 inverse[2] = skaterift.cam.farz-skaterift.cam.nearz;
299
300 shader_model_board_view_uInverseRatioDepth( inverse );
301 render_fb_inverse_ratio( NULL, inverse );
302 inverse[2] = cam->farz-cam->nearz;
303 shader_model_board_view_uInverseRatioMain( inverse );
304
305 world_link_lighting_ub( world, _shader_model_board_view.id );
306 world_bind_position_texture( world, _shader_model_board_view.id,
307 _uniform_model_board_view_g_world_depth, 2 );
308 world_bind_light_array( world, _shader_model_board_view.id,
309 _uniform_model_board_view_uLightsArray, 3 );
310 world_bind_light_index( world, _shader_model_board_view.id,
311 _uniform_model_board_view_uLightsIndex, 4 );
312 }
313 else if( shader == k_board_shader_entity ){
314 shader_model_entity_use();
315 shader_model_entity_uTexMain( 0 );
316 shader_model_entity_uCamera( cam->transform[3] );
317 shader_model_entity_uPv( cam->mtx.pv );
318
319 world_link_lighting_ub( world, _shader_model_entity.id );
320 world_bind_position_texture( world, _shader_model_entity.id,
321 _uniform_model_entity_g_world_depth, 2 );
322 world_bind_light_array( world, _shader_model_entity.id,
323 _uniform_model_entity_uLightsArray, 3 );
324 world_bind_light_index( world, _shader_model_entity.id,
325 _uniform_model_entity_uLightsIndex, 4 );
326 }
327
328 mesh_bind( &board->mdl.mesh );
329
330 m4x4f m4mdl;
331
332 if( board->board.indice_count ){
333 m4x3f mlocal;
334 m3x3_identity( mlocal );
335
336 mdl_keyframe kf;
337 v3_zero( kf.co );
338 q_identity( kf.q );
339 v3_zero( kf.s );
340
341 v4f qroll;
342 q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, pose->lean * 0.6f );
343 keyframe_rotate_around( &kf, (v3f){0.0f,0.11f,0.0f},
344 (v3f){0.0f,0.0f,0.0f}, qroll );
345
346 v3_add( board->board_position, kf.co, mlocal[3] );
347 q_m3x3( kf.q, mlocal );
348
349 m4x3_mul( root, mlocal, mlocal );
350
351 if( shader == k_board_shader_entity ){
352 /* TODO: provide a way to supply previous mdl mtx? */
353 m4x3_expand( mlocal, m4mdl );
354 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
355 shader_model_entity_uPvmPrev( m4mdl );
356 shader_model_entity_uMdl( mlocal );
357 }
358 else
359 shader_model_board_view_uMdl( mlocal );
360
361 mdl_draw_submesh( &board->board );
362 }
363
364 for( int i=0; i<2; i++ ){
365 if( !board->trucks[i].indice_count )
366 continue;
367
368 m4x3f mlocal;
369 m3x3_identity( mlocal );
370 v3_copy( board->truck_positions[i], mlocal[3] );
371 m4x3_mul( root, mlocal, mlocal );
372
373 if( shader == k_board_shader_entity ){
374 m4x3_expand( mlocal, m4mdl );
375 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
376 shader_model_entity_uPvmPrev( m4mdl );
377 shader_model_entity_uMdl( mlocal );
378 }
379 else
380 shader_model_board_view_uMdl( mlocal );
381
382 mdl_draw_submesh( &board->trucks[i] );
383 }
384
385 for( int i=0; i<4; i++ ){
386 if( !board->wheels[i].indice_count )
387 continue;
388
389 m4x3f mlocal;
390 m3x3_identity( mlocal );
391 v3_copy( board->wheel_positions[i], mlocal[3] );
392 m4x3_mul( root, mlocal, mlocal );
393
394 if( shader == k_board_shader_entity ){
395 m4x3_expand( mlocal, m4mdl );
396 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
397 shader_model_entity_uPvmPrev( m4mdl );
398 shader_model_entity_uMdl( mlocal );
399 }
400 else
401 shader_model_board_view_uMdl( mlocal );
402
403 mdl_draw_submesh( &board->wheels[i] );
404 }
405 }
406
407 VG_STATIC void render_playermodel( camera *cam, world_instance *world,
408 int depth_compare,
409 struct player_model *model,
410 struct skeleton *skeleton ){
411 if( !model ) return;
412
413 shader_model_character_view_use();
414
415 glActiveTexture( GL_TEXTURE0 );
416 glBindTexture( GL_TEXTURE_2D, model->mdl.texture );
417 shader_model_character_view_uTexMain( 0 );
418 shader_model_character_view_uCamera( cam->transform[3] );
419 shader_model_character_view_uPv( cam->mtx.pv );
420
421 if( depth_compare ){
422 shader_model_character_view_uTexSceneDepth( 1 );
423 render_fb_bind_texture( gpipeline.fb_main, 2, 1 );
424 v3f inverse;
425 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
426 inverse[2] = skaterift.cam.farz-skaterift.cam.nearz;
427
428 shader_model_character_view_uInverseRatioDepth( inverse );
429 render_fb_inverse_ratio( NULL, inverse );
430 inverse[2] = cam->farz-cam->nearz;
431 shader_model_character_view_uInverseRatioMain( inverse );
432 }
433 shader_model_character_view_uDepthCompare( depth_compare );
434
435 world_link_lighting_ub( world, _shader_model_character_view.id );
436 world_bind_position_texture( world, _shader_model_character_view.id,
437 _uniform_model_character_view_g_world_depth, 2 );
438 world_bind_light_array( world, _shader_model_character_view.id,
439 _uniform_model_character_view_uLightsArray, 3 );
440 world_bind_light_index( world, _shader_model_character_view.id,
441 _uniform_model_character_view_uLightsIndex, 4 );
442
443 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
444 skeleton->bone_count,
445 0,
446 (float *)skeleton->final_mtx );
447
448 mesh_bind( &model->mdl.mesh );
449 mesh_draw( &model->mdl.mesh );
450 }
451
452 PLAYER_API void player__render( camera *cam, player_instance *player ){
453 world_instance *world = world_current_instance();
454 SDL_AtomicLock( &addon_system.sl_cache_using_resources );
455
456 struct player_model *model =
457 addon_cache_item_if_loaded( k_addon_type_player,
458 player->playermodel_view_slot );
459
460 if( !model ) model = &player->fallback_model;
461 render_playermodel( cam, world, 1, model, &player->playeravatar->sk );
462
463 struct player_board *board =
464 addon_cache_item_if_loaded( k_addon_type_board,
465 player->board_view_slot );
466
467 render_board( cam, world, board, player->playeravatar->sk.final_mtx[
468 player->playeravatar->id_board],
469 &player->pose.board,
470 k_board_shader_player );
471
472 SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
473 }
474
475 #endif /* PLAYER_RENDER_C */