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