1 #ifndef PLAYER_RENDER_C
2 #define PLAYER_RENDER_C
5 #include "player_render.h"
7 #include "player_model.h"
9 #include "shaders/model_character_view.h"
10 #include "shaders/model_board_view.h"
12 VG_STATIC
void player_avatar_load( struct player_avatar
*av
, const char *path
)
14 mdl_open( &av
->meta
, path
, vg_mem
.rtmemory
);
15 mdl_load_metadata_block( &av
->meta
, vg_mem
.rtmemory
);
16 mdl_load_animation_block( &av
->meta
, vg_mem
.rtmemory
);
17 mdl_close( &av
->meta
);
19 struct skeleton
*sk
= &av
->sk
;
20 skeleton_setup( sk
, vg_mem
.rtmemory
, &av
->meta
);
22 av
->id_hip
= skeleton_bone_id( sk
, "hips" );
23 av
->id_ik_hand_l
= skeleton_bone_id( sk
, "hand.IK.L" );
24 av
->id_ik_hand_r
= skeleton_bone_id( sk
, "hand.IK.R" );
25 av
->id_ik_elbow_l
= skeleton_bone_id( sk
, "elbow.L" );
26 av
->id_ik_elbow_r
= skeleton_bone_id( sk
, "elbow.R" );
27 av
->id_head
= skeleton_bone_id( sk
, "head" );
28 av
->id_ik_foot_l
= skeleton_bone_id( sk
, "foot.IK.L" );
29 av
->id_ik_foot_r
= skeleton_bone_id( sk
, "foot.IK.R" );
30 av
->id_board
= skeleton_bone_id( sk
, "board" );
31 av
->id_wheel_l
= skeleton_bone_id( sk
, "wheel.L" );
32 av
->id_wheel_r
= skeleton_bone_id( sk
, "wheel.R" );
33 av
->id_ik_knee_l
= skeleton_bone_id( sk
, "knee.L" );
34 av
->id_ik_knee_r
= skeleton_bone_id( sk
, "knee.R" );
37 /* TODO: Standard model load */
39 VG_STATIC
void player_model_load( struct player_model
*mdl
, const char *path
)
41 vg_linear_clear( vg_mem
.scratch
);
44 mdl_open( &ctx
, path
, vg_mem
.scratch
);
45 mdl_load_metadata_block( &ctx
, vg_mem
.scratch
);
47 if( !mdl_arrcount( &ctx
.textures
) )
48 vg_fatal_error( "No texture in player model" );
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
);
54 vg_tex2d_load_qoi_async( data
, tex0
->file
.pack_size
,
55 VG_TEX2D_NEAREST
|VG_TEX2D_CLAMP
,
58 mdl_async_load_glmesh( &ctx
, &mdl
->mesh
);
62 VG_STATIC
void player_board_load( struct player_board
*mdl
, const char *path
)
64 vg_linear_clear( vg_mem
.scratch
);
67 mdl_open( &ctx
, path
, vg_mem
.scratch
);
68 mdl_load_metadata_block( &ctx
, vg_mem
.scratch
);
70 mdl_array_ptr markers
;
71 mdl_load_array( &ctx
, &markers
, "ent_marker", vg_mem
.scratch
);
73 if( !mdl_arrcount( &ctx
.textures
) )
74 vg_fatal_error( "No texture in board model" );
76 mdl_texture
*tex0
= mdl_arritm( &ctx
.textures
, 0 );
77 void *data
= vg_linear_alloc( vg_mem
.scratch
, tex0
->file
.pack_size
);
78 mdl_fread_pack_file( &ctx
, &tex0
->file
, data
);
80 vg_tex2d_load_qoi_async( data
, tex0
->file
.pack_size
,
81 VG_TEX2D_CLAMP
|VG_TEX2D_NEAREST
,
84 mdl_async_load_glmesh( &ctx
, &mdl
->mesh
);
87 for( int i
=0; i
<4; i
++ )
88 mdl
->wheels
[i
].indice_count
= 0;
89 for( int i
=0; i
<2; i
++ )
90 mdl
->trucks
[i
].indice_count
= 0;
91 mdl
->board
.indice_count
= 0;
93 for( u32 i
=0; i
<mdl_arrcount(&ctx
.meshs
); i
++ ){
94 mdl_mesh
*mesh
= mdl_arritm( &ctx
.meshs
, i
);
96 vg_info( "[%u]=%u:%u\n", mesh
->entity_id
,
97 mdl_entity_id_type( mesh
->entity_id
),
98 mdl_entity_id_id( mesh
->entity_id
) );
100 if( mdl_entity_id_type( mesh
->entity_id
) != k_ent_marker
)
103 u32 index
= mdl_entity_id_id( mesh
->entity_id
);
104 ent_marker
*marker
= mdl_arritm( &markers
, index
);
106 mdl_submesh
*sm0
= mdl_arritm( &ctx
.submeshs
, mesh
->submesh_start
);
108 const char *alias
= mdl_pstr( &ctx
, marker
->pstr_alias
);
109 u32 lr
= marker
->transform
.co
[0] > 0.0f
? 1: 0,
110 fb
= marker
->transform
.co
[2] > 0.0f
? 0: 1;
112 if( !strcmp( alias
, "wheel" ) ){
114 mdl
->wheels
[ id
] = *sm0
;
115 v3_copy( marker
->transform
.co
, mdl
->wheel_positions
[ id
] );
117 else if( !strcmp( alias
, "board" ) ){
119 v3_copy( marker
->transform
.co
, mdl
->board_position
);
121 else if( !strcmp( alias
, "truck" ) ){
122 mdl
->trucks
[ fb
] = *sm0
;
123 v3_copy( marker
->transform
.co
, mdl
->truck_positions
[ fb
] );
128 VG_STATIC
void player__pre_render( player_instance
*player
)
130 if( _player_animate
[ player
->subsystem
] ){
131 player_animation res
;
132 _player_animate
[ player
->subsystem
]( player
, &res
);
135 q_m3x3( res
.root_q
, transform
);
136 v3_copy( res
.root_co
, transform
[3] );
138 struct skeleton
*sk
= &player
->playeravatar
->sk
;
140 if( player
->holdout_time
> 0.0f
){
141 skeleton_lerp_pose( sk
, res
.pose
, player
->holdout_pose
,
142 player
->holdout_time
, res
.pose
);
143 player
->holdout_time
-= vg
.time_frame_delta
* 2.0f
;
146 skeleton_apply_pose( sk
, res
.pose
, k_anim_apply_defer_ik
);
147 skeleton_apply_ik_pass( sk
);
148 skeleton_apply_pose( sk
, res
.pose
, k_anim_apply_deffered_only
);
149 skeleton_apply_inverses( sk
);
150 skeleton_apply_transform( sk
, transform
);
152 skeleton_debug( sk
);
155 if( _player_post_animate
[ player
->subsystem
] )
156 _player_post_animate
[ player
->subsystem
]( player
);
158 struct player_avatar
*av
= player
->playeravatar
;
160 v3f vp0
= {0.0f
,0.1f
, player
->playerboard
->truck_positions
[0][2]},
161 vp1
= {0.0f
,0.1f
, player
->playerboard
->truck_positions
[1][2]};
163 struct ub_world_lighting
*ubo
= &get_active_world()->ub_lighting
;
164 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp0
, ubo
->g_board_0
);
165 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp1
, ubo
->g_board_1
);
167 if( player
->rewinding
){
168 if( player
->rewind_time
<= 0.0f
){
169 double taken
= vg
.time
- player
->rewind_start
;
170 vg_success( "Rewind took (rt, pt, tl): %f, %f, %f\n",
171 taken
, player
->rewind_predicted_time
,
172 player
->rewind_total_length
);
174 player
->rewinding
= 0;
175 player
->rewind_length
= 1;
176 player
->rewind_total_length
= 0.0f
;
177 player
->rewind_accum
= 0.0f
;
178 world_global
.sky_target_rate
= 1.0;
179 world_global
.time
= world_global
.last_use
;
182 world_global
.sky_target_rate
= -100.0;
184 float budget
= vg
.time_delta
,
185 overall_length
= player
->rewind_length
;
187 for( int i
=0; (i
<10)&&(player
->rewind_time
>0.0f
)&&(budget
>0.0f
); i
++ ){
188 /* Interpolate frames */
189 int i0
= floorf( player
->rewind_time
),
190 i1
= VG_MIN( i0
+1, player
->rewind_length
-1 );
192 struct rewind_frame
*fr
= &player
->rewind_buffer
[i0
],
193 *fr1
= &player
->rewind_buffer
[i1
];
195 float dist
= vg_maxf( v3_dist( fr
->pos
, fr1
->pos
), 0.001f
),
196 subl
= vg_fractf( player
->rewind_time
) + 0.001f
,
198 sramp
= 3.0f
-(1.0f
/(0.4f
+0.4f
*player
->rewind_time
)),
199 speed
= sramp
*28.0f
+ 0.5f
*player
->rewind_time
,
200 mod
= speed
* (budget
/ dist
),
202 advl
= vg_minf( mod
, subl
),
203 advt
= (advl
/ mod
) * budget
;
205 player
->dist_accum
+= speed
* advt
;
206 player
->rewind_time
-= advl
;
210 player
->rewind_time
= vg_maxf( 0.0f
, player
->rewind_time
);
212 float current_time
= vg
.time
- player
->rewind_start
,
213 remaining
= player
->rewind_predicted_time
- current_time
;
215 if( player
->rewind_sound_wait
){
216 if( player
->rewind_predicted_time
>= 6.5f
){
217 if( remaining
<= 6.5f
){
219 audio_oneshot( &audio_rewind
[3], 1.0f
, 0.0f
);
221 player
->rewind_sound_wait
= 0;
224 else if( player
->rewind_predicted_time
>= 2.5f
){
225 if( remaining
<= 2.5f
){
227 audio_oneshot( &audio_rewind
[2], 1.0f
, 0.0f
);
229 player
->rewind_sound_wait
= 0;
232 else if( player
->rewind_predicted_time
>= 1.5f
){
233 if( remaining
<= 1.5f
){
235 audio_oneshot( &audio_rewind
[1], 1.0f
, 0.0f
);
237 player
->rewind_sound_wait
= 0;
242 int i0
= floorf( player
->rewind_time
),
243 i1
= VG_MIN( i0
+1, player
->rewind_length
-1 );
245 struct rewind_frame
*fr
= &player
->rewind_buffer
[i0
],
246 *fr1
= &player
->rewind_buffer
[i1
];
248 float sub
= vg_fractf(player
->rewind_time
);
250 v3_lerp( fr
->pos
, fr1
->pos
, sub
, player
->cam_override_pos
);
251 player
->cam_override_angles
[0] =
252 vg_alerpf( fr
->ang
[0], fr1
->ang
[0], sub
);
253 player
->cam_override_angles
[1] =
254 vg_lerpf ( fr
->ang
[1], fr1
->ang
[1], sub
);
256 float blend
= player
->rewind_time
* 0.25f
;
257 player
->cam_override_strength
= vg_clampf( blend
, 0.0f
, 1.0f
);
260 else player
->cam_override_strength
= 0.0f
;
262 player__cam_iterate( player
);
265 PLAYER_API
void player__render( camera
*cam
, player_instance
*player
)
267 shader_model_character_view_use();
269 glActiveTexture( GL_TEXTURE0
);
270 glBindTexture( GL_TEXTURE_2D
, player
->playermodel
->texture
);
271 shader_model_character_view_uTexMain( 0 );
272 shader_model_character_view_uCamera( cam
->transform
[3] );
273 shader_model_character_view_uPv( cam
->mtx
.pv
);
274 shader_model_character_view_uTexSceneDepth( 1 );
275 render_fb_bind_texture( gpipeline
.fb_main
, 2, 1 );
277 render_fb_inverse_ratio( gpipeline
.fb_main
, inverse
);
278 inverse
[2] = main_camera
.farz
-main_camera
.nearz
;
280 shader_model_character_view_uInverseRatioDepth( inverse
);
281 render_fb_inverse_ratio( NULL
, inverse
);
282 inverse
[2] = cam
->farz
-cam
->nearz
;
283 shader_model_character_view_uInverseRatioMain( inverse
);
285 world_instance
*world
= get_active_world();
286 world_link_lighting_ub( world
, _shader_model_character_view
.id
);
287 world_bind_position_texture( world
, _shader_model_character_view
.id
,
288 _uniform_model_character_view_g_world_depth
, 2 );
289 world_bind_light_array( world
, _shader_model_character_view
.id
,
290 _uniform_model_character_view_uLightsArray
, 3 );
291 world_bind_light_index( world
, _shader_model_character_view
.id
,
292 _uniform_model_character_view_uLightsIndex
, 4 );
294 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms
,
295 player
->playeravatar
->sk
.bone_count
,
297 (float *)player
->playeravatar
->sk
.final_mtx
);
299 mesh_bind( &player
->playermodel
->mesh
);
300 mesh_draw( &player
->playermodel
->mesh
);
302 /* draw skateboard */
303 shader_model_board_view_use();
304 glActiveTexture( GL_TEXTURE0
);
305 glBindTexture( GL_TEXTURE_2D
, player
->playerboard
->texture
);
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 shader_model_board_view_uTexSceneDepth( 1 );
311 render_fb_inverse_ratio( gpipeline
.fb_main
, inverse
);
312 inverse
[2] = main_camera
.farz
-main_camera
.nearz
;
314 shader_model_board_view_uInverseRatioDepth( inverse
);
315 render_fb_inverse_ratio( NULL
, inverse
);
316 inverse
[2] = cam
->farz
-cam
->nearz
;
317 shader_model_board_view_uInverseRatioMain( inverse
);
319 world_link_lighting_ub( world
, _shader_model_board_view
.id
);
320 world_bind_position_texture( world
, _shader_model_board_view
.id
,
321 _uniform_model_board_view_g_world_depth
, 2 );
322 world_bind_light_array( world
, _shader_model_board_view
.id
,
323 _uniform_model_board_view_uLightsArray
, 3 );
324 world_bind_light_index( world
, _shader_model_board_view
.id
,
325 _uniform_model_board_view_uLightsIndex
, 4 );
328 m4x3_copy( player
->playeravatar
->sk
.final_mtx
[player
->playeravatar
->id_board
]
331 struct player_board
*board
= player
->playerboard
;
332 mesh_bind( &board
->mesh
);
334 if( board
->board
.indice_count
){
336 m3x3_identity( mlocal
);
337 v3_copy( board
->board_position
, mlocal
[3] );
338 m4x3_mul( root
, mlocal
, mlocal
);
340 shader_model_board_view_uMdl( mlocal
);
341 mdl_draw_submesh( &board
->board
);
344 for( int i
=0; i
<2; i
++ ){
345 if( !board
->trucks
[i
].indice_count
)
349 m3x3_identity( mlocal
);
350 v3_copy( board
->truck_positions
[i
], mlocal
[3] );
351 m4x3_mul( root
, mlocal
, mlocal
);
353 shader_model_board_view_uMdl( mlocal
);
354 mdl_draw_submesh( &board
->trucks
[i
] );
357 for( int i
=0; i
<4; i
++ ){
358 if( !board
->wheels
[i
].indice_count
)
362 m3x3_identity( mlocal
);
363 v3_copy( board
->wheel_positions
[i
], mlocal
[3] );
364 m4x3_mul( root
, mlocal
, mlocal
);
366 shader_model_board_view_uMdl( mlocal
);
367 mdl_draw_submesh( &board
->wheels
[i
] );
371 #endif /* PLAYER_RENDER_C */