refactor (reduction)
[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 static void player_avatar_load( struct player_avatar *av, const char *path ){
17 mdl_open( &av->meta, path, vg_mem.rtmemory );
18 mdl_load_metadata_block( &av->meta, vg_mem.rtmemory );
19 mdl_load_animation_block( &av->meta, vg_mem.rtmemory );
20 mdl_close( &av->meta );
21
22 struct skeleton *sk = &av->sk;
23 skeleton_setup( sk, vg_mem.rtmemory, &av->meta );
24
25 av->id_hip = skeleton_bone_id( sk, "hips" );
26 av->id_ik_hand_l = skeleton_bone_id( sk, "hand.IK.L" );
27 av->id_ik_hand_r = skeleton_bone_id( sk, "hand.IK.R" );
28 av->id_ik_elbow_l = skeleton_bone_id( sk, "elbow.L" );
29 av->id_ik_elbow_r = skeleton_bone_id( sk, "elbow.R" );
30 av->id_head = skeleton_bone_id( sk, "head" );
31 av->id_ik_foot_l = skeleton_bone_id( sk, "foot.IK.L" );
32 av->id_ik_foot_r = skeleton_bone_id( sk, "foot.IK.R" );
33 av->id_board = skeleton_bone_id( sk, "board" );
34 av->id_wheel_l = skeleton_bone_id( sk, "wheel.L" );
35 av->id_wheel_r = skeleton_bone_id( sk, "wheel.R" );
36 av->id_ik_knee_l = skeleton_bone_id( sk, "knee.L" );
37 av->id_ik_knee_r = skeleton_bone_id( sk, "knee.R" );
38 }
39
40 /* TODO: Standard model load */
41
42 static void dynamic_model_load( mdl_context *ctx,
43 struct dynamic_model_1texture *mdl,
44 const char *path ){
45 if( !mdl_arrcount( &ctx->textures ) )
46 vg_fatal_error( "No texture in model" );
47
48 mdl_texture *tex0 = mdl_arritm( &ctx->textures, 0 );
49 void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size );
50 mdl_fread_pack_file( ctx, &tex0->file, data );
51
52 vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
53 VG_TEX2D_NEAREST|VG_TEX2D_CLAMP,
54 &mdl->texture );
55
56 mdl_async_load_glmesh( ctx, &mdl->mesh );
57 }
58
59 static void dynamic_model_unload( struct dynamic_model_1texture *mdl ){
60 mesh_free( &mdl->mesh );
61 glDeleteTextures( 1, &mdl->texture );
62 }
63
64 /* TODO: allow error handling */
65 static void player_board_load( struct player_board *board,
66 const char *path ){
67
68 vg_linear_clear( vg_mem.scratch );
69
70 mdl_context ctx;
71 mdl_open( &ctx, path, vg_mem.scratch );
72 mdl_load_metadata_block( &ctx, vg_mem.scratch );
73
74 dynamic_model_load( &ctx, &board->mdl, path );
75
76 mdl_array_ptr markers;
77 mdl_load_array( &ctx, &markers, "ent_marker", vg_mem.scratch );
78
79 /* TODO: you get put into a new section, the above is standard mdl loads. */
80 for( int i=0; i<4; i++ )
81 board->wheels[i].indice_count = 0;
82 for( int i=0; i<2; i++ )
83 board->trucks[i].indice_count = 0;
84 board->board.indice_count = 0;
85
86 for( u32 i=0; i<mdl_arrcount(&ctx.meshs); i++ ){
87 mdl_mesh *mesh = mdl_arritm( &ctx.meshs, i );
88
89 if( mdl_entity_id_type( mesh->entity_id ) != k_ent_marker )
90 continue;
91
92 u32 index = mdl_entity_id_id( mesh->entity_id );
93 ent_marker *marker = mdl_arritm( &markers, index );
94
95 mdl_submesh *sm0 = mdl_arritm( &ctx.submeshs, mesh->submesh_start );
96
97 const char *alias = mdl_pstr( &ctx, marker->pstr_alias );
98 u32 lr = marker->transform.co[0] > 0.0f? 1: 0,
99 fb = marker->transform.co[2] > 0.0f? 0: 1;
100
101 if( !strcmp( alias, "wheel" ) ){
102 u32 id = fb<<1 | lr;
103 board->wheels[ id ] = *sm0;
104 v3_copy( marker->transform.co, board->wheel_positions[ id ] );
105 }
106 else if( !strcmp( alias, "board" ) ){
107 board->board = *sm0;
108 v3_copy( marker->transform.co, board->board_position );
109 }
110 else if( !strcmp( alias, "truck" ) ){
111 board->trucks[ fb ] = *sm0;
112 v3_copy( marker->transform.co, board->truck_positions[ fb ] );
113 }
114 }
115
116 mdl_close( &ctx );
117 }
118
119 static void player_board_unload( struct player_board *board ){
120 dynamic_model_unload( &board->mdl );
121 }
122
123 static void player_model_load( struct player_model *board, const char *path){
124 vg_linear_clear( vg_mem.scratch );
125
126 mdl_context ctx;
127 mdl_open( &ctx, path, vg_mem.scratch );
128 mdl_load_metadata_block( &ctx, vg_mem.scratch );
129
130 dynamic_model_load( &ctx, &board->mdl, path );
131
132 mdl_close( &ctx );
133 }
134
135 static void player_model_unload( struct player_model *board ){
136 dynamic_model_unload( &board->mdl );
137 }
138
139 static void player_apply_pose_to_skeleton(void){
140 struct skeleton *sk = &localplayer.playeravatar->sk;
141 player_pose *pose = &localplayer.pose;
142
143 m4x3f transform;
144 q_m3x3( pose->root_q, transform );
145 v3_copy( pose->root_co, transform[3] );
146
147 if( pose->type == k_player_pose_type_ik ){
148 skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_defer_ik );
149 skeleton_apply_ik_pass( sk );
150 skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_deffered_only );
151 skeleton_apply_inverses( sk );
152 skeleton_apply_transform( sk, transform );
153 }
154 else if( pose->type == k_player_pose_type_fk_2 ){
155 skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_always );
156 skeleton_apply_inverses( sk );
157 skeleton_apply_transform( sk, transform );
158 }
159 }
160
161 static void player__animate(void){
162 struct player_subsystem_interface *sys =
163 player_subsystems[localplayer.subsystem];
164
165 assert( sys->animate );
166 assert( sys->pose );
167 assert( sys->animator_data );
168
169 sys->animate();
170 sys->pose( sys->animator_data, &localplayer.pose );
171
172 struct skeleton *sk = &localplayer.playeravatar->sk;
173
174 if( localplayer.holdout_time > 0.0f ){
175 player_pose *pose = &localplayer.pose;
176 skeleton_lerp_pose( sk,
177 pose->keyframes,localplayer.holdout_pose.keyframes,
178 localplayer.holdout_time, pose->keyframes );
179 q_nlerp( pose->root_q, localplayer.holdout_pose.root_q,
180 localplayer.holdout_time, pose->root_q );
181 localplayer.holdout_time -= vg.time_frame_delta * 2.0f;
182 }
183
184 player_apply_pose_to_skeleton();
185 skeleton_debug( sk );
186
187 if( sys->post_animate )
188 sys->post_animate();
189
190 player__cam_iterate();
191 }
192
193 static void player_copy_frame_animator( replay_frame *frame ){
194 struct player_subsystem_interface *sys =
195 player_subsystems[localplayer.subsystem];
196
197 if( sys->animator_size ){
198 void *src = replay_frame_data( frame, k_replay_framedata_animator );
199 memcpy( sys->animator_data, src, sys->animator_size );
200 }
201 }
202
203 static void player__animate_from_replay( replay_buffer *replay ){
204 replay_frame *frame = replay->cursor_frame,
205 *next = NULL;
206 if( frame ){
207 next = frame->r;
208
209 if( next ){
210 f32 t = replay_subframe_time( replay );
211
212 player_pose pose0, pose1;
213
214 struct player_subsystem_interface
215 *sys0 = player_subsystems[frame->system],
216 *sys1 = player_subsystems[next->system];
217
218 void *a0 = replay_frame_data( frame, k_replay_framedata_animator ),
219 *a1 = replay_frame_data( next, k_replay_framedata_animator );
220
221 sys0->pose( a0, &pose0 );
222 sys1->pose( a1, &pose1 );
223
224 v3_lerp( pose0.root_co, pose1.root_co, t, localplayer.pose.root_co );
225 q_nlerp( pose0.root_q, pose1.root_q, t, localplayer.pose.root_q );
226 localplayer.pose.type = pose0.type;
227 localplayer.pose.board.lean = vg_lerpf( pose0.board.lean,
228 pose1.board.lean, t );
229
230 struct skeleton *sk = &localplayer.playeravatar->sk;
231 if( pose0.type != pose1.type ){
232 /* it would be nice to apply IK pass in-keyframes. TOO BAD! */
233 skeleton_copy_pose( sk, pose0.keyframes,
234 localplayer.pose.keyframes );
235 }
236 else {
237 skeleton_lerp_pose( sk, pose0.keyframes, pose1.keyframes,
238 t, localplayer.pose.keyframes );
239 }
240 }
241 else{
242 struct player_subsystem_interface
243 *sys = player_subsystems[frame->system];
244 sys->pose( replay_frame_data( frame, k_replay_framedata_animator ),
245 &localplayer.pose );
246 }
247 }
248 else return;
249
250 player_apply_pose_to_skeleton();
251 }
252
253 static void player__pre_render(void){
254 /* shadowing/ao info */
255 struct player_avatar *av = localplayer.playeravatar;
256 struct player_board *board =
257 addon_cache_item_if_loaded( k_addon_type_board,
258 localplayer.board_view_slot );
259 v3f vp0, vp1;
260 if( board ){
261 v3_copy((v3f){0.0f,0.1f, board->truck_positions[0][2]}, vp0 );
262 v3_copy((v3f){0.0f,0.1f, board->truck_positions[1][2]}, vp1 );
263 }
264 else{
265 v3_zero( vp0 );
266 v3_zero( vp1 );
267 }
268
269 struct ub_world_lighting *ubo = &world_current_instance()->ub_lighting;
270 m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, ubo->g_board_0 );
271 m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, ubo->g_board_1 );
272 }
273
274 static void render_board( camera *cam, world_instance *world,
275 struct player_board *board, m4x3f root,
276 struct player_board_pose *pose,
277 enum board_shader shader )
278 {
279 if( !board ) return;
280
281 v3f inverse;
282
283 glActiveTexture( GL_TEXTURE0 );
284 glBindTexture( GL_TEXTURE_2D, board->mdl.texture );
285
286 if( shader == k_board_shader_player ){
287 shader_model_board_view_use();
288 shader_model_board_view_uTexMain( 0 );
289 shader_model_board_view_uCamera( cam->transform[3] );
290 shader_model_board_view_uPv( cam->mtx.pv );
291 shader_model_board_view_uTexSceneDepth( 1 );
292 render_fb_bind_texture( gpipeline.fb_main, 2, 1 );
293
294 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
295
296 inverse[2] = skaterift.cam.farz-skaterift.cam.nearz;
297
298 shader_model_board_view_uInverseRatioDepth( inverse );
299 render_fb_inverse_ratio( NULL, inverse );
300 inverse[2] = cam->farz-cam->nearz;
301 shader_model_board_view_uInverseRatioMain( inverse );
302
303 world_link_lighting_ub( world, _shader_model_board_view.id );
304 world_bind_position_texture( world, _shader_model_board_view.id,
305 _uniform_model_board_view_g_world_depth, 2 );
306 world_bind_light_array( world, _shader_model_board_view.id,
307 _uniform_model_board_view_uLightsArray, 3 );
308 world_bind_light_index( world, _shader_model_board_view.id,
309 _uniform_model_board_view_uLightsIndex, 4 );
310 }
311 else if( shader == k_board_shader_entity ){
312 shader_model_entity_use();
313 shader_model_entity_uTexMain( 0 );
314 shader_model_entity_uCamera( cam->transform[3] );
315 shader_model_entity_uPv( cam->mtx.pv );
316
317 world_link_lighting_ub( world, _shader_model_entity.id );
318 world_bind_position_texture( world, _shader_model_entity.id,
319 _uniform_model_entity_g_world_depth, 2 );
320 world_bind_light_array( world, _shader_model_entity.id,
321 _uniform_model_entity_uLightsArray, 3 );
322 world_bind_light_index( world, _shader_model_entity.id,
323 _uniform_model_entity_uLightsIndex, 4 );
324 }
325
326 mesh_bind( &board->mdl.mesh );
327
328 m4x4f m4mdl;
329
330 if( board->board.indice_count ){
331 m4x3f mlocal;
332 m3x3_identity( mlocal );
333
334 mdl_keyframe kf;
335 v3_zero( kf.co );
336 q_identity( kf.q );
337 v3_zero( kf.s );
338
339 v4f qroll;
340 q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, pose->lean * 0.6f );
341 keyframe_rotate_around( &kf, (v3f){0.0f,0.11f,0.0f},
342 (v3f){0.0f,0.0f,0.0f}, qroll );
343
344 v3_add( board->board_position, kf.co, mlocal[3] );
345 q_m3x3( kf.q, mlocal );
346
347 m4x3_mul( root, mlocal, mlocal );
348
349 if( shader == k_board_shader_entity ){
350 /* TODO: provide a way to supply previous mdl mtx? */
351 m4x3_expand( mlocal, m4mdl );
352 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
353 shader_model_entity_uPvmPrev( m4mdl );
354 shader_model_entity_uMdl( mlocal );
355 }
356 else
357 shader_model_board_view_uMdl( mlocal );
358
359 mdl_draw_submesh( &board->board );
360 }
361
362 for( int i=0; i<2; i++ ){
363 if( !board->trucks[i].indice_count )
364 continue;
365
366 m4x3f mlocal;
367 m3x3_identity( mlocal );
368 v3_copy( board->truck_positions[i], mlocal[3] );
369 m4x3_mul( root, mlocal, mlocal );
370
371 if( shader == k_board_shader_entity ){
372 m4x3_expand( mlocal, m4mdl );
373 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
374 shader_model_entity_uPvmPrev( m4mdl );
375 shader_model_entity_uMdl( mlocal );
376 }
377 else
378 shader_model_board_view_uMdl( mlocal );
379
380 mdl_draw_submesh( &board->trucks[i] );
381 }
382
383 for( int i=0; i<4; i++ ){
384 if( !board->wheels[i].indice_count )
385 continue;
386
387 m4x3f mlocal;
388 m3x3_identity( mlocal );
389 v3_copy( board->wheel_positions[i], mlocal[3] );
390 m4x3_mul( root, mlocal, mlocal );
391
392 if( shader == k_board_shader_entity ){
393 m4x3_expand( mlocal, m4mdl );
394 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
395 shader_model_entity_uPvmPrev( m4mdl );
396 shader_model_entity_uMdl( mlocal );
397 }
398 else
399 shader_model_board_view_uMdl( mlocal );
400
401 mdl_draw_submesh( &board->wheels[i] );
402 }
403 }
404
405 static void render_playermodel( camera *cam, world_instance *world,
406 int depth_compare,
407 struct player_model *model,
408 struct skeleton *skeleton ){
409 if( !model ) return;
410
411 shader_model_character_view_use();
412
413 glActiveTexture( GL_TEXTURE0 );
414 glBindTexture( GL_TEXTURE_2D, model->mdl.texture );
415 shader_model_character_view_uTexMain( 0 );
416 shader_model_character_view_uCamera( cam->transform[3] );
417 shader_model_character_view_uPv( cam->mtx.pv );
418
419 if( depth_compare ){
420 shader_model_character_view_uTexSceneDepth( 1 );
421 render_fb_bind_texture( gpipeline.fb_main, 2, 1 );
422 v3f inverse;
423 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
424 inverse[2] = skaterift.cam.farz-skaterift.cam.nearz;
425
426 shader_model_character_view_uInverseRatioDepth( inverse );
427 render_fb_inverse_ratio( NULL, inverse );
428 inverse[2] = cam->farz-cam->nearz;
429 shader_model_character_view_uInverseRatioMain( inverse );
430 }
431 shader_model_character_view_uDepthCompare( depth_compare );
432
433 world_link_lighting_ub( world, _shader_model_character_view.id );
434 world_bind_position_texture( world, _shader_model_character_view.id,
435 _uniform_model_character_view_g_world_depth, 2 );
436 world_bind_light_array( world, _shader_model_character_view.id,
437 _uniform_model_character_view_uLightsArray, 3 );
438 world_bind_light_index( world, _shader_model_character_view.id,
439 _uniform_model_character_view_uLightsIndex, 4 );
440
441 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
442 skeleton->bone_count,
443 0,
444 (float *)skeleton->final_mtx );
445
446 mesh_bind( &model->mdl.mesh );
447 mesh_draw( &model->mdl.mesh );
448 }
449
450 static void player__render( camera *cam ){
451 world_instance *world = world_current_instance();
452 SDL_AtomicLock( &addon_system.sl_cache_using_resources );
453
454 struct player_model *model =
455 addon_cache_item_if_loaded( k_addon_type_player,
456 localplayer.playermodel_view_slot );
457
458 if( !model ) model = &localplayer.fallback_model;
459 render_playermodel( cam, world, 1, model, &localplayer.playeravatar->sk );
460
461 struct player_board *board =
462 addon_cache_item_if_loaded( k_addon_type_board,
463 localplayer.board_view_slot );
464
465 render_board( cam, world, board, localplayer.playeravatar->sk.final_mtx[
466 localplayer.playeravatar->id_board],
467 &localplayer.pose.board,
468 k_board_shader_player );
469
470 SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
471 }
472
473 #endif /* PLAYER_RENDER_C */