modular stuffs
[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
9 #include "shaders/model_character_view.h"
10 #include "shaders/model_board_view.h"
11
12 VG_STATIC void player_avatar_load( struct player_avatar *av, const char *path )
13 {
14 mdl_open( &av->meta, path, vg_mem.rtmemory );
15 mdl_load_metadata_block( &av->meta, vg_mem.rtmemory );
16 mdl_load_animation_block( &av->meta, vg_mem.rtmemory );
17 mdl_close( &av->meta );
18
19 struct skeleton *sk = &av->sk;
20 skeleton_setup( sk, vg_mem.rtmemory, &av->meta );
21
22 av->id_hip = skeleton_bone_id( sk, "hips" );
23 av->id_ik_hand_l = skeleton_bone_id( sk, "hand.IK.L" );
24 av->id_ik_hand_r = skeleton_bone_id( sk, "hand.IK.R" );
25 av->id_ik_elbow_l = skeleton_bone_id( sk, "elbow.L" );
26 av->id_ik_elbow_r = skeleton_bone_id( sk, "elbow.R" );
27 av->id_head = skeleton_bone_id( sk, "head" );
28 av->id_ik_foot_l = skeleton_bone_id( sk, "foot.IK.L" );
29 av->id_ik_foot_r = skeleton_bone_id( sk, "foot.IK.R" );
30 av->id_board = skeleton_bone_id( sk, "board" );
31 av->id_wheel_l = skeleton_bone_id( sk, "wheel.L" );
32 av->id_wheel_r = skeleton_bone_id( sk, "wheel.R" );
33 av->id_ik_knee_l = skeleton_bone_id( sk, "knee.L" );
34 av->id_ik_knee_r = skeleton_bone_id( sk, "knee.R" );
35 }
36
37 /* TODO: Standard model load */
38
39 VG_STATIC void player_model_load( struct player_model *mdl, const char *path )
40 {
41 vg_linear_clear( vg_mem.scratch );
42
43 mdl_context ctx;
44 mdl_open( &ctx, path, vg_mem.scratch );
45 mdl_load_metadata_block( &ctx, vg_mem.scratch );
46 mdl_load_mesh_block( &ctx, vg_mem.scratch );
47
48 if( !mdl_arrcount( &ctx.textures ) )
49 vg_fatal_exit_loop( "No texture in player model" );
50
51 mdl_texture *tex0 = mdl_arritm( &ctx.textures, 0 );
52 void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size );
53 mdl_fread_pack_file( &ctx, &tex0->file, data );
54
55 vg_acquire_thread_sync();
56 {
57 mdl_unpack_glmesh( &ctx, &mdl->mesh );
58
59 /* upload first texture */
60 mdl->texture = vg_tex2d_new();
61
62 vg_tex2d_set_error();
63 vg_tex2d_qoi( data, tex0->file.pack_size,
64 mdl_pstr( &ctx, tex0->file.pstr_path ));
65 vg_tex2d_nearest();
66 vg_tex2d_clamp();
67 }
68 vg_release_thread_sync();
69
70 mdl_close( &ctx );
71 }
72
73 VG_STATIC void player_board_load( struct player_board *mdl, const char *path )
74 {
75 vg_linear_clear( vg_mem.scratch );
76
77 mdl_context ctx;
78 mdl_open( &ctx, path, vg_mem.scratch );
79 mdl_load_metadata_block( &ctx, vg_mem.scratch );
80 mdl_load_mesh_block( &ctx, vg_mem.scratch );
81
82 mdl_array_ptr markers;
83 mdl_load_array( &ctx, &markers, "ent_marker", vg_mem.scratch );
84
85 if( !mdl_arrcount( &ctx.textures ) )
86 vg_fatal_exit_loop( "No texture in board model" );
87
88 mdl_texture *tex0 = mdl_arritm( &ctx.textures, 0 );
89 void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size );
90 mdl_fread_pack_file( &ctx, &tex0->file, data );
91
92 vg_acquire_thread_sync();
93 {
94 mdl_unpack_glmesh( &ctx, &mdl->mesh );
95
96 /* upload first texture */
97 mdl->texture = vg_tex2d_new();
98
99 vg_tex2d_set_error();
100 vg_tex2d_qoi( data, tex0->file.pack_size,
101 mdl_pstr( &ctx, tex0->file.pstr_path ));
102 vg_tex2d_nearest();
103 vg_tex2d_clamp();
104 }
105 vg_release_thread_sync();
106
107 mdl_close( &ctx );
108
109 for( int i=0; i<4; i++ )
110 mdl->wheels[i].indice_count = 0;
111 for( int i=0; i<2; i++ )
112 mdl->trucks[i].indice_count = 0;
113 mdl->board.indice_count = 0;
114
115 for( u32 i=0; i<mdl_arrcount(&ctx.meshs); i++ ){
116 mdl_mesh *mesh = mdl_arritm( &ctx.meshs, i );
117
118 vg_info( "[%u]=%u:%u\n", mesh->entity_id,
119 mdl_entity_id_type( mesh->entity_id ),
120 mdl_entity_id_id( mesh->entity_id ) );
121
122 if( mdl_entity_id_type( mesh->entity_id ) != k_ent_marker )
123 continue;
124
125 u32 index = mdl_entity_id_id( mesh->entity_id );
126 ent_marker *marker = mdl_arritm( &markers, index );
127
128 mdl_submesh *sm0 = mdl_arritm( &ctx.submeshs, mesh->submesh_start );
129
130 const char *alias = mdl_pstr( &ctx, marker->pstr_alias );
131 u32 lr = marker->transform.co[0] > 0.0f? 1: 0,
132 fb = marker->transform.co[2] > 0.0f? 0: 1;
133
134 if( !strcmp( alias, "wheel" ) ){
135 u32 id = fb<<1 | lr;
136 mdl->wheels[ id ] = *sm0;
137 v3_copy( marker->transform.co, mdl->wheel_positions[ id ] );
138 }
139 else if( !strcmp( alias, "board" ) ){
140 mdl->board = *sm0;
141 v3_copy( marker->transform.co, mdl->board_position );
142 }
143 else if( !strcmp( alias, "truck" ) ){
144 mdl->trucks[ fb ] = *sm0;
145 v3_copy( marker->transform.co, mdl->truck_positions[ fb ] );
146 }
147 }
148 }
149
150 VG_STATIC void player__pre_render( player_instance *player )
151 {
152 if( _player_animate[ player->subsystem ] ){
153 player_animation res;
154 _player_animate[ player->subsystem ]( player, &res );
155
156 m4x3f transform;
157 q_m3x3( res.root_q, transform );
158 v3_copy( res.root_co, transform[3] );
159
160 struct skeleton *sk = &player->playeravatar->sk;
161
162 if( player->holdout_time > 0.0f ){
163 skeleton_lerp_pose( sk, res.pose, player->holdout_pose,
164 player->holdout_time, res.pose );
165 player->holdout_time -= vg.time_frame_delta * 2.0f;
166 }
167
168 skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
169 skeleton_apply_ik_pass( sk );
170 skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only );
171 skeleton_apply_inverses( sk );
172 skeleton_apply_transform( sk, transform );
173
174 skeleton_debug( sk );
175 }
176
177 if( _player_post_animate[ player->subsystem ] )
178 _player_post_animate[ player->subsystem ]( player );
179
180 struct player_avatar *av = player->playeravatar;
181
182 v3f vp0 = {0.0f,0.1f, player->playerboard->truck_positions[0][2]},
183 vp1 = {0.0f,0.1f, player->playerboard->truck_positions[1][2]};
184
185 struct ub_world_lighting *ubo = &get_active_world()->ub_lighting;
186 m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, ubo->g_board_0 );
187 m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, ubo->g_board_1 );
188
189 if( player->rewinding ){
190 if( player->rewind_time <= 0.0f ){
191 double taken = vg.time - player->rewind_start;
192 vg_success( "Rewind took (rt, pt, tl): %f, %f, %f\n",
193 taken, player->rewind_predicted_time,
194 player->rewind_total_length );
195
196 player->rewinding = 0;
197 player->rewind_length = 1;
198 player->rewind_total_length = 0.0f;
199 player->rewind_accum = 0.0f;
200 world_global.sky_target_rate = 1.0;
201 world_global.time = world_global.last_use;
202 }
203 else{
204 world_global.sky_target_rate = -100.0;
205
206 float budget = vg.time_delta,
207 overall_length = player->rewind_length;
208
209 for( int i=0; (i<10)&&(player->rewind_time>0.0f)&&(budget>0.0f); i++ ){
210 /* Interpolate frames */
211 int i0 = floorf( player->rewind_time ),
212 i1 = VG_MIN( i0+1, player->rewind_length-1 );
213
214 struct rewind_frame *fr = &player->rewind_buffer[i0],
215 *fr1 = &player->rewind_buffer[i1];
216
217 float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
218 subl = vg_fractf( player->rewind_time ) + 0.001f,
219
220 sramp = 3.0f-(1.0f/(0.4f+0.4f*player->rewind_time)),
221 speed = sramp*28.0f + 0.5f*player->rewind_time,
222 mod = speed * (budget / dist),
223
224 advl = vg_minf( mod, subl ),
225 advt = (advl / mod) * budget;
226
227 player->dist_accum += speed * advt;
228 player->rewind_time -= advl;
229 budget -= advt;
230 }
231
232 player->rewind_time = vg_maxf( 0.0f, player->rewind_time );
233
234 float current_time = vg.time - player->rewind_start,
235 remaining = player->rewind_predicted_time - current_time;
236
237 if( player->rewind_sound_wait ){
238 if( player->rewind_predicted_time >= 6.5f ){
239 if( remaining <= 6.5f ){
240 audio_lock();
241 audio_oneshot( &audio_rewind[3], 1.0f, 0.0f );
242 audio_unlock();
243 player->rewind_sound_wait = 0;
244 }
245 }
246 else if( player->rewind_predicted_time >= 2.5f ){
247 if( remaining <= 2.5f ){
248 audio_lock();
249 audio_oneshot( &audio_rewind[2], 1.0f, 0.0f );
250 audio_unlock();
251 player->rewind_sound_wait = 0;
252 }
253 }
254 else if( player->rewind_predicted_time >= 1.5f ){
255 if( remaining <= 1.5f ){
256 audio_lock();
257 audio_oneshot( &audio_rewind[1], 1.0f, 0.0f );
258 audio_unlock();
259 player->rewind_sound_wait = 0;
260 }
261 }
262 }
263
264 int i0 = floorf( player->rewind_time ),
265 i1 = VG_MIN( i0+1, player->rewind_length-1 );
266
267 struct rewind_frame *fr = &player->rewind_buffer[i0],
268 *fr1 = &player->rewind_buffer[i1];
269
270 float sub = vg_fractf(player->rewind_time);
271
272 v3_lerp( fr->pos, fr1->pos, sub, player->cam_override_pos );
273 player->cam_override_angles[0] =
274 vg_alerpf( fr->ang[0], fr1->ang[0], sub );
275 player->cam_override_angles[1] =
276 vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
277
278 float blend = player->rewind_time * 0.25f;
279 player->cam_override_strength = vg_clampf( blend, 0.0f, 1.0f );
280 }
281 }
282 else player->cam_override_strength = 0.0f;
283
284 player__cam_iterate( player );
285 }
286
287 PLAYER_API void player__render( camera *cam, player_instance *player )
288 {
289 shader_model_character_view_use();
290
291 glActiveTexture( GL_TEXTURE0 );
292 glBindTexture( GL_TEXTURE_2D, player->playermodel->texture );
293 shader_model_character_view_uTexMain( 0 );
294 shader_model_character_view_uCamera( cam->transform[3] );
295 shader_model_character_view_uPv( cam->mtx.pv );
296 shader_model_character_view_uTexSceneDepth( 1 );
297 render_fb_bind_texture( gpipeline.fb_main, 2, 1 );
298 v3f inverse;
299 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
300 inverse[2] = main_camera.farz-main_camera.nearz;
301
302 shader_model_character_view_uInverseRatioDepth( inverse );
303 render_fb_inverse_ratio( NULL, inverse );
304 inverse[2] = cam->farz-cam->nearz;
305 shader_model_character_view_uInverseRatioMain( inverse );
306
307 world_instance *world = get_active_world();
308 world_link_lighting_ub( world, _shader_model_character_view.id );
309 world_bind_position_texture( world, _shader_model_character_view.id,
310 _uniform_model_character_view_g_world_depth, 2 );
311 world_bind_light_array( world, _shader_model_character_view.id,
312 _uniform_model_character_view_uLightsArray, 3 );
313 world_bind_light_index( world, _shader_model_character_view.id,
314 _uniform_model_character_view_uLightsIndex, 4 );
315
316 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
317 player->playeravatar->sk.bone_count,
318 0,
319 (float *)player->playeravatar->sk.final_mtx );
320
321 mesh_bind( &player->playermodel->mesh );
322 mesh_draw( &player->playermodel->mesh );
323
324 /* draw skateboard */
325 shader_model_board_view_use();
326 glActiveTexture( GL_TEXTURE0 );
327 glBindTexture( GL_TEXTURE_2D, player->playerboard->texture );
328 shader_model_board_view_uTexMain( 0 );
329 shader_model_board_view_uCamera( cam->transform[3] );
330 shader_model_board_view_uPv( cam->mtx.pv );
331 shader_model_board_view_uTexSceneDepth( 1 );
332
333 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
334 inverse[2] = main_camera.farz-main_camera.nearz;
335
336 shader_model_board_view_uInverseRatioDepth( inverse );
337 render_fb_inverse_ratio( NULL, inverse );
338 inverse[2] = cam->farz-cam->nearz;
339 shader_model_board_view_uInverseRatioMain( inverse );
340
341 world_link_lighting_ub( world, _shader_model_board_view.id );
342 world_bind_position_texture( world, _shader_model_board_view.id,
343 _uniform_model_board_view_g_world_depth, 2 );
344 world_bind_light_array( world, _shader_model_board_view.id,
345 _uniform_model_board_view_uLightsArray, 3 );
346 world_bind_light_index( world, _shader_model_board_view.id,
347 _uniform_model_board_view_uLightsIndex, 4 );
348
349 m4x3f root;
350 m4x3_copy( player->playeravatar->sk.final_mtx[player->playeravatar->id_board]
351 , root );
352
353 struct player_board *board = player->playerboard;
354 mesh_bind( &board->mesh );
355
356 if( board->board.indice_count ){
357 m4x3f mlocal;
358 m3x3_identity( mlocal );
359 v3_copy( board->board_position, mlocal[3] );
360 m4x3_mul( root, mlocal, mlocal );
361
362 shader_model_board_view_uMdl( mlocal );
363 mdl_draw_submesh( &board->board );
364 }
365
366 for( int i=0; i<2; i++ ){
367 if( !board->trucks[i].indice_count )
368 continue;
369
370 m4x3f mlocal;
371 m3x3_identity( mlocal );
372 v3_copy( board->truck_positions[i], mlocal[3] );
373 m4x3_mul( root, mlocal, mlocal );
374
375 shader_model_board_view_uMdl( mlocal );
376 mdl_draw_submesh( &board->trucks[i] );
377 }
378
379 for( int i=0; i<4; i++ ){
380 if( !board->wheels[i].indice_count )
381 continue;
382
383 m4x3f mlocal;
384 m3x3_identity( mlocal );
385 v3_copy( board->wheel_positions[i], mlocal[3] );
386 m4x3_mul( root, mlocal, mlocal );
387
388 shader_model_board_view_uMdl( mlocal );
389 mdl_draw_submesh( &board->wheels[i] );
390 }
391 }
392
393 #endif /* PLAYER_RENDER_C */