allow armature fixups on model load
[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 localplayer.id_eyes = skeleton_bone_id( sk, "eyes" );
46
47 setup_ragdoll_from_skeleton( sk, &localplayer.ragdoll );
48
49 /* allocate matrix buffers for localplayer and remote players */
50 u32 mtx_size = sizeof(m4x3f)*sk->bone_count;
51 localplayer.final_mtx = vg_linear_alloc( vg_mem.rtmemory, mtx_size );
52 netplayers.final_mtx = vg_linear_alloc( vg_mem.rtmemory,
53 mtx_size*NETWORK_MAX_PLAYERS );
54 }
55
56 /* TODO: Standard model load */
57
58 static void dynamic_model_load( mdl_context *ctx,
59 struct dynamic_model_1texture *mdl,
60 const char *path, u32 *fixup_table ){
61 if( !mdl_arrcount( &ctx->textures ) )
62 vg_fatal_error( "No texture in model" );
63
64 mdl_texture *tex0 = mdl_arritm( &ctx->textures, 0 );
65 void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size );
66 mdl_fread_pack_file( ctx, &tex0->file, data );
67
68 vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
69 VG_TEX2D_NEAREST|VG_TEX2D_CLAMP,
70 &mdl->texture );
71
72 mdl_async_load_glmesh( ctx, &mdl->mesh, fixup_table );
73 }
74
75 static void dynamic_model_unload( struct dynamic_model_1texture *mdl ){
76 mesh_free( &mdl->mesh );
77 glDeleteTextures( 1, &mdl->texture );
78 }
79
80 /* TODO: allow error handling */
81 static void player_board_load( struct player_board *board,
82 const char *path ){
83
84 vg_linear_clear( vg_mem.scratch );
85
86 mdl_context ctx;
87 mdl_open( &ctx, path, vg_mem.scratch );
88 mdl_load_metadata_block( &ctx, vg_mem.scratch );
89
90 dynamic_model_load( &ctx, &board->mdl, path, NULL );
91
92 mdl_array_ptr markers;
93 MDL_LOAD_ARRAY( &ctx, &markers, ent_marker, vg_mem.scratch );
94
95 /* TODO: you get put into a new section, the above is standard mdl loads. */
96 for( int i=0; i<4; i++ )
97 board->wheels[i].indice_count = 0;
98 for( int i=0; i<2; i++ )
99 board->trucks[i].indice_count = 0;
100 board->board.indice_count = 0;
101
102 for( u32 i=0; i<mdl_arrcount(&ctx.meshs); i++ ){
103 mdl_mesh *mesh = mdl_arritm( &ctx.meshs, i );
104
105 if( mdl_entity_id_type( mesh->entity_id ) != k_ent_marker )
106 continue;
107
108 u32 index = mdl_entity_id_id( mesh->entity_id );
109 ent_marker *marker = mdl_arritm( &markers, index );
110
111 mdl_submesh *sm0 = mdl_arritm( &ctx.submeshs, mesh->submesh_start );
112
113 const char *alias = mdl_pstr( &ctx, marker->pstr_alias );
114 u32 lr = marker->transform.co[0] > 0.0f? 1: 0,
115 fb = marker->transform.co[2] > 0.0f? 0: 1;
116
117 if( !strcmp( alias, "wheel" ) ){
118 u32 id = fb<<1 | lr;
119 board->wheels[ id ] = *sm0;
120 v3_copy( marker->transform.co, board->wheel_positions[ id ] );
121 }
122 else if( !strcmp( alias, "board" ) ){
123 board->board = *sm0;
124 v3_copy( marker->transform.co, board->board_position );
125 }
126 else if( !strcmp( alias, "truck" ) ){
127 board->trucks[ fb ] = *sm0;
128 v3_copy( marker->transform.co, board->truck_positions[ fb ] );
129 }
130 }
131
132 mdl_close( &ctx );
133 }
134
135 static void player_board_unload( struct player_board *board ){
136 dynamic_model_unload( &board->mdl );
137 }
138
139 static void player_model_load( struct player_model *board, const char *path){
140 vg_linear_clear( vg_mem.scratch );
141
142 mdl_context ctx;
143 mdl_open( &ctx, path, vg_mem.scratch );
144 mdl_load_metadata_block( &ctx, vg_mem.scratch );
145
146 if( !ctx.armatures.count )
147 vg_fatal_error( "No armature in playermodel\n" );
148
149 mdl_armature *armature = mdl_arritm( &ctx.armatures, 0 );
150
151 u32 fixup_table[ armature->bone_count+1 ];
152 for( u32 i=0; i<armature->bone_count+1; i ++ )
153 fixup_table[i] = 0;
154
155 for( u32 i=1; i<localplayer.skeleton.bone_count; i ++ ){
156 struct skeleton_bone *sb = &localplayer.skeleton.bones[i];
157 u32 hash = vg_strdjb2( sb->name );
158
159 for( u32 j=1; j<armature->bone_count; j ++ ){
160 mdl_bone *bone = mdl_arritm( &ctx.bones, armature->bone_start+j );
161
162 if( mdl_pstreq( &ctx, bone->pstr_name, sb->name, hash ) ){
163 fixup_table[j+1] = i;
164 break;
165 }
166 }
167 }
168
169 dynamic_model_load( &ctx, &board->mdl, path, fixup_table );
170 mdl_close( &ctx );
171 }
172
173 static void player_model_unload( struct player_model *board ){
174 dynamic_model_unload( &board->mdl );
175 }
176
177 static void apply_full_skeleton_pose( struct skeleton *sk, player_pose *pose,
178 m4x3f *final_mtx ){
179 m4x3f transform;
180 q_m3x3( pose->root_q, transform );
181 v3_copy( pose->root_co, transform[3] );
182
183 if( pose->type == k_player_pose_type_ik ){
184 skeleton_apply_pose( sk, pose->keyframes,
185 k_anim_apply_defer_ik, final_mtx );
186 skeleton_apply_ik_pass( sk, final_mtx );
187 skeleton_apply_pose( sk, pose->keyframes,
188 k_anim_apply_deffered_only, final_mtx );
189 skeleton_apply_inverses( sk, final_mtx );
190 skeleton_apply_transform( sk, transform, final_mtx );
191 }
192 else if( pose->type == k_player_pose_type_fk_2 ){
193 skeleton_apply_pose( sk, pose->keyframes,
194 k_anim_apply_always, final_mtx );
195 skeleton_apply_inverses( sk, final_mtx );
196 skeleton_apply_transform( sk, transform, final_mtx );
197 }
198 }
199
200 static void player__animate(void){
201 struct player_subsystem_interface *sys =
202 player_subsystems[localplayer.subsystem];
203
204 assert( sys->animate );
205 assert( sys->pose );
206 assert( sys->animator_data );
207
208 sys->animate();
209
210 player_pose *pose = &localplayer.pose;
211 sys->pose( sys->animator_data, pose );
212
213 struct skeleton *sk = &localplayer.skeleton;
214
215 if( localplayer.holdout_time > 0.0f ){
216 skeleton_lerp_pose( sk,
217 pose->keyframes,localplayer.holdout_pose.keyframes,
218 localplayer.holdout_time, pose->keyframes );
219
220 v3_muladds( pose->root_co, localplayer.holdout_pose.root_co,
221 localplayer.holdout_time, pose->root_co );
222 q_nlerp( pose->root_q, localplayer.holdout_pose.root_q,
223 localplayer.holdout_time, pose->root_q );
224
225 localplayer.holdout_time -= vg.time_frame_delta * 2.0f;
226 }
227
228 v3_fill( pose->keyframes[ localplayer.id_eyes-1 ].co, sinf(vg.time) );
229
230 apply_full_skeleton_pose( sk, &localplayer.pose, localplayer.final_mtx );
231 skeleton_debug( sk, localplayer.final_mtx );
232
233 if( sys->post_animate )
234 sys->post_animate();
235
236 player__cam_iterate();
237 }
238
239 static void player_copy_frame_animator( replay_frame *frame ){
240 struct player_subsystem_interface *sys =
241 player_subsystems[localplayer.subsystem];
242
243 if( sys->animator_size ){
244 void *src = replay_frame_data( frame, k_replay_framedata_animator );
245 memcpy( sys->animator_data, src, sys->animator_size );
246 }
247 }
248
249 static void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t,
250 player_pose *posed ){
251 struct skeleton *sk = &localplayer.skeleton;
252
253 v3_lerp( pose0->root_co, pose1->root_co, t, posed->root_co );
254 q_nlerp( pose0->root_q, pose1->root_q, t, posed->root_q );
255 posed->type = pose0->type;
256 posed->board.lean = vg_lerpf( pose0->board.lean, pose1->board.lean, t );
257
258 if( pose0->type != pose1->type ){
259 /* it would be nice to apply IK pass in-keyframes. TOO BAD! */
260 skeleton_copy_pose( sk, pose0->keyframes, posed->keyframes );
261 }
262 else {
263 skeleton_lerp_pose( sk, pose0->keyframes, pose1->keyframes, t,
264 posed->keyframes );
265 }
266 }
267
268 static void player__animate_from_replay( replay_buffer *replay ){
269 replay_frame *frame = replay->cursor_frame,
270 *next = NULL;
271 if( frame ){
272 next = frame->r;
273
274 if( next ){
275 f32 t = replay_subframe_time( replay );
276
277 player_pose pose0, pose1;
278
279 struct player_subsystem_interface
280 *sys0 = player_subsystems[frame->system],
281 *sys1 = player_subsystems[next->system];
282
283 void *a0 = replay_frame_data( frame, k_replay_framedata_animator ),
284 *a1 = replay_frame_data( next, k_replay_framedata_animator );
285
286 sys0->pose( a0, &pose0 );
287 sys1->pose( a1, &pose1 );
288
289 lerp_player_pose( &pose0, &pose1, t, &localplayer.pose );
290 }
291 else{
292 struct player_subsystem_interface
293 *sys = player_subsystems[frame->system];
294 sys->pose( replay_frame_data( frame, k_replay_framedata_animator ),
295 &localplayer.pose );
296 }
297 }
298 else return;
299
300 apply_full_skeleton_pose( &localplayer.skeleton, &localplayer.pose,
301 localplayer.final_mtx );
302 }
303
304 static void player__pre_render(void){
305 /* shadowing/ao info */
306 struct player_board *board =
307 addon_cache_item_if_loaded( k_addon_type_board,
308 localplayer.board_view_slot );
309 v3f vp0, vp1;
310 if( board ){
311 v3_copy((v3f){0.0f,0.1f, board->truck_positions[0][2]}, vp0 );
312 v3_copy((v3f){0.0f,0.1f, board->truck_positions[1][2]}, vp1 );
313 }
314 else{
315 v3_zero( vp0 );
316 v3_zero( vp1 );
317 }
318
319 struct ub_world_lighting *ubo = &world_current_instance()->ub_lighting;
320 v3f *board_mtx = localplayer.final_mtx[ localplayer.id_board ];
321 m4x3_mulv( board_mtx, vp0, ubo->g_board_0 );
322 m4x3_mulv( board_mtx, vp1, ubo->g_board_1 );
323 }
324
325 static void render_board( camera *cam, world_instance *world,
326 struct player_board *board, m4x3f root,
327 struct player_board_pose *pose,
328 enum board_shader shader )
329 {
330 if( !board )
331 board = &localplayer.fallback_board;
332
333 /* TODO:
334 * adding depth compare to this shader
335 */
336
337 v3f inverse;
338
339 glActiveTexture( GL_TEXTURE0 );
340 glBindTexture( GL_TEXTURE_2D, board->mdl.texture );
341
342 if( shader == k_board_shader_player ){
343 shader_model_board_view_use();
344 shader_model_board_view_uTexMain( 0 );
345 shader_model_board_view_uCamera( cam->transform[3] );
346 shader_model_board_view_uPv( cam->mtx.pv );
347
348 shader_model_board_view_uDepthCompare(1);
349 depth_compare_bind(
350 shader_model_board_view_uTexSceneDepth,
351 shader_model_board_view_uInverseRatioDepth,
352 shader_model_board_view_uInverseRatioMain,
353 cam );
354
355 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_board_view );
356 }
357 else if( shader == k_board_shader_entity ){
358 shader_model_entity_use();
359 shader_model_entity_uTexMain( 0 );
360 shader_model_entity_uCamera( cam->transform[3] );
361 shader_model_entity_uPv( cam->mtx.pv );
362
363 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_entity );
364 }
365
366 mesh_bind( &board->mdl.mesh );
367
368 m4x4f m4mdl;
369
370 if( board->board.indice_count ){
371 m4x3f mlocal;
372 m3x3_identity( mlocal );
373
374 mdl_keyframe kf;
375 v3_zero( kf.co );
376 q_identity( kf.q );
377 v3_zero( kf.s );
378
379 v4f qroll;
380 q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, pose->lean * 0.6f );
381 keyframe_rotate_around( &kf, (v3f){0.0f,0.11f,0.0f},
382 (v3f){0.0f,0.0f,0.0f}, qroll );
383
384 v3_add( board->board_position, kf.co, mlocal[3] );
385 q_m3x3( kf.q, mlocal );
386
387 m4x3_mul( root, mlocal, mlocal );
388
389 if( shader == k_board_shader_entity ){
390 /* TODO: provide a way to supply previous mdl mtx? */
391 m4x3_expand( mlocal, m4mdl );
392 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
393 shader_model_entity_uPvmPrev( m4mdl );
394 shader_model_entity_uMdl( mlocal );
395 }
396 else
397 shader_model_board_view_uMdl( mlocal );
398
399 mdl_draw_submesh( &board->board );
400 }
401
402 for( int i=0; i<2; i++ ){
403 if( !board->trucks[i].indice_count )
404 continue;
405
406 m4x3f mlocal;
407 m3x3_identity( mlocal );
408 v3_copy( board->truck_positions[i], mlocal[3] );
409 m4x3_mul( root, mlocal, mlocal );
410
411 if( shader == k_board_shader_entity ){
412 m4x3_expand( mlocal, m4mdl );
413 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
414 shader_model_entity_uPvmPrev( m4mdl );
415 shader_model_entity_uMdl( mlocal );
416 }
417 else
418 shader_model_board_view_uMdl( mlocal );
419
420 mdl_draw_submesh( &board->trucks[i] );
421 }
422
423 for( int i=0; i<4; i++ ){
424 if( !board->wheels[i].indice_count )
425 continue;
426
427 m4x3f mlocal;
428 m3x3_identity( mlocal );
429 v3_copy( board->wheel_positions[i], mlocal[3] );
430 m4x3_mul( root, mlocal, mlocal );
431
432 if( shader == k_board_shader_entity ){
433 m4x3_expand( mlocal, m4mdl );
434 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
435 shader_model_entity_uPvmPrev( m4mdl );
436 shader_model_entity_uMdl( mlocal );
437 }
438 else
439 shader_model_board_view_uMdl( mlocal );
440
441 mdl_draw_submesh( &board->wheels[i] );
442 }
443 }
444
445 static void render_playermodel( camera *cam, world_instance *world,
446 int depth_compare,
447 struct player_model *model,
448 struct skeleton *skeleton,
449 m4x3f *final_mtx ){
450 if( !model ) return;
451
452 shader_model_character_view_use();
453
454 glActiveTexture( GL_TEXTURE0 );
455 glBindTexture( GL_TEXTURE_2D, model->mdl.texture );
456 shader_model_character_view_uTexMain( 0 );
457 shader_model_character_view_uCamera( cam->transform[3] );
458 shader_model_character_view_uPv( cam->mtx.pv );
459
460 shader_model_character_view_uDepthCompare( depth_compare );
461 if( depth_compare ){
462 depth_compare_bind(
463 shader_model_character_view_uTexSceneDepth,
464 shader_model_character_view_uInverseRatioDepth,
465 shader_model_character_view_uInverseRatioMain,
466 cam );
467 }
468
469 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_character_view );
470
471 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
472 skeleton->bone_count,
473 0,
474 (const GLfloat *)final_mtx );
475
476 mesh_bind( &model->mdl.mesh );
477 mesh_draw( &model->mdl.mesh );
478 }
479
480 static void player__render( camera *cam ){
481 world_instance *world = world_current_instance();
482 SDL_AtomicLock( &addon_system.sl_cache_using_resources );
483
484 struct player_model *model =
485 addon_cache_item_if_loaded( k_addon_type_player,
486 localplayer.playermodel_view_slot );
487
488 if( !model ) model = &localplayer.fallback_model;
489 render_playermodel( cam, world, 1, model, &localplayer.skeleton,
490 localplayer.final_mtx );
491
492 struct player_board *board =
493 addon_cache_item_if_loaded( k_addon_type_board,
494 localplayer.board_view_slot );
495
496 render_board( cam, world, board, localplayer.final_mtx[localplayer.id_board],
497 &localplayer.pose.board, k_board_shader_player );
498
499 SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
500 }
501
502 #endif /* PLAYER_RENDER_C */