refactor(1)
[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
11 #include "shaders/model_character_view.h"
12 #include "shaders/model_board_view.h"
13 #include "shaders/model_entity.h"
14
15 VG_STATIC void player_avatar_load( struct player_avatar *av, const char *path )
16 {
17 mdl_open( &av->meta, path, vg_mem.rtmemory );
18 mdl_load_metadata_block( &av->meta, vg_mem.rtmemory );
19 mdl_load_animation_block( &av->meta, vg_mem.rtmemory );
20 mdl_close( &av->meta );
21
22 struct skeleton *sk = &av->sk;
23 skeleton_setup( sk, vg_mem.rtmemory, &av->meta );
24
25 av->id_hip = skeleton_bone_id( sk, "hips" );
26 av->id_ik_hand_l = skeleton_bone_id( sk, "hand.IK.L" );
27 av->id_ik_hand_r = skeleton_bone_id( sk, "hand.IK.R" );
28 av->id_ik_elbow_l = skeleton_bone_id( sk, "elbow.L" );
29 av->id_ik_elbow_r = skeleton_bone_id( sk, "elbow.R" );
30 av->id_head = skeleton_bone_id( sk, "head" );
31 av->id_ik_foot_l = skeleton_bone_id( sk, "foot.IK.L" );
32 av->id_ik_foot_r = skeleton_bone_id( sk, "foot.IK.R" );
33 av->id_board = skeleton_bone_id( sk, "board" );
34 av->id_wheel_l = skeleton_bone_id( sk, "wheel.L" );
35 av->id_wheel_r = skeleton_bone_id( sk, "wheel.R" );
36 av->id_ik_knee_l = skeleton_bone_id( sk, "knee.L" );
37 av->id_ik_knee_r = skeleton_bone_id( sk, "knee.R" );
38 }
39
40 /* TODO: Standard model load */
41
42 VG_STATIC void dynamic_model_load( mdl_context *ctx,
43 struct dynamic_model_1texture *mdl,
44 const char *path )
45 {
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 /* TODO: allow error handling */
61 VG_STATIC void player_board_load( struct player_board *board,
62 const char *path ){
63
64 vg_linear_clear( vg_mem.scratch );
65
66 mdl_context ctx;
67 mdl_open( &ctx, path, vg_mem.scratch );
68 mdl_load_metadata_block( &ctx, vg_mem.scratch );
69
70 dynamic_model_load( &ctx, &board->mdl, path );
71
72 mdl_array_ptr markers;
73 mdl_load_array( &ctx, &markers, "ent_marker", vg_mem.scratch );
74
75 /* TODO: you get put into a new section, the above is standard mdl loads. */
76 for( int i=0; i<4; i++ )
77 board->wheels[i].indice_count = 0;
78 for( int i=0; i<2; i++ )
79 board->trucks[i].indice_count = 0;
80 board->board.indice_count = 0;
81
82 for( u32 i=0; i<mdl_arrcount(&ctx.meshs); i++ ){
83 mdl_mesh *mesh = mdl_arritm( &ctx.meshs, i );
84
85 if( mdl_entity_id_type( mesh->entity_id ) != k_ent_marker )
86 continue;
87
88 u32 index = mdl_entity_id_id( mesh->entity_id );
89 ent_marker *marker = mdl_arritm( &markers, index );
90
91 mdl_submesh *sm0 = mdl_arritm( &ctx.submeshs, mesh->submesh_start );
92
93 const char *alias = mdl_pstr( &ctx, marker->pstr_alias );
94 u32 lr = marker->transform.co[0] > 0.0f? 1: 0,
95 fb = marker->transform.co[2] > 0.0f? 0: 1;
96
97 if( !strcmp( alias, "wheel" ) ){
98 u32 id = fb<<1 | lr;
99 board->wheels[ id ] = *sm0;
100 v3_copy( marker->transform.co, board->wheel_positions[ id ] );
101 }
102 else if( !strcmp( alias, "board" ) ){
103 board->board = *sm0;
104 v3_copy( marker->transform.co, board->board_position );
105 }
106 else if( !strcmp( alias, "truck" ) ){
107 board->trucks[ fb ] = *sm0;
108 v3_copy( marker->transform.co, board->truck_positions[ fb ] );
109 }
110 }
111
112 mdl_close( &ctx );
113 }
114
115 VG_STATIC void dynamic_model_unload( struct dynamic_model_1texture *mdl ){
116 mesh_free( &mdl->mesh );
117 glDeleteTextures( 1, &mdl->texture );
118 }
119
120 VG_STATIC void player_board_unload( struct player_board *board ){
121 dynamic_model_unload( &board->mdl );
122 }
123
124 VG_STATIC void player__pre_render( player_instance *player )
125 {
126 if( _player_animate[ player->subsystem ] ){
127 player_animation res;
128 _player_animate[ player->subsystem ]( player, &res );
129
130 m4x3f transform;
131 q_m3x3( res.root_q, transform );
132 v3_copy( res.root_co, transform[3] );
133
134 struct skeleton *sk = &player->playeravatar->sk;
135
136 if( player->holdout_time > 0.0f ){
137 skeleton_lerp_pose( sk, res.pose, player->holdout_pose,
138 player->holdout_time, res.pose );
139 player->holdout_time -= vg.time_frame_delta * 2.0f;
140 }
141
142 skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
143 skeleton_apply_ik_pass( sk );
144 skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only );
145 skeleton_apply_inverses( sk );
146 skeleton_apply_transform( sk, transform );
147
148 skeleton_debug( sk );
149 }
150
151 if( _player_post_animate[ player->subsystem ] )
152 _player_post_animate[ player->subsystem ]( player );
153
154 struct player_avatar *av = player->playeravatar;
155 struct player_board *board =
156 addon_cache_item_if_loaded( k_workshop_file_type_board,
157 player->board_view_slot );
158
159 v3f vp0, vp1;
160
161 if( board ){
162 v3_copy((v3f){0.0f,0.1f, board->truck_positions[0][2]}, vp0 );
163 v3_copy((v3f){0.0f,0.1f, board->truck_positions[1][2]}, vp1 );
164 }
165 else{
166 v3_zero( vp0 );
167 v3_zero( vp1 );
168 }
169
170 struct ub_world_lighting *ubo = &world_current_instance()->ub_lighting;
171 m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, ubo->g_board_0 );
172 m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, ubo->g_board_1 );
173
174 if( player->immobile ){
175 player__cam_iterate( player );
176 return;
177 }
178
179 if( player->rewinding ){
180 if( player->rewind_time <= 0.0f ){
181 double taken = vg.time - player->rewind_start;
182 vg_success( "Rewind took (rt, pt, tl): %f, %f, %f\n",
183 taken, player->rewind_predicted_time,
184 player->rewind_total_length );
185
186 player->rewinding = 0;
187 player->rewind_length = 1;
188 player->rewind_total_length = 0.0f;
189 player->rewind_accum = 0.0f;
190 world_render.sky_target_rate = 1.0;
191 world_static.time = world_static.last_use;
192 }
193 else{
194 world_render.sky_target_rate = -100.0;
195
196 float budget = vg.time_delta,
197 overall_length = player->rewind_length;
198
199 for( int i=0; (i<10)&&(player->rewind_time>0.0f)&&(budget>0.0f); i++ ){
200 /* Interpolate frames */
201 int i0 = floorf( player->rewind_time ),
202 i1 = VG_MIN( i0+1, player->rewind_length-1 );
203
204 struct rewind_frame *fr = &player->rewind_buffer[i0],
205 *fr1 = &player->rewind_buffer[i1];
206
207 float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
208 subl = vg_fractf( player->rewind_time ) + 0.001f,
209
210 sramp = 3.0f-(1.0f/(0.4f+0.4f*player->rewind_time)),
211 speed = sramp*28.0f + 0.5f*player->rewind_time,
212 mod = speed * (budget / dist),
213
214 advl = vg_minf( mod, subl ),
215 advt = (advl / mod) * budget;
216
217 player->dist_accum += speed * advt;
218 player->rewind_time -= advl;
219 budget -= advt;
220 }
221
222 player->rewind_time = vg_maxf( 0.0f, player->rewind_time );
223
224 float current_time = vg.time - player->rewind_start,
225 remaining = player->rewind_predicted_time - current_time;
226
227 if( player->rewind_sound_wait ){
228 if( player->rewind_predicted_time >= 6.5f ){
229 if( remaining <= 6.5f ){
230 audio_lock();
231 audio_oneshot( &audio_rewind[3], 1.0f, 0.0f );
232 audio_unlock();
233 player->rewind_sound_wait = 0;
234 }
235 }
236 else if( player->rewind_predicted_time >= 2.5f ){
237 if( remaining <= 2.5f ){
238 audio_lock();
239 audio_oneshot( &audio_rewind[2], 1.0f, 0.0f );
240 audio_unlock();
241 player->rewind_sound_wait = 0;
242 }
243 }
244 else if( player->rewind_predicted_time >= 1.5f ){
245 if( remaining <= 1.5f ){
246 audio_lock();
247 audio_oneshot( &audio_rewind[1], 1.0f, 0.0f );
248 audio_unlock();
249 player->rewind_sound_wait = 0;
250 }
251 }
252 }
253
254 int i0 = floorf( player->rewind_time ),
255 i1 = VG_MIN( i0+1, player->rewind_length-1 );
256
257 struct rewind_frame *fr = &player->rewind_buffer[i0],
258 *fr1 = &player->rewind_buffer[i1];
259
260 float sub = vg_fractf(player->rewind_time);
261
262 v3_lerp( fr->pos, fr1->pos, sub, player->cam_override_pos );
263 player->cam_override_angles[0] =
264 vg_alerpf( fr->ang[0], fr1->ang[0], sub );
265 player->cam_override_angles[1] =
266 vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
267 player->cam_override_fov = player->cam.fov;
268
269 float blend = player->rewind_time * 0.25f;
270 player->cam_override_strength = vg_clampf( blend, 0.0f, 1.0f );
271 }
272 }
273 else player->cam_override_strength = 0.0f;
274
275 player__cam_iterate( player );
276 }
277
278 VG_STATIC void render_board( camera *cam, world_instance *world,
279 struct player_board *board, m4x3f root,
280 enum board_shader shader )
281 {
282 if( !board ) return;
283
284 v3f inverse;
285
286 glActiveTexture( GL_TEXTURE0 );
287 glBindTexture( GL_TEXTURE_2D, board->mdl.texture );
288
289 if( shader == k_board_shader_player ){
290 shader_model_board_view_use();
291 shader_model_board_view_uTexMain( 0 );
292 shader_model_board_view_uCamera( cam->transform[3] );
293 shader_model_board_view_uPv( cam->mtx.pv );
294 shader_model_board_view_uTexSceneDepth( 1 );
295 render_fb_bind_texture( gpipeline.fb_main, 2, 1 );
296
297 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
298
299 inverse[2] = main_camera.farz-main_camera.nearz;
300
301 shader_model_board_view_uInverseRatioDepth( inverse );
302 render_fb_inverse_ratio( NULL, inverse );
303 inverse[2] = cam->farz-cam->nearz;
304 shader_model_board_view_uInverseRatioMain( inverse );
305
306 world_link_lighting_ub( world, _shader_model_board_view.id );
307 world_bind_position_texture( world, _shader_model_board_view.id,
308 _uniform_model_board_view_g_world_depth, 2 );
309 world_bind_light_array( world, _shader_model_board_view.id,
310 _uniform_model_board_view_uLightsArray, 3 );
311 world_bind_light_index( world, _shader_model_board_view.id,
312 _uniform_model_board_view_uLightsIndex, 4 );
313 }
314 else if( shader == k_board_shader_entity ){
315 shader_model_entity_use();
316 shader_model_entity_uTexMain( 0 );
317 shader_model_entity_uCamera( cam->transform[3] );
318 shader_model_entity_uPv( cam->mtx.pv );
319
320 world_link_lighting_ub( world, _shader_model_entity.id );
321 world_bind_position_texture( world, _shader_model_entity.id,
322 _uniform_model_entity_g_world_depth, 2 );
323 world_bind_light_array( world, _shader_model_entity.id,
324 _uniform_model_entity_uLightsArray, 3 );
325 world_bind_light_index( world, _shader_model_entity.id,
326 _uniform_model_entity_uLightsIndex, 4 );
327 }
328
329 mesh_bind( &board->mdl.mesh );
330
331 m4x4f m4mdl;
332
333 if( board->board.indice_count ){
334 m4x3f mlocal;
335 m3x3_identity( mlocal );
336 v3_copy( board->board_position, mlocal[3] );
337 m4x3_mul( root, mlocal, mlocal );
338
339 if( shader == k_board_shader_entity ){
340 /* TODO: provide a way to supply previous mdl mtx? */
341 m4x3_expand( mlocal, m4mdl );
342 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
343 shader_model_entity_uPvmPrev( m4mdl );
344 shader_model_entity_uMdl( mlocal );
345 }
346 else
347 shader_model_board_view_uMdl( mlocal );
348
349 mdl_draw_submesh( &board->board );
350 }
351
352 for( int i=0; i<2; i++ ){
353 if( !board->trucks[i].indice_count )
354 continue;
355
356 m4x3f mlocal;
357 m3x3_identity( mlocal );
358 v3_copy( board->truck_positions[i], mlocal[3] );
359 m4x3_mul( root, mlocal, mlocal );
360
361 if( shader == k_board_shader_entity ){
362 m4x3_expand( mlocal, m4mdl );
363 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
364 shader_model_entity_uPvmPrev( m4mdl );
365 shader_model_entity_uMdl( mlocal );
366 }
367 else
368 shader_model_board_view_uMdl( mlocal );
369
370 mdl_draw_submesh( &board->trucks[i] );
371 }
372
373 for( int i=0; i<4; i++ ){
374 if( !board->wheels[i].indice_count )
375 continue;
376
377 m4x3f mlocal;
378 m3x3_identity( mlocal );
379 v3_copy( board->wheel_positions[i], mlocal[3] );
380 m4x3_mul( root, mlocal, mlocal );
381
382 if( shader == k_board_shader_entity ){
383 m4x3_expand( mlocal, m4mdl );
384 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
385 shader_model_entity_uPvmPrev( m4mdl );
386 shader_model_entity_uMdl( mlocal );
387 }
388 else
389 shader_model_board_view_uMdl( mlocal );
390
391 mdl_draw_submesh( &board->wheels[i] );
392 }
393 }
394
395 VG_STATIC void render_playermodel( camera *cam, world_instance *world,
396 struct player_model *model,
397 struct skeleton *skeleton ){
398 if( !model ) return;
399
400 shader_model_character_view_use();
401
402 glActiveTexture( GL_TEXTURE0 );
403 glBindTexture( GL_TEXTURE_2D, model->mdl.texture );
404 shader_model_character_view_uTexMain( 0 );
405 shader_model_character_view_uCamera( cam->transform[3] );
406 shader_model_character_view_uPv( cam->mtx.pv );
407 shader_model_character_view_uTexSceneDepth( 1 );
408 render_fb_bind_texture( gpipeline.fb_main, 2, 1 );
409 v3f inverse;
410 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
411 inverse[2] = main_camera.farz-main_camera.nearz;
412
413 shader_model_character_view_uInverseRatioDepth( inverse );
414 render_fb_inverse_ratio( NULL, inverse );
415 inverse[2] = cam->farz-cam->nearz;
416 shader_model_character_view_uInverseRatioMain( inverse );
417
418 world_link_lighting_ub( world, _shader_model_character_view.id );
419 world_bind_position_texture( world, _shader_model_character_view.id,
420 _uniform_model_character_view_g_world_depth, 2 );
421 world_bind_light_array( world, _shader_model_character_view.id,
422 _uniform_model_character_view_uLightsArray, 3 );
423 world_bind_light_index( world, _shader_model_character_view.id,
424 _uniform_model_character_view_uLightsIndex, 4 );
425
426 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
427 skeleton->bone_count,
428 0,
429 (float *)skeleton->final_mtx );
430
431 mesh_bind( &model->mdl.mesh );
432 mesh_draw( &model->mdl.mesh );
433 }
434
435 PLAYER_API void player__render( camera *cam, player_instance *player )
436 {
437 world_instance *world = world_current_instance();
438 SDL_AtomicLock( &addon_system.sl_cache_using_resources );
439
440 struct player_model *model =
441 addon_cache_item_if_loaded( k_workshop_file_type_player,
442 player->playermodel_view_slot );
443 render_playermodel( cam, world, model, &player->playeravatar->sk );
444
445 struct player_board *board =
446 addon_cache_item_if_loaded( k_workshop_file_type_board,
447 player->board_view_slot );
448 render_board( cam, world, board, player->playeravatar->sk.final_mtx[
449 player->playeravatar->id_board],
450 k_board_shader_player );
451
452 SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
453 }
454
455 #endif /* PLAYER_RENDER_C */