1 #ifndef PLAYER_RENDER_C
2 #define PLAYER_RENDER_C
5 #include "player_render.h"
7 #include "player_model.h"
8 #include "ent_skateshop.h"
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"
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
);
23 struct skeleton
*sk
= &av
->sk
;
24 skeleton_setup( sk
, vg_mem
.rtmemory
, &av
->meta
);
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" );
41 /* TODO: Standard model load */
43 static void dynamic_model_load( mdl_context
*ctx
,
44 struct dynamic_model_1texture
*mdl
,
46 if( !mdl_arrcount( &ctx
->textures
) )
47 vg_fatal_error( "No texture in model" );
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
);
53 vg_tex2d_load_qoi_async( data
, tex0
->file
.pack_size
,
54 VG_TEX2D_NEAREST
|VG_TEX2D_CLAMP
,
57 mdl_async_load_glmesh( ctx
, &mdl
->mesh
);
60 static void dynamic_model_unload( struct dynamic_model_1texture
*mdl
){
61 mesh_free( &mdl
->mesh
);
62 glDeleteTextures( 1, &mdl
->texture
);
65 /* TODO: allow error handling */
66 static void player_board_load( struct player_board
*board
,
69 vg_linear_clear( vg_mem
.scratch
);
72 mdl_open( &ctx
, path
, vg_mem
.scratch
);
73 mdl_load_metadata_block( &ctx
, vg_mem
.scratch
);
75 dynamic_model_load( &ctx
, &board
->mdl
, path
);
77 mdl_array_ptr markers
;
78 mdl_load_array( &ctx
, &markers
, "ent_marker", vg_mem
.scratch
);
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;
87 for( u32 i
=0; i
<mdl_arrcount(&ctx
.meshs
); i
++ ){
88 mdl_mesh
*mesh
= mdl_arritm( &ctx
.meshs
, i
);
90 if( mdl_entity_id_type( mesh
->entity_id
) != k_ent_marker
)
93 u32 index
= mdl_entity_id_id( mesh
->entity_id
);
94 ent_marker
*marker
= mdl_arritm( &markers
, index
);
96 mdl_submesh
*sm0
= mdl_arritm( &ctx
.submeshs
, mesh
->submesh_start
);
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;
102 if( !strcmp( alias
, "wheel" ) ){
104 board
->wheels
[ id
] = *sm0
;
105 v3_copy( marker
->transform
.co
, board
->wheel_positions
[ id
] );
107 else if( !strcmp( alias
, "board" ) ){
109 v3_copy( marker
->transform
.co
, board
->board_position
);
111 else if( !strcmp( alias
, "truck" ) ){
112 board
->trucks
[ fb
] = *sm0
;
113 v3_copy( marker
->transform
.co
, board
->truck_positions
[ fb
] );
120 static void player_board_unload( struct player_board
*board
){
121 dynamic_model_unload( &board
->mdl
);
124 static void player_model_load( struct player_model
*board
, const char *path
){
125 vg_linear_clear( vg_mem
.scratch
);
128 mdl_open( &ctx
, path
, vg_mem
.scratch
);
129 mdl_load_metadata_block( &ctx
, vg_mem
.scratch
);
131 dynamic_model_load( &ctx
, &board
->mdl
, path
);
136 static void player_model_unload( struct player_model
*board
){
137 dynamic_model_unload( &board
->mdl
);
140 static void apply_full_skeleton_pose( struct skeleton
*sk
, player_pose
*pose
,
143 q_m3x3( pose
->root_q
, transform
);
144 v3_copy( pose
->root_co
, transform
[3] );
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
);
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
);
163 static void player__animate(void){
164 struct player_subsystem_interface
*sys
=
165 player_subsystems
[localplayer
.subsystem
];
167 assert( sys
->animate
);
169 assert( sys
->animator_data
);
172 sys
->pose( sys
->animator_data
, &localplayer
.pose
);
174 struct skeleton
*sk
= &localplayer
.playeravatar
->sk
;
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
;
186 apply_full_skeleton_pose( &localplayer
.playeravatar
->sk
, &localplayer
.pose
,
187 localplayer
.final_mtx
);
188 skeleton_debug( sk
, localplayer
.final_mtx
);
190 if( sys
->post_animate
)
193 player__cam_iterate();
196 static void player_copy_frame_animator( replay_frame
*frame
){
197 struct player_subsystem_interface
*sys
=
198 player_subsystems
[localplayer
.subsystem
];
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
);
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
;
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
);
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
);
220 skeleton_lerp_pose( sk
, pose0
->keyframes
, pose1
->keyframes
, t
,
225 static void player__animate_from_replay( replay_buffer
*replay
){
226 replay_frame
*frame
= replay
->cursor_frame
,
232 f32 t
= replay_subframe_time( replay
);
234 player_pose pose0
, pose1
;
236 struct player_subsystem_interface
237 *sys0
= player_subsystems
[frame
->system
],
238 *sys1
= player_subsystems
[next
->system
];
240 void *a0
= replay_frame_data( frame
, k_replay_framedata_animator
),
241 *a1
= replay_frame_data( next
, k_replay_framedata_animator
);
243 sys0
->pose( a0
, &pose0
);
244 sys1
->pose( a1
, &pose1
);
246 lerp_player_pose( &pose0
, &pose1
, t
, &localplayer
.pose
);
249 struct player_subsystem_interface
250 *sys
= player_subsystems
[frame
->system
];
251 sys
->pose( replay_frame_data( frame
, k_replay_framedata_animator
),
257 apply_full_skeleton_pose( &localplayer
.playeravatar
->sk
, &localplayer
.pose
,
258 localplayer
.final_mtx
);
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
);
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
);
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
);
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
)
290 * adding depth compare to this shader
295 glActiveTexture( GL_TEXTURE0
);
296 glBindTexture( GL_TEXTURE_2D
, board
->mdl
.texture
);
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 );
306 render_fb_inverse_ratio( gpipeline
.fb_main
, inverse
);
308 inverse
[2] = skaterift
.cam
.farz
-skaterift
.cam
.nearz
;
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
);
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 );
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
);
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 );
338 mesh_bind( &board
->mdl
.mesh
);
342 if( board
->board
.indice_count
){
344 m3x3_identity( mlocal
);
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
);
356 v3_add( board
->board_position
, kf
.co
, mlocal
[3] );
357 q_m3x3( kf
.q
, mlocal
);
359 m4x3_mul( root
, mlocal
, mlocal
);
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
);
369 shader_model_board_view_uMdl( mlocal
);
371 mdl_draw_submesh( &board
->board
);
374 for( int i
=0; i
<2; i
++ ){
375 if( !board
->trucks
[i
].indice_count
)
379 m3x3_identity( mlocal
);
380 v3_copy( board
->truck_positions
[i
], mlocal
[3] );
381 m4x3_mul( root
, mlocal
, mlocal
);
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
);
390 shader_model_board_view_uMdl( mlocal
);
392 mdl_draw_submesh( &board
->trucks
[i
] );
395 for( int i
=0; i
<4; i
++ ){
396 if( !board
->wheels
[i
].indice_count
)
400 m3x3_identity( mlocal
);
401 v3_copy( board
->wheel_positions
[i
], mlocal
[3] );
402 m4x3_mul( root
, mlocal
, mlocal
);
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
);
411 shader_model_board_view_uMdl( mlocal
);
413 mdl_draw_submesh( &board
->wheels
[i
] );
417 static void render_playermodel( camera
*cam
, world_instance
*world
,
419 struct player_model
*model
,
420 struct skeleton
*skeleton
,
424 shader_model_character_view_use();
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
);
433 shader_model_character_view_uTexSceneDepth( 1 );
434 render_fb_bind_texture( gpipeline
.fb_main
, 2, 1 );
436 render_fb_inverse_ratio( gpipeline
.fb_main
, inverse
);
437 inverse
[2] = skaterift
.cam
.farz
-skaterift
.cam
.nearz
;
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
);
444 shader_model_character_view_uDepthCompare( depth_compare
);
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 );
454 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms
,
455 skeleton
->bone_count
,
459 mesh_bind( &model
->mdl
.mesh
);
460 mesh_draw( &model
->mdl
.mesh
);
463 static void player__render( camera
*cam
){
464 world_instance
*world
= world_current_instance();
465 SDL_AtomicLock( &addon_system
.sl_cache_using_resources
);
467 struct player_model
*model
=
468 addon_cache_item_if_loaded( k_addon_type_player
,
469 localplayer
.playermodel_view_slot
);
471 if( !model
) model
= &localplayer
.fallback_model
;
472 render_playermodel( cam
, world
, 1, model
, &localplayer
.playeravatar
->sk
,
473 localplayer
.final_mtx
);
475 struct player_board
*board
=
476 addon_cache_item_if_loaded( k_addon_type_board
,
477 localplayer
.board_view_slot
);
479 render_board( cam
, world
, board
, localplayer
.final_mtx
[
480 localplayer
.playeravatar
->id_board
],
481 &localplayer
.pose
.board
,
482 k_board_shader_player
);
484 SDL_AtomicUnlock( &addon_system
.sl_cache_using_resources
);
487 #endif /* PLAYER_RENDER_C */