minor changes
[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 static void player_avatar_load( struct player_avatar *av, const char *path ){
19 mdl_open( &av->meta, path, vg_mem.rtmemory );
20 mdl_load_metadata_block( &av->meta, vg_mem.rtmemory );
21 mdl_load_animation_block( &av->meta, vg_mem.rtmemory );
22 mdl_close( &av->meta );
23
24 struct skeleton *sk = &av->sk;
25 skeleton_setup( sk, vg_mem.rtmemory, &av->meta );
26
27 av->id_hip = skeleton_bone_id( sk, "hips" );
28 av->id_ik_hand_l = skeleton_bone_id( sk, "hand.IK.L" );
29 av->id_ik_hand_r = skeleton_bone_id( sk, "hand.IK.R" );
30 av->id_ik_elbow_l = skeleton_bone_id( sk, "elbow.L" );
31 av->id_ik_elbow_r = skeleton_bone_id( sk, "elbow.R" );
32 av->id_head = skeleton_bone_id( sk, "head" );
33 av->id_ik_foot_l = skeleton_bone_id( sk, "foot.IK.L" );
34 av->id_ik_foot_r = skeleton_bone_id( sk, "foot.IK.R" );
35 av->id_board = skeleton_bone_id( sk, "board" );
36 av->id_wheel_l = skeleton_bone_id( sk, "wheel.L" );
37 av->id_wheel_r = skeleton_bone_id( sk, "wheel.R" );
38 av->id_ik_knee_l = skeleton_bone_id( sk, "knee.L" );
39 av->id_ik_knee_r = skeleton_bone_id( sk, "knee.R" );
40 }
41
42 /* TODO: Standard model load */
43
44 static void dynamic_model_load( mdl_context *ctx,
45 struct dynamic_model_1texture *mdl,
46 const char *path ){
47 if( !mdl_arrcount( &ctx->textures ) )
48 vg_fatal_error( "No texture in model" );
49
50 mdl_texture *tex0 = mdl_arritm( &ctx->textures, 0 );
51 void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size );
52 mdl_fread_pack_file( ctx, &tex0->file, data );
53
54 vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
55 VG_TEX2D_NEAREST|VG_TEX2D_CLAMP,
56 &mdl->texture );
57
58 mdl_async_load_glmesh( ctx, &mdl->mesh );
59 }
60
61 static void dynamic_model_unload( struct dynamic_model_1texture *mdl ){
62 mesh_free( &mdl->mesh );
63 glDeleteTextures( 1, &mdl->texture );
64 }
65
66 /* TODO: allow error handling */
67 static void player_board_load( struct player_board *board,
68 const char *path ){
69
70 vg_linear_clear( vg_mem.scratch );
71
72 mdl_context ctx;
73 mdl_open( &ctx, path, vg_mem.scratch );
74 mdl_load_metadata_block( &ctx, vg_mem.scratch );
75
76 dynamic_model_load( &ctx, &board->mdl, path );
77
78 mdl_array_ptr markers;
79 mdl_load_array( &ctx, &markers, "ent_marker", vg_mem.scratch );
80
81 /* TODO: you get put into a new section, the above is standard mdl loads. */
82 for( int i=0; i<4; i++ )
83 board->wheels[i].indice_count = 0;
84 for( int i=0; i<2; i++ )
85 board->trucks[i].indice_count = 0;
86 board->board.indice_count = 0;
87
88 for( u32 i=0; i<mdl_arrcount(&ctx.meshs); i++ ){
89 mdl_mesh *mesh = mdl_arritm( &ctx.meshs, i );
90
91 if( mdl_entity_id_type( mesh->entity_id ) != k_ent_marker )
92 continue;
93
94 u32 index = mdl_entity_id_id( mesh->entity_id );
95 ent_marker *marker = mdl_arritm( &markers, index );
96
97 mdl_submesh *sm0 = mdl_arritm( &ctx.submeshs, mesh->submesh_start );
98
99 const char *alias = mdl_pstr( &ctx, marker->pstr_alias );
100 u32 lr = marker->transform.co[0] > 0.0f? 1: 0,
101 fb = marker->transform.co[2] > 0.0f? 0: 1;
102
103 if( !strcmp( alias, "wheel" ) ){
104 u32 id = fb<<1 | lr;
105 board->wheels[ id ] = *sm0;
106 v3_copy( marker->transform.co, board->wheel_positions[ id ] );
107 }
108 else if( !strcmp( alias, "board" ) ){
109 board->board = *sm0;
110 v3_copy( marker->transform.co, board->board_position );
111 }
112 else if( !strcmp( alias, "truck" ) ){
113 board->trucks[ fb ] = *sm0;
114 v3_copy( marker->transform.co, board->truck_positions[ fb ] );
115 }
116 }
117
118 mdl_close( &ctx );
119 }
120
121 static void player_board_unload( struct player_board *board ){
122 dynamic_model_unload( &board->mdl );
123 }
124
125 static void player_model_load( struct player_model *board, const char *path){
126 vg_linear_clear( vg_mem.scratch );
127
128 mdl_context ctx;
129 mdl_open( &ctx, path, vg_mem.scratch );
130 mdl_load_metadata_block( &ctx, vg_mem.scratch );
131
132 dynamic_model_load( &ctx, &board->mdl, path );
133
134 mdl_close( &ctx );
135 }
136
137 static void player_model_unload( struct player_model *board ){
138 dynamic_model_unload( &board->mdl );
139 }
140
141 static void apply_full_skeleton_pose( struct skeleton *sk, player_pose *pose,
142 m4x3f *final_mtx ){
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,
149 k_anim_apply_defer_ik, final_mtx );
150 skeleton_apply_ik_pass( sk, final_mtx );
151 skeleton_apply_pose( sk, pose->keyframes,
152 k_anim_apply_deffered_only, final_mtx );
153 skeleton_apply_inverses( sk, final_mtx );
154 skeleton_apply_transform( sk, transform, final_mtx );
155 }
156 else if( pose->type == k_player_pose_type_fk_2 ){
157 skeleton_apply_pose( sk, pose->keyframes,
158 k_anim_apply_always, final_mtx );
159 skeleton_apply_inverses( sk, final_mtx );
160 skeleton_apply_transform( sk, transform, final_mtx );
161 }
162 }
163
164 static void player__animate(void){
165 struct player_subsystem_interface *sys =
166 player_subsystems[localplayer.subsystem];
167
168 assert( sys->animate );
169 assert( sys->pose );
170 assert( sys->animator_data );
171
172 sys->animate();
173
174 player_pose *pose = &localplayer.pose;
175 sys->pose( sys->animator_data, pose );
176
177 struct skeleton *sk = &localplayer.playeravatar->sk;
178
179 if( localplayer.holdout_time > 0.0f ){
180 skeleton_lerp_pose( sk,
181 pose->keyframes,localplayer.holdout_pose.keyframes,
182 localplayer.holdout_time, pose->keyframes );
183
184 v3_muladds( pose->root_co, localplayer.holdout_pose.root_co,
185 localplayer.holdout_time, pose->root_co );
186 q_nlerp( pose->root_q, localplayer.holdout_pose.root_q,
187 localplayer.holdout_time, pose->root_q );
188
189 localplayer.holdout_time -= vg.time_frame_delta * 2.0f;
190 }
191
192 apply_full_skeleton_pose( &localplayer.playeravatar->sk, &localplayer.pose,
193 localplayer.final_mtx );
194 skeleton_debug( sk, localplayer.final_mtx );
195
196 if( sys->post_animate )
197 sys->post_animate();
198
199 player__cam_iterate();
200 }
201
202 static void player_copy_frame_animator( replay_frame *frame ){
203 struct player_subsystem_interface *sys =
204 player_subsystems[localplayer.subsystem];
205
206 if( sys->animator_size ){
207 void *src = replay_frame_data( frame, k_replay_framedata_animator );
208 memcpy( sys->animator_data, src, sys->animator_size );
209 }
210 }
211
212 static void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t,
213 player_pose *posed ){
214 struct skeleton *sk = &localplayer.playeravatar->sk;
215
216 v3_lerp( pose0->root_co, pose1->root_co, t, posed->root_co );
217 q_nlerp( pose0->root_q, pose1->root_q, t, posed->root_q );
218 posed->type = pose0->type;
219 posed->board.lean = vg_lerpf( pose0->board.lean, pose1->board.lean, t );
220
221 if( pose0->type != pose1->type ){
222 /* it would be nice to apply IK pass in-keyframes. TOO BAD! */
223 skeleton_copy_pose( sk, pose0->keyframes, posed->keyframes );
224 }
225 else {
226 skeleton_lerp_pose( sk, pose0->keyframes, pose1->keyframes, t,
227 posed->keyframes );
228 }
229 }
230
231 static void player__animate_from_replay( replay_buffer *replay ){
232 replay_frame *frame = replay->cursor_frame,
233 *next = NULL;
234 if( frame ){
235 next = frame->r;
236
237 if( next ){
238 f32 t = replay_subframe_time( replay );
239
240 player_pose pose0, pose1;
241
242 struct player_subsystem_interface
243 *sys0 = player_subsystems[frame->system],
244 *sys1 = player_subsystems[next->system];
245
246 void *a0 = replay_frame_data( frame, k_replay_framedata_animator ),
247 *a1 = replay_frame_data( next, k_replay_framedata_animator );
248
249 sys0->pose( a0, &pose0 );
250 sys1->pose( a1, &pose1 );
251
252 lerp_player_pose( &pose0, &pose1, t, &localplayer.pose );
253 }
254 else{
255 struct player_subsystem_interface
256 *sys = player_subsystems[frame->system];
257 sys->pose( replay_frame_data( frame, k_replay_framedata_animator ),
258 &localplayer.pose );
259 }
260 }
261 else return;
262
263 apply_full_skeleton_pose( &localplayer.playeravatar->sk, &localplayer.pose,
264 localplayer.final_mtx );
265 }
266
267 static void player__pre_render(void){
268 /* shadowing/ao info */
269 struct player_avatar *av = localplayer.playeravatar;
270 struct player_board *board =
271 addon_cache_item_if_loaded( k_addon_type_board,
272 localplayer.board_view_slot );
273 v3f vp0, vp1;
274 if( board ){
275 v3_copy((v3f){0.0f,0.1f, board->truck_positions[0][2]}, vp0 );
276 v3_copy((v3f){0.0f,0.1f, board->truck_positions[1][2]}, vp1 );
277 }
278 else{
279 v3_zero( vp0 );
280 v3_zero( vp1 );
281 }
282
283 struct ub_world_lighting *ubo = &world_current_instance()->ub_lighting;
284 m4x3_mulv( localplayer.final_mtx[ av->id_board ], vp0, ubo->g_board_0 );
285 m4x3_mulv( localplayer.final_mtx[ av->id_board ], vp1, ubo->g_board_1 );
286 }
287
288 static void render_board( camera *cam, world_instance *world,
289 struct player_board *board, m4x3f root,
290 struct player_board_pose *pose,
291 enum board_shader shader )
292 {
293 if( !board ) return;
294
295 /* TODO:
296 * adding depth compare to this shader
297 */
298
299 v3f inverse;
300
301 glActiveTexture( GL_TEXTURE0 );
302 glBindTexture( GL_TEXTURE_2D, board->mdl.texture );
303
304 if( shader == k_board_shader_player ){
305 shader_model_board_view_use();
306 shader_model_board_view_uTexMain( 0 );
307 shader_model_board_view_uCamera( cam->transform[3] );
308 shader_model_board_view_uPv( cam->mtx.pv );
309
310 shader_model_board_view_uDepthCompare(1);
311 depth_compare_bind(
312 shader_model_board_view_uTexSceneDepth,
313 shader_model_board_view_uInverseRatioDepth,
314 shader_model_board_view_uInverseRatioMain,
315 cam );
316
317 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_board_view );
318 }
319 else if( shader == k_board_shader_entity ){
320 shader_model_entity_use();
321 shader_model_entity_uTexMain( 0 );
322 shader_model_entity_uCamera( cam->transform[3] );
323 shader_model_entity_uPv( cam->mtx.pv );
324
325 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_entity );
326 }
327
328 mesh_bind( &board->mdl.mesh );
329
330 m4x4f m4mdl;
331
332 if( board->board.indice_count ){
333 m4x3f mlocal;
334 m3x3_identity( mlocal );
335
336 mdl_keyframe kf;
337 v3_zero( kf.co );
338 q_identity( kf.q );
339 v3_zero( kf.s );
340
341 v4f qroll;
342 q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, pose->lean * 0.6f );
343 keyframe_rotate_around( &kf, (v3f){0.0f,0.11f,0.0f},
344 (v3f){0.0f,0.0f,0.0f}, qroll );
345
346 v3_add( board->board_position, kf.co, mlocal[3] );
347 q_m3x3( kf.q, mlocal );
348
349 m4x3_mul( root, mlocal, mlocal );
350
351 if( shader == k_board_shader_entity ){
352 /* TODO: provide a way to supply previous mdl mtx? */
353 m4x3_expand( mlocal, m4mdl );
354 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
355 shader_model_entity_uPvmPrev( m4mdl );
356 shader_model_entity_uMdl( mlocal );
357 }
358 else
359 shader_model_board_view_uMdl( mlocal );
360
361 mdl_draw_submesh( &board->board );
362 }
363
364 for( int i=0; i<2; i++ ){
365 if( !board->trucks[i].indice_count )
366 continue;
367
368 m4x3f mlocal;
369 m3x3_identity( mlocal );
370 v3_copy( board->truck_positions[i], mlocal[3] );
371 m4x3_mul( root, mlocal, mlocal );
372
373 if( shader == k_board_shader_entity ){
374 m4x3_expand( mlocal, m4mdl );
375 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
376 shader_model_entity_uPvmPrev( m4mdl );
377 shader_model_entity_uMdl( mlocal );
378 }
379 else
380 shader_model_board_view_uMdl( mlocal );
381
382 mdl_draw_submesh( &board->trucks[i] );
383 }
384
385 for( int i=0; i<4; i++ ){
386 if( !board->wheels[i].indice_count )
387 continue;
388
389 m4x3f mlocal;
390 m3x3_identity( mlocal );
391 v3_copy( board->wheel_positions[i], mlocal[3] );
392 m4x3_mul( root, mlocal, mlocal );
393
394 if( shader == k_board_shader_entity ){
395 m4x3_expand( mlocal, m4mdl );
396 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
397 shader_model_entity_uPvmPrev( m4mdl );
398 shader_model_entity_uMdl( mlocal );
399 }
400 else
401 shader_model_board_view_uMdl( mlocal );
402
403 mdl_draw_submesh( &board->wheels[i] );
404 }
405 }
406
407 static void render_playermodel( camera *cam, world_instance *world,
408 int depth_compare,
409 struct player_model *model,
410 struct skeleton *skeleton,
411 m4x3f *final_mtx ){
412 if( !model ) return;
413
414 shader_model_character_view_use();
415
416 glActiveTexture( GL_TEXTURE0 );
417 glBindTexture( GL_TEXTURE_2D, model->mdl.texture );
418 shader_model_character_view_uTexMain( 0 );
419 shader_model_character_view_uCamera( cam->transform[3] );
420 shader_model_character_view_uPv( cam->mtx.pv );
421
422 shader_model_character_view_uDepthCompare( depth_compare );
423 if( depth_compare ){
424 depth_compare_bind(
425 shader_model_character_view_uTexSceneDepth,
426 shader_model_character_view_uInverseRatioDepth,
427 shader_model_character_view_uInverseRatioMain,
428 cam );
429 }
430
431 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_character_view );
432
433 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
434 skeleton->bone_count,
435 0,
436 (const GLfloat *)final_mtx );
437
438 mesh_bind( &model->mdl.mesh );
439 mesh_draw( &model->mdl.mesh );
440 }
441
442 static void player__render( camera *cam ){
443 world_instance *world = world_current_instance();
444 SDL_AtomicLock( &addon_system.sl_cache_using_resources );
445
446 struct player_model *model =
447 addon_cache_item_if_loaded( k_addon_type_player,
448 localplayer.playermodel_view_slot );
449
450 if( !model ) model = &localplayer.fallback_model;
451 render_playermodel( cam, world, 1, model, &localplayer.playeravatar->sk,
452 localplayer.final_mtx );
453
454 struct player_board *board =
455 addon_cache_item_if_loaded( k_addon_type_board,
456 localplayer.board_view_slot );
457
458 render_board( cam, world, board, localplayer.final_mtx[
459 localplayer.playeravatar->id_board],
460 &localplayer.pose.board,
461 k_board_shader_player );
462
463 SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
464 }
465
466 #endif /* PLAYER_RENDER_C */