nametag rendering
[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
17 static void player_avatar_load( struct player_avatar *av, const char *path ){
18 mdl_open( &av->meta, path, vg_mem.rtmemory );
19 mdl_load_metadata_block( &av->meta, vg_mem.rtmemory );
20 mdl_load_animation_block( &av->meta, vg_mem.rtmemory );
21 mdl_close( &av->meta );
22
23 struct skeleton *sk = &av->sk;
24 skeleton_setup( sk, vg_mem.rtmemory, &av->meta );
25
26 av->id_hip = skeleton_bone_id( sk, "hips" );
27 av->id_ik_hand_l = skeleton_bone_id( sk, "hand.IK.L" );
28 av->id_ik_hand_r = skeleton_bone_id( sk, "hand.IK.R" );
29 av->id_ik_elbow_l = skeleton_bone_id( sk, "elbow.L" );
30 av->id_ik_elbow_r = skeleton_bone_id( sk, "elbow.R" );
31 av->id_head = skeleton_bone_id( sk, "head" );
32 av->id_ik_foot_l = skeleton_bone_id( sk, "foot.IK.L" );
33 av->id_ik_foot_r = skeleton_bone_id( sk, "foot.IK.R" );
34 av->id_board = skeleton_bone_id( sk, "board" );
35 av->id_wheel_l = skeleton_bone_id( sk, "wheel.L" );
36 av->id_wheel_r = skeleton_bone_id( sk, "wheel.R" );
37 av->id_ik_knee_l = skeleton_bone_id( sk, "knee.L" );
38 av->id_ik_knee_r = skeleton_bone_id( sk, "knee.R" );
39 }
40
41 /* TODO: Standard model load */
42
43 static void dynamic_model_load( mdl_context *ctx,
44 struct dynamic_model_1texture *mdl,
45 const char *path ){
46 if( !mdl_arrcount( &ctx->textures ) )
47 vg_fatal_error( "No texture in model" );
48
49 mdl_texture *tex0 = mdl_arritm( &ctx->textures, 0 );
50 void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size );
51 mdl_fread_pack_file( ctx, &tex0->file, data );
52
53 vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
54 VG_TEX2D_NEAREST|VG_TEX2D_CLAMP,
55 &mdl->texture );
56
57 mdl_async_load_glmesh( ctx, &mdl->mesh );
58 }
59
60 static void dynamic_model_unload( struct dynamic_model_1texture *mdl ){
61 mesh_free( &mdl->mesh );
62 glDeleteTextures( 1, &mdl->texture );
63 }
64
65 /* TODO: allow error handling */
66 static void player_board_load( struct player_board *board,
67 const char *path ){
68
69 vg_linear_clear( vg_mem.scratch );
70
71 mdl_context ctx;
72 mdl_open( &ctx, path, vg_mem.scratch );
73 mdl_load_metadata_block( &ctx, vg_mem.scratch );
74
75 dynamic_model_load( &ctx, &board->mdl, path );
76
77 mdl_array_ptr markers;
78 mdl_load_array( &ctx, &markers, "ent_marker", vg_mem.scratch );
79
80 /* TODO: you get put into a new section, the above is standard mdl loads. */
81 for( int i=0; i<4; i++ )
82 board->wheels[i].indice_count = 0;
83 for( int i=0; i<2; i++ )
84 board->trucks[i].indice_count = 0;
85 board->board.indice_count = 0;
86
87 for( u32 i=0; i<mdl_arrcount(&ctx.meshs); i++ ){
88 mdl_mesh *mesh = mdl_arritm( &ctx.meshs, i );
89
90 if( mdl_entity_id_type( mesh->entity_id ) != k_ent_marker )
91 continue;
92
93 u32 index = mdl_entity_id_id( mesh->entity_id );
94 ent_marker *marker = mdl_arritm( &markers, index );
95
96 mdl_submesh *sm0 = mdl_arritm( &ctx.submeshs, mesh->submesh_start );
97
98 const char *alias = mdl_pstr( &ctx, marker->pstr_alias );
99 u32 lr = marker->transform.co[0] > 0.0f? 1: 0,
100 fb = marker->transform.co[2] > 0.0f? 0: 1;
101
102 if( !strcmp( alias, "wheel" ) ){
103 u32 id = fb<<1 | lr;
104 board->wheels[ id ] = *sm0;
105 v3_copy( marker->transform.co, board->wheel_positions[ id ] );
106 }
107 else if( !strcmp( alias, "board" ) ){
108 board->board = *sm0;
109 v3_copy( marker->transform.co, board->board_position );
110 }
111 else if( !strcmp( alias, "truck" ) ){
112 board->trucks[ fb ] = *sm0;
113 v3_copy( marker->transform.co, board->truck_positions[ fb ] );
114 }
115 }
116
117 mdl_close( &ctx );
118 }
119
120 static void player_board_unload( struct player_board *board ){
121 dynamic_model_unload( &board->mdl );
122 }
123
124 static void player_model_load( struct player_model *board, const char *path){
125 vg_linear_clear( vg_mem.scratch );
126
127 mdl_context ctx;
128 mdl_open( &ctx, path, vg_mem.scratch );
129 mdl_load_metadata_block( &ctx, vg_mem.scratch );
130
131 dynamic_model_load( &ctx, &board->mdl, path );
132
133 mdl_close( &ctx );
134 }
135
136 static void player_model_unload( struct player_model *board ){
137 dynamic_model_unload( &board->mdl );
138 }
139
140 static void apply_full_skeleton_pose( struct skeleton *sk, player_pose *pose,
141 m4x3f *final_mtx ){
142 m4x3f transform;
143 q_m3x3( pose->root_q, transform );
144 v3_copy( pose->root_co, transform[3] );
145
146 if( pose->type == k_player_pose_type_ik ){
147 skeleton_apply_pose( sk, pose->keyframes,
148 k_anim_apply_defer_ik, final_mtx );
149 skeleton_apply_ik_pass( sk, final_mtx );
150 skeleton_apply_pose( sk, pose->keyframes,
151 k_anim_apply_deffered_only, final_mtx );
152 skeleton_apply_inverses( sk, final_mtx );
153 skeleton_apply_transform( sk, transform, final_mtx );
154 }
155 else if( pose->type == k_player_pose_type_fk_2 ){
156 skeleton_apply_pose( sk, pose->keyframes,
157 k_anim_apply_always, final_mtx );
158 skeleton_apply_inverses( sk, final_mtx );
159 skeleton_apply_transform( sk, transform, final_mtx );
160 }
161 }
162
163 static void player__animate(void){
164 struct player_subsystem_interface *sys =
165 player_subsystems[localplayer.subsystem];
166
167 assert( sys->animate );
168 assert( sys->pose );
169 assert( sys->animator_data );
170
171 sys->animate();
172 sys->pose( sys->animator_data, &localplayer.pose );
173
174 struct skeleton *sk = &localplayer.playeravatar->sk;
175
176 if( localplayer.holdout_time > 0.0f ){
177 player_pose *pose = &localplayer.pose;
178 skeleton_lerp_pose( sk,
179 pose->keyframes,localplayer.holdout_pose.keyframes,
180 localplayer.holdout_time, pose->keyframes );
181 q_nlerp( pose->root_q, localplayer.holdout_pose.root_q,
182 localplayer.holdout_time, pose->root_q );
183 localplayer.holdout_time -= vg.time_frame_delta * 2.0f;
184 }
185
186 apply_full_skeleton_pose( &localplayer.playeravatar->sk, &localplayer.pose,
187 localplayer.final_mtx );
188 skeleton_debug( sk, localplayer.final_mtx );
189
190 if( sys->post_animate )
191 sys->post_animate();
192
193 player__cam_iterate();
194 }
195
196 static void player_copy_frame_animator( replay_frame *frame ){
197 struct player_subsystem_interface *sys =
198 player_subsystems[localplayer.subsystem];
199
200 if( sys->animator_size ){
201 void *src = replay_frame_data( frame, k_replay_framedata_animator );
202 memcpy( sys->animator_data, src, sys->animator_size );
203 }
204 }
205
206 static void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t,
207 player_pose *posed ){
208 struct skeleton *sk = &localplayer.playeravatar->sk;
209
210 v3_lerp( pose0->root_co, pose1->root_co, t, posed->root_co );
211 q_nlerp( pose0->root_q, pose1->root_q, t, posed->root_q );
212 posed->type = pose0->type;
213 posed->board.lean = vg_lerpf( pose0->board.lean, pose1->board.lean, t );
214
215 if( pose0->type != pose1->type ){
216 /* it would be nice to apply IK pass in-keyframes. TOO BAD! */
217 skeleton_copy_pose( sk, pose0->keyframes, posed->keyframes );
218 }
219 else {
220 skeleton_lerp_pose( sk, pose0->keyframes, pose1->keyframes, t,
221 posed->keyframes );
222 }
223 }
224
225 static void player__animate_from_replay( replay_buffer *replay ){
226 replay_frame *frame = replay->cursor_frame,
227 *next = NULL;
228 if( frame ){
229 next = frame->r;
230
231 if( next ){
232 f32 t = replay_subframe_time( replay );
233
234 player_pose pose0, pose1;
235
236 struct player_subsystem_interface
237 *sys0 = player_subsystems[frame->system],
238 *sys1 = player_subsystems[next->system];
239
240 void *a0 = replay_frame_data( frame, k_replay_framedata_animator ),
241 *a1 = replay_frame_data( next, k_replay_framedata_animator );
242
243 sys0->pose( a0, &pose0 );
244 sys1->pose( a1, &pose1 );
245
246 lerp_player_pose( &pose0, &pose1, t, &localplayer.pose );
247 }
248 else{
249 struct player_subsystem_interface
250 *sys = player_subsystems[frame->system];
251 sys->pose( replay_frame_data( frame, k_replay_framedata_animator ),
252 &localplayer.pose );
253 }
254 }
255 else return;
256
257 apply_full_skeleton_pose( &localplayer.playeravatar->sk, &localplayer.pose,
258 localplayer.final_mtx );
259 }
260
261 static void player__pre_render(void){
262 /* shadowing/ao info */
263 struct player_avatar *av = localplayer.playeravatar;
264 struct player_board *board =
265 addon_cache_item_if_loaded( k_addon_type_board,
266 localplayer.board_view_slot );
267 v3f vp0, vp1;
268 if( board ){
269 v3_copy((v3f){0.0f,0.1f, board->truck_positions[0][2]}, vp0 );
270 v3_copy((v3f){0.0f,0.1f, board->truck_positions[1][2]}, vp1 );
271 }
272 else{
273 v3_zero( vp0 );
274 v3_zero( vp1 );
275 }
276
277 struct ub_world_lighting *ubo = &world_current_instance()->ub_lighting;
278 m4x3_mulv( localplayer.final_mtx[ av->id_board ], vp0, ubo->g_board_0 );
279 m4x3_mulv( localplayer.final_mtx[ av->id_board ], vp1, ubo->g_board_1 );
280 }
281
282 static void render_board( camera *cam, world_instance *world,
283 struct player_board *board, m4x3f root,
284 struct player_board_pose *pose,
285 enum board_shader shader )
286 {
287 if( !board ) return;
288
289 /* TODO:
290 * adding depth compare to this shader
291 */
292
293 v3f inverse;
294
295 glActiveTexture( GL_TEXTURE0 );
296 glBindTexture( GL_TEXTURE_2D, board->mdl.texture );
297
298 if( shader == k_board_shader_player ){
299 shader_model_board_view_use();
300 shader_model_board_view_uTexMain( 0 );
301 shader_model_board_view_uCamera( cam->transform[3] );
302 shader_model_board_view_uPv( cam->mtx.pv );
303 shader_model_board_view_uTexSceneDepth( 1 );
304 render_fb_bind_texture( gpipeline.fb_main, 2, 1 );
305
306 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
307
308 inverse[2] = skaterift.cam.farz-skaterift.cam.nearz;
309
310 shader_model_board_view_uInverseRatioDepth( inverse );
311 render_fb_inverse_ratio( NULL, inverse );
312 inverse[2] = cam->farz-cam->nearz;
313 shader_model_board_view_uInverseRatioMain( inverse );
314
315 world_link_lighting_ub( world, _shader_model_board_view.id );
316 world_bind_position_texture( world, _shader_model_board_view.id,
317 _uniform_model_board_view_g_world_depth, 2 );
318 world_bind_light_array( world, _shader_model_board_view.id,
319 _uniform_model_board_view_uLightsArray, 3 );
320 world_bind_light_index( world, _shader_model_board_view.id,
321 _uniform_model_board_view_uLightsIndex, 4 );
322 }
323 else if( shader == k_board_shader_entity ){
324 shader_model_entity_use();
325 shader_model_entity_uTexMain( 0 );
326 shader_model_entity_uCamera( cam->transform[3] );
327 shader_model_entity_uPv( cam->mtx.pv );
328
329 world_link_lighting_ub( world, _shader_model_entity.id );
330 world_bind_position_texture( world, _shader_model_entity.id,
331 _uniform_model_entity_g_world_depth, 2 );
332 world_bind_light_array( world, _shader_model_entity.id,
333 _uniform_model_entity_uLightsArray, 3 );
334 world_bind_light_index( world, _shader_model_entity.id,
335 _uniform_model_entity_uLightsIndex, 4 );
336 }
337
338 mesh_bind( &board->mdl.mesh );
339
340 m4x4f m4mdl;
341
342 if( board->board.indice_count ){
343 m4x3f mlocal;
344 m3x3_identity( mlocal );
345
346 mdl_keyframe kf;
347 v3_zero( kf.co );
348 q_identity( kf.q );
349 v3_zero( kf.s );
350
351 v4f qroll;
352 q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, pose->lean * 0.6f );
353 keyframe_rotate_around( &kf, (v3f){0.0f,0.11f,0.0f},
354 (v3f){0.0f,0.0f,0.0f}, qroll );
355
356 v3_add( board->board_position, kf.co, mlocal[3] );
357 q_m3x3( kf.q, mlocal );
358
359 m4x3_mul( root, mlocal, mlocal );
360
361 if( shader == k_board_shader_entity ){
362 /* TODO: provide a way to supply previous mdl mtx? */
363 m4x3_expand( mlocal, m4mdl );
364 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
365 shader_model_entity_uPvmPrev( m4mdl );
366 shader_model_entity_uMdl( mlocal );
367 }
368 else
369 shader_model_board_view_uMdl( mlocal );
370
371 mdl_draw_submesh( &board->board );
372 }
373
374 for( int i=0; i<2; i++ ){
375 if( !board->trucks[i].indice_count )
376 continue;
377
378 m4x3f mlocal;
379 m3x3_identity( mlocal );
380 v3_copy( board->truck_positions[i], mlocal[3] );
381 m4x3_mul( root, mlocal, mlocal );
382
383 if( shader == k_board_shader_entity ){
384 m4x3_expand( mlocal, m4mdl );
385 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
386 shader_model_entity_uPvmPrev( m4mdl );
387 shader_model_entity_uMdl( mlocal );
388 }
389 else
390 shader_model_board_view_uMdl( mlocal );
391
392 mdl_draw_submesh( &board->trucks[i] );
393 }
394
395 for( int i=0; i<4; i++ ){
396 if( !board->wheels[i].indice_count )
397 continue;
398
399 m4x3f mlocal;
400 m3x3_identity( mlocal );
401 v3_copy( board->wheel_positions[i], mlocal[3] );
402 m4x3_mul( root, mlocal, mlocal );
403
404 if( shader == k_board_shader_entity ){
405 m4x3_expand( mlocal, m4mdl );
406 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
407 shader_model_entity_uPvmPrev( m4mdl );
408 shader_model_entity_uMdl( mlocal );
409 }
410 else
411 shader_model_board_view_uMdl( mlocal );
412
413 mdl_draw_submesh( &board->wheels[i] );
414 }
415 }
416
417 static void render_playermodel( camera *cam, world_instance *world,
418 int depth_compare,
419 struct player_model *model,
420 struct skeleton *skeleton,
421 m4x3f *final_mtx ){
422 if( !model ) return;
423
424 shader_model_character_view_use();
425
426 glActiveTexture( GL_TEXTURE0 );
427 glBindTexture( GL_TEXTURE_2D, model->mdl.texture );
428 shader_model_character_view_uTexMain( 0 );
429 shader_model_character_view_uCamera( cam->transform[3] );
430 shader_model_character_view_uPv( cam->mtx.pv );
431
432 if( depth_compare ){
433 shader_model_character_view_uTexSceneDepth( 1 );
434 render_fb_bind_texture( gpipeline.fb_main, 2, 1 );
435 v3f inverse;
436 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
437 inverse[2] = skaterift.cam.farz-skaterift.cam.nearz;
438
439 shader_model_character_view_uInverseRatioDepth( inverse );
440 render_fb_inverse_ratio( NULL, inverse );
441 inverse[2] = cam->farz-cam->nearz;
442 shader_model_character_view_uInverseRatioMain( inverse );
443 }
444 shader_model_character_view_uDepthCompare( depth_compare );
445
446 world_link_lighting_ub( world, _shader_model_character_view.id );
447 world_bind_position_texture( world, _shader_model_character_view.id,
448 _uniform_model_character_view_g_world_depth, 2 );
449 world_bind_light_array( world, _shader_model_character_view.id,
450 _uniform_model_character_view_uLightsArray, 3 );
451 world_bind_light_index( world, _shader_model_character_view.id,
452 _uniform_model_character_view_uLightsIndex, 4 );
453
454 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
455 skeleton->bone_count,
456 0,
457 (f32 *)final_mtx );
458
459 mesh_bind( &model->mdl.mesh );
460 mesh_draw( &model->mdl.mesh );
461 }
462
463 static void player__render( camera *cam ){
464 world_instance *world = world_current_instance();
465 SDL_AtomicLock( &addon_system.sl_cache_using_resources );
466
467 struct player_model *model =
468 addon_cache_item_if_loaded( k_addon_type_player,
469 localplayer.playermodel_view_slot );
470
471 if( !model ) model = &localplayer.fallback_model;
472 render_playermodel( cam, world, 1, model, &localplayer.playeravatar->sk,
473 localplayer.final_mtx );
474
475 struct player_board *board =
476 addon_cache_item_if_loaded( k_addon_type_board,
477 localplayer.board_view_slot );
478
479 render_board( cam, world, board, localplayer.final_mtx[
480 localplayer.playeravatar->id_board],
481 &localplayer.pose.board,
482 k_board_shader_player );
483
484 SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
485 }
486
487 #endif /* PLAYER_RENDER_C */