test network 5
[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 apply_full_skeleton_pose( struct skeleton *sk, player_pose *pose,
140 m4x3f *final_mtx ){
141 m4x3f transform;
142 q_m3x3( pose->root_q, transform );
143 v3_copy( pose->root_co, transform[3] );
144
145 if( pose->type == k_player_pose_type_ik ){
146 skeleton_apply_pose( sk, pose->keyframes,
147 k_anim_apply_defer_ik, final_mtx );
148 skeleton_apply_ik_pass( sk, final_mtx );
149 skeleton_apply_pose( sk, pose->keyframes,
150 k_anim_apply_deffered_only, final_mtx );
151 skeleton_apply_inverses( sk, final_mtx );
152 skeleton_apply_transform( sk, transform, final_mtx );
153 }
154 else if( pose->type == k_player_pose_type_fk_2 ){
155 skeleton_apply_pose( sk, pose->keyframes,
156 k_anim_apply_always, final_mtx );
157 skeleton_apply_inverses( sk, final_mtx );
158 skeleton_apply_transform( sk, transform, final_mtx );
159 }
160 }
161
162 static void player__animate(void){
163 struct player_subsystem_interface *sys =
164 player_subsystems[localplayer.subsystem];
165
166 assert( sys->animate );
167 assert( sys->pose );
168 assert( sys->animator_data );
169
170 sys->animate();
171 sys->pose( sys->animator_data, &localplayer.pose );
172
173 struct skeleton *sk = &localplayer.playeravatar->sk;
174
175 if( localplayer.holdout_time > 0.0f ){
176 player_pose *pose = &localplayer.pose;
177 skeleton_lerp_pose( sk,
178 pose->keyframes,localplayer.holdout_pose.keyframes,
179 localplayer.holdout_time, pose->keyframes );
180 q_nlerp( pose->root_q, localplayer.holdout_pose.root_q,
181 localplayer.holdout_time, pose->root_q );
182 localplayer.holdout_time -= vg.time_frame_delta * 2.0f;
183 }
184
185 apply_full_skeleton_pose( &localplayer.playeravatar->sk, &localplayer.pose,
186 localplayer.final_mtx );
187 skeleton_debug( sk, localplayer.final_mtx );
188
189 if( sys->post_animate )
190 sys->post_animate();
191
192 player__cam_iterate();
193 }
194
195 static void player_copy_frame_animator( replay_frame *frame ){
196 struct player_subsystem_interface *sys =
197 player_subsystems[localplayer.subsystem];
198
199 if( sys->animator_size ){
200 void *src = replay_frame_data( frame, k_replay_framedata_animator );
201 memcpy( sys->animator_data, src, sys->animator_size );
202 }
203 }
204
205 static void player__animate_from_replay( replay_buffer *replay ){
206 replay_frame *frame = replay->cursor_frame,
207 *next = NULL;
208 if( frame ){
209 next = frame->r;
210
211 if( next ){
212 f32 t = replay_subframe_time( replay );
213
214 player_pose pose0, pose1;
215
216 struct player_subsystem_interface
217 *sys0 = player_subsystems[frame->system],
218 *sys1 = player_subsystems[next->system];
219
220 void *a0 = replay_frame_data( frame, k_replay_framedata_animator ),
221 *a1 = replay_frame_data( next, k_replay_framedata_animator );
222
223 sys0->pose( a0, &pose0 );
224 sys1->pose( a1, &pose1 );
225
226 v3_lerp( pose0.root_co, pose1.root_co, t, localplayer.pose.root_co );
227 q_nlerp( pose0.root_q, pose1.root_q, t, localplayer.pose.root_q );
228 localplayer.pose.type = pose0.type;
229 localplayer.pose.board.lean = vg_lerpf( pose0.board.lean,
230 pose1.board.lean, t );
231
232 struct skeleton *sk = &localplayer.playeravatar->sk;
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,
236 localplayer.pose.keyframes );
237 }
238 else {
239 skeleton_lerp_pose( sk, pose0.keyframes, pose1.keyframes,
240 t, localplayer.pose.keyframes );
241 }
242 }
243 else{
244 struct player_subsystem_interface
245 *sys = player_subsystems[frame->system];
246 sys->pose( replay_frame_data( frame, k_replay_framedata_animator ),
247 &localplayer.pose );
248 }
249 }
250 else return;
251
252 apply_full_skeleton_pose( &localplayer.playeravatar->sk, &localplayer.pose,
253 localplayer.final_mtx );
254 }
255
256 static void player__pre_render(void){
257 /* shadowing/ao info */
258 struct player_avatar *av = localplayer.playeravatar;
259 struct player_board *board =
260 addon_cache_item_if_loaded( k_addon_type_board,
261 localplayer.board_view_slot );
262 v3f vp0, vp1;
263 if( board ){
264 v3_copy((v3f){0.0f,0.1f, board->truck_positions[0][2]}, vp0 );
265 v3_copy((v3f){0.0f,0.1f, board->truck_positions[1][2]}, vp1 );
266 }
267 else{
268 v3_zero( vp0 );
269 v3_zero( vp1 );
270 }
271
272 struct ub_world_lighting *ubo = &world_current_instance()->ub_lighting;
273 m4x3_mulv( localplayer.final_mtx[ av->id_board ], vp0, ubo->g_board_0 );
274 m4x3_mulv( localplayer.final_mtx[ av->id_board ], vp1, ubo->g_board_1 );
275 }
276
277 static void render_board( camera *cam, world_instance *world,
278 struct player_board *board, m4x3f root,
279 struct player_board_pose *pose,
280 enum board_shader shader )
281 {
282 if( !board ) return;
283
284 v3f inverse;
285
286 glActiveTexture( GL_TEXTURE0 );
287 glBindTexture( GL_TEXTURE_2D, board->mdl.texture );
288
289 if( shader == k_board_shader_player ){
290 shader_model_board_view_use();
291 shader_model_board_view_uTexMain( 0 );
292 shader_model_board_view_uCamera( cam->transform[3] );
293 shader_model_board_view_uPv( cam->mtx.pv );
294 shader_model_board_view_uTexSceneDepth( 1 );
295 render_fb_bind_texture( gpipeline.fb_main, 2, 1 );
296
297 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
298
299 inverse[2] = skaterift.cam.farz-skaterift.cam.nearz;
300
301 shader_model_board_view_uInverseRatioDepth( inverse );
302 render_fb_inverse_ratio( NULL, inverse );
303 inverse[2] = cam->farz-cam->nearz;
304 shader_model_board_view_uInverseRatioMain( inverse );
305
306 world_link_lighting_ub( world, _shader_model_board_view.id );
307 world_bind_position_texture( world, _shader_model_board_view.id,
308 _uniform_model_board_view_g_world_depth, 2 );
309 world_bind_light_array( world, _shader_model_board_view.id,
310 _uniform_model_board_view_uLightsArray, 3 );
311 world_bind_light_index( world, _shader_model_board_view.id,
312 _uniform_model_board_view_uLightsIndex, 4 );
313 }
314 else if( shader == k_board_shader_entity ){
315 shader_model_entity_use();
316 shader_model_entity_uTexMain( 0 );
317 shader_model_entity_uCamera( cam->transform[3] );
318 shader_model_entity_uPv( cam->mtx.pv );
319
320 world_link_lighting_ub( world, _shader_model_entity.id );
321 world_bind_position_texture( world, _shader_model_entity.id,
322 _uniform_model_entity_g_world_depth, 2 );
323 world_bind_light_array( world, _shader_model_entity.id,
324 _uniform_model_entity_uLightsArray, 3 );
325 world_bind_light_index( world, _shader_model_entity.id,
326 _uniform_model_entity_uLightsIndex, 4 );
327 }
328
329 mesh_bind( &board->mdl.mesh );
330
331 m4x4f m4mdl;
332
333 if( board->board.indice_count ){
334 m4x3f mlocal;
335 m3x3_identity( mlocal );
336
337 mdl_keyframe kf;
338 v3_zero( kf.co );
339 q_identity( kf.q );
340 v3_zero( kf.s );
341
342 v4f qroll;
343 q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, pose->lean * 0.6f );
344 keyframe_rotate_around( &kf, (v3f){0.0f,0.11f,0.0f},
345 (v3f){0.0f,0.0f,0.0f}, qroll );
346
347 v3_add( board->board_position, kf.co, mlocal[3] );
348 q_m3x3( kf.q, mlocal );
349
350 m4x3_mul( root, mlocal, mlocal );
351
352 if( shader == k_board_shader_entity ){
353 /* TODO: provide a way to supply previous mdl mtx? */
354 m4x3_expand( mlocal, m4mdl );
355 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
356 shader_model_entity_uPvmPrev( m4mdl );
357 shader_model_entity_uMdl( mlocal );
358 }
359 else
360 shader_model_board_view_uMdl( mlocal );
361
362 mdl_draw_submesh( &board->board );
363 }
364
365 for( int i=0; i<2; i++ ){
366 if( !board->trucks[i].indice_count )
367 continue;
368
369 m4x3f mlocal;
370 m3x3_identity( mlocal );
371 v3_copy( board->truck_positions[i], mlocal[3] );
372 m4x3_mul( root, mlocal, mlocal );
373
374 if( shader == k_board_shader_entity ){
375 m4x3_expand( mlocal, m4mdl );
376 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
377 shader_model_entity_uPvmPrev( m4mdl );
378 shader_model_entity_uMdl( mlocal );
379 }
380 else
381 shader_model_board_view_uMdl( mlocal );
382
383 mdl_draw_submesh( &board->trucks[i] );
384 }
385
386 for( int i=0; i<4; i++ ){
387 if( !board->wheels[i].indice_count )
388 continue;
389
390 m4x3f mlocal;
391 m3x3_identity( mlocal );
392 v3_copy( board->wheel_positions[i], mlocal[3] );
393 m4x3_mul( root, mlocal, mlocal );
394
395 if( shader == k_board_shader_entity ){
396 m4x3_expand( mlocal, m4mdl );
397 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
398 shader_model_entity_uPvmPrev( m4mdl );
399 shader_model_entity_uMdl( mlocal );
400 }
401 else
402 shader_model_board_view_uMdl( mlocal );
403
404 mdl_draw_submesh( &board->wheels[i] );
405 }
406 }
407
408 static void render_playermodel( camera *cam, world_instance *world,
409 int depth_compare,
410 struct player_model *model,
411 struct skeleton *skeleton,
412 m4x3f *final_mtx ){
413 if( !model ) return;
414
415 shader_model_character_view_use();
416
417 glActiveTexture( GL_TEXTURE0 );
418 glBindTexture( GL_TEXTURE_2D, model->mdl.texture );
419 shader_model_character_view_uTexMain( 0 );
420 shader_model_character_view_uCamera( cam->transform[3] );
421 shader_model_character_view_uPv( cam->mtx.pv );
422
423 if( depth_compare ){
424 shader_model_character_view_uTexSceneDepth( 1 );
425 render_fb_bind_texture( gpipeline.fb_main, 2, 1 );
426 v3f inverse;
427 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
428 inverse[2] = skaterift.cam.farz-skaterift.cam.nearz;
429
430 shader_model_character_view_uInverseRatioDepth( inverse );
431 render_fb_inverse_ratio( NULL, inverse );
432 inverse[2] = cam->farz-cam->nearz;
433 shader_model_character_view_uInverseRatioMain( inverse );
434 }
435 shader_model_character_view_uDepthCompare( depth_compare );
436
437 world_link_lighting_ub( world, _shader_model_character_view.id );
438 world_bind_position_texture( world, _shader_model_character_view.id,
439 _uniform_model_character_view_g_world_depth, 2 );
440 world_bind_light_array( world, _shader_model_character_view.id,
441 _uniform_model_character_view_uLightsArray, 3 );
442 world_bind_light_index( world, _shader_model_character_view.id,
443 _uniform_model_character_view_uLightsIndex, 4 );
444
445 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
446 skeleton->bone_count,
447 0,
448 (f32 *)final_mtx );
449
450 mesh_bind( &model->mdl.mesh );
451 mesh_draw( &model->mdl.mesh );
452 }
453
454 static void player__render( camera *cam ){
455 world_instance *world = world_current_instance();
456 SDL_AtomicLock( &addon_system.sl_cache_using_resources );
457
458 struct player_model *model =
459 addon_cache_item_if_loaded( k_addon_type_player,
460 localplayer.playermodel_view_slot );
461
462 if( !model ) model = &localplayer.fallback_model;
463 render_playermodel( cam, world, 1, model, &localplayer.playeravatar->sk,
464 localplayer.final_mtx );
465
466 struct player_board *board =
467 addon_cache_item_if_loaded( k_addon_type_board,
468 localplayer.board_view_slot );
469
470 render_board( cam, world, board, localplayer.final_mtx[
471 localplayer.playeravatar->id_board],
472 &localplayer.pose.board,
473 k_board_shader_player );
474
475 SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
476 }
477
478 #endif /* PLAYER_RENDER_C */