70c1727a8c68308002c34ad7cb9b57edfd47846d
[carveJwlIkooP6JGAAIwe30JlM.git] / character.h
1 #ifndef CHARACTER_H
2 #define CHARACTER_H
3
4 #include "vg/vg.h"
5 #include "model.h"
6 #include "ik.h"
7
8 SHADER_DEFINE( shader_player,
9
10 /*Include*/ VERTEX_STANDARD_ATTRIBUTES
11
12 "uniform mat4 uPv;"
13 "uniform mat4x3 uMdl;"
14 "uniform float uOpacity;"
15 ""
16 "out vec4 aColour;"
17 "out vec2 aUv;"
18 "out vec3 aNorm;"
19 "out vec3 aCo;"
20 "out float aOpacity;"
21 ""
22 "void main()"
23 "{"
24 "vec3 world_pos = uMdl * vec4(a_co,1.0);"
25 "gl_Position = uPv * vec4(world_pos,1.0);"
26
27 "aColour = a_colour;"
28 "aUv = a_uv;"
29 "aNorm = mat3(uMdl) * a_norm;"
30 "aCo = a_co;"
31 "aOpacity = 1.0-(gl_Position.y+0.5)*uOpacity;"
32 "}",
33 /* Fragment */
34 "out vec4 FragColor;"
35 ""
36 "uniform sampler2D uTexMain;"
37 "uniform vec4 uColour;"
38 ""
39 "in vec4 aColour;"
40 "in vec2 aUv;"
41 "in vec3 aNorm;"
42 "in vec3 aCo;"
43 "in float aOpacity;"
44 ""
45 "void main()"
46 "{"
47 "vec3 diffuse = texture( uTexMain, aUv ).rgb;"
48 "FragColor = vec4(pow(diffuse,vec3(1.0)),aOpacity);"
49 "}"
50 ,
51 UNIFORMS({ "uTexMain", "uPv", "uMdl", "uOpacity" })
52 )
53
54 #define FOREACH_PART(FN) \
55 FN( body0 ) \
56 FN( body1 ) \
57 FN( neck ) \
58 FN( head ) \
59 FN( arm_l0 ) \
60 FN( arm_l1 ) \
61 FN( hand_l ) \
62 FN( arm_r0 ) \
63 FN( arm_r1 ) \
64 FN( hand_r ) \
65 FN( leg_l0 ) \
66 FN( leg_l1 ) \
67 FN( foot_l ) \
68 FN( leg_r0 ) \
69 FN( leg_r1 ) \
70 FN( foot_r ) \
71 FN( wf ) \
72 FN( wb ) \
73 FN( board ) \
74
75 #define MAKE_ENUM(ENUM) k_chpart_##ENUM,
76 #define MAKE_STRING(STR) #STR,
77 #define ADD_ONE(_) +1
78 #define PART_COUNT FOREACH_PART(ADD_ONE)
79
80 enum character_part
81 {
82 FOREACH_PART( MAKE_ENUM )
83 };
84
85 static const char *character_part_strings[] =
86 {
87 FOREACH_PART( MAKE_STRING )
88 };
89
90
91 struct character
92 {
93 glmesh mesh;
94
95 submodel parts[ PART_COUNT ];
96 m4x3f matrices[ PART_COUNT ];
97
98 /* Auxillary information */
99 v3f offsets[ PART_COUNT ];
100
101 /*
102 * Controls
103 * note: - base nodes of IK structures will be filled automatically
104 * - all positions are in local space to the mroot
105 */
106 struct ik_basic ik_arm_l, ik_arm_r,
107 ik_leg_l, ik_leg_r,
108 ik_body;
109 v3f cam_pos;
110
111 v4f qhead;
112 float rhip, rcollar, /* twist of hip and collar controls,
113 these act in the local +y axis of the part */
114 rhead,
115 rfootl, rfootr,
116 rhandl, rhandr;
117
118 v3f ground_normal; /* Feet will be aligned to this */
119 m4x3f mroot;
120 };
121
122 static void character_offset( struct character *ch, enum character_part parent,
123 enum character_part child )
124 {
125 v3_sub( ch->parts[ child ].pivot, ch->parts[ parent ].pivot,
126 ch->offsets[ child ] );
127 }
128
129 static int character_load( struct character *ch, const char *name )
130 {
131 char buf[64];
132
133 snprintf( buf, sizeof(buf)-1, "models/%s.mdl", name );
134 model *src = vg_asset_read( buf );
135
136 if( !src )
137 {
138 vg_error( "Could not open 'models/%s.mdl'", name );
139 return 0;
140 }
141
142 int error_count = 0;
143
144 for( int i=0; i<PART_COUNT; i++ )
145 {
146 snprintf( buf, sizeof(buf)-1, "%s_%s", name, character_part_strings[i] );
147 submodel *sm = submodel_get( src, buf );
148
149 if( !sm )
150 {
151 vg_warn( "Character file does not contain an '_%s' part.\n",
152 character_part_strings[i] );
153 error_count ++;
154
155 memset( &ch->parts[i], 0, sizeof(submodel) );
156 continue;
157 }
158
159 ch->parts[i] = *sm;
160 }
161
162 model_unpack( src, &ch->mesh );
163
164 if( !error_count )
165 vg_success( "Loaded character file '%s' with no errors\n", name );
166
167 /* Create the offsets */
168 character_offset( ch, k_chpart_body0, k_chpart_body1 );
169 character_offset( ch, k_chpart_body1, k_chpart_neck );
170 character_offset( ch, k_chpart_neck, k_chpart_head );
171
172 character_offset( ch, k_chpart_body1, k_chpart_arm_l0 );
173 character_offset( ch, k_chpart_arm_l0, k_chpart_arm_l1 );
174 character_offset( ch, k_chpart_arm_l1, k_chpart_hand_l );
175
176 character_offset( ch, k_chpart_body1, k_chpart_arm_r0 );
177 character_offset( ch, k_chpart_arm_r0, k_chpart_arm_r1 );
178 character_offset( ch, k_chpart_arm_r1, k_chpart_hand_r );
179
180 character_offset( ch, k_chpart_body0, k_chpart_leg_l0 );
181 character_offset( ch, k_chpart_leg_l0, k_chpart_leg_l1 );
182 character_offset( ch, k_chpart_leg_l1, k_chpart_foot_l );
183
184 character_offset( ch, k_chpart_body0, k_chpart_leg_r0 );
185 character_offset( ch, k_chpart_leg_r0, k_chpart_leg_r1 );
186 character_offset( ch, k_chpart_leg_r1, k_chpart_foot_r );
187
188 character_offset( ch, k_chpart_board, k_chpart_wb );
189 character_offset( ch, k_chpart_board, k_chpart_wf );
190
191 ch->ik_arm_l.l1 = v3_length( ch->offsets[ k_chpart_arm_l1 ] );
192 ch->ik_arm_l.l2 = v3_length( ch->offsets[ k_chpart_hand_l ] );
193 ch->ik_arm_r.l1 = v3_length( ch->offsets[ k_chpart_arm_r1 ] );
194 ch->ik_arm_r.l2 = v3_length( ch->offsets[ k_chpart_hand_r ] );
195
196 ch->ik_leg_l.l1 = v3_length( ch->offsets[ k_chpart_leg_l1 ] );
197 ch->ik_leg_l.l2 = v3_length( ch->offsets[ k_chpart_foot_l ] );
198 ch->ik_leg_r.l1 = v3_length( ch->offsets[ k_chpart_leg_r1 ] );
199 ch->ik_leg_r.l2 = v3_length( ch->offsets[ k_chpart_foot_r ] );
200
201 ch->ik_body.l1 = v3_length( ch->offsets[ k_chpart_body1 ] );
202 ch->ik_body.l2 = v3_length( ch->offsets[ k_chpart_neck ] );
203
204 free( src );
205 return 1;
206 }
207
208 static void align_to_board( struct character *ch, enum character_part id )
209 {
210 /* Calculate rotation between board and feet */
211 m4x3f *mats = ch->matrices;
212
213 v3f foot_pos, foot_fwd, foot_target, board_norm, board_origin;
214 v3_copy( mats[id][3], foot_pos );
215 m3x3_mulv( mats[id], (v3f){1.0f,0.0f,0.0f}, foot_fwd );
216 v3_add( foot_fwd, foot_pos, foot_target );
217
218 m3x3_mulv( mats[k_chpart_board], (v3f){0.0f,1.0f,0.0f}, board_norm );
219 m4x3_mulv( mats[k_chpart_board], (v3f){0.0f,0.13f,0.0f}, board_origin );
220
221 vg_line( foot_pos, foot_target, 0xff00ff00 );
222
223 v3f v0;
224 v3_sub( board_origin, foot_target, v0 );
225 float t = v3_dot( v0, board_norm ) / board_norm[1];
226 foot_target[1] += t;
227 vg_line( foot_pos, foot_target, 0xff00ffff );
228
229 v3_sub( foot_target, foot_pos, foot_target );
230 v3_normalize( foot_target );
231 float ang = acosf( v3_dot( foot_target, foot_fwd ) );
232
233 v4f qcorrection; m3x3f correction;
234 q_axis_angle( qcorrection, (v3f){0.0f,0.0f,1.0f}, -ang );
235 q_m3x3( qcorrection, correction );
236 m3x3_mul( mats[id], correction, mats[id] );
237 }
238
239 static void character_eval( struct character *ch )
240 {
241 m4x3f *mats = ch->matrices;
242 v3f *offs = ch->offsets;
243
244 ik_basic( &ch->ik_body, mats[k_chpart_body0], mats[k_chpart_body1],
245 k_ikY, k_ikX );
246
247 m3x3f temp;
248 v4f body_rotation;
249 /* TODO: Do this directly via m3x3 */
250
251 q_axis_angle( body_rotation, (v3f){0.0f,1.0f,0.0f}, ch->rhip );
252 q_m3x3( body_rotation, temp );
253 m3x3_mul( mats[k_chpart_body0], temp, mats[k_chpart_body0] );
254
255 q_axis_angle( body_rotation, (v3f){0.0f,1.0f,0.0f}, ch->rcollar );
256 q_m3x3( body_rotation, temp );
257 m3x3_mul( mats[k_chpart_body1], temp, mats[k_chpart_body1] );
258
259 /* Setup aux */
260 m4x3_mulv( mats[k_chpart_body0], offs[k_chpart_leg_l0], ch->ik_leg_l.base );
261 m4x3_mulv( mats[k_chpart_body0], offs[k_chpart_leg_r0], ch->ik_leg_r.base );
262 m4x3_mulv( mats[k_chpart_body1], offs[k_chpart_arm_l0], ch->ik_arm_l.base );
263 m4x3_mulv( mats[k_chpart_body1], offs[k_chpart_arm_r0], ch->ik_arm_r.base );
264
265 /* IK for arms and legs */
266 ik_basic( &ch->ik_arm_l, mats[k_chpart_arm_l0], mats[k_chpart_arm_l1],
267 k_ikZ, k_ikY );
268 ik_basic( &ch->ik_arm_r, mats[k_chpart_arm_r0], mats[k_chpart_arm_r1],
269 k_iknZ, k_ikY );
270 ik_basic( &ch->ik_leg_l, mats[k_chpart_leg_l0], mats[k_chpart_leg_l1],
271 k_ikY, k_iknX );
272 ik_basic( &ch->ik_leg_r, mats[k_chpart_leg_r0], mats[k_chpart_leg_r1],
273 k_ikY, k_iknX );
274
275 /* Hands */
276 m3x3_copy( mats[k_chpart_arm_l1], mats[k_chpart_hand_l] );
277 m3x3_copy( mats[k_chpart_arm_r1], mats[k_chpart_hand_r] );
278 m4x3_mulv( mats[k_chpart_arm_l1], offs[k_chpart_hand_l],
279 mats[k_chpart_hand_l][3] );
280 m4x3_mulv( mats[k_chpart_arm_r1], offs[k_chpart_hand_r],
281 mats[k_chpart_hand_r][3] );
282
283 /* Neck / Head */
284 m3x3_copy( mats[k_chpart_body1], mats[k_chpart_neck] );
285 m4x3_mulv( mats[k_chpart_body1], offs[k_chpart_neck],
286 mats[k_chpart_neck][3] );
287
288 v4f qhead;
289 q_axis_angle( qhead, (v3f){ 0.0f,1.0f,0.0f }, ch->rhead );
290 q_m3x3( qhead, mats[k_chpart_head] );
291 //m3x3_mul( mats[k_chpart_neck], mats[k_chpart_head], mats[k_chpart_head] );
292 m4x3_mulv( mats[k_chpart_neck], offs[k_chpart_head], mats[k_chpart_head][3]);
293
294 /* Feet */
295 m3x3_copy( mats[k_chpart_leg_l1], mats[k_chpart_foot_l] );
296 m3x3_copy( mats[k_chpart_leg_r1], mats[k_chpart_foot_r] );
297 m4x3_mulv( mats[k_chpart_leg_l1], offs[k_chpart_foot_l],
298 mats[k_chpart_foot_l][3] );
299 m4x3_mulv( mats[k_chpart_leg_r1], offs[k_chpart_foot_r],
300 mats[k_chpart_foot_r][3] );
301
302 align_to_board( ch, k_chpart_foot_l );
303 align_to_board( ch, k_chpart_foot_r );
304
305 for( int i=0; i<PART_COUNT; i++ )
306 m4x3_mul( ch->mroot, ch->matrices[i], ch->matrices[i] );
307 }
308
309 #define B3D_CO( X, Y, Z ) (v3f){ X, Z, -Y }
310
311 typedef struct character_pose character_pose;
312 struct character_pose
313 {
314 v3f b0, b1, p, fr, fl, pl, pr, hl, hr, apl, apr, cam;
315 };
316
317 static character_pose pose_aero =
318 {
319 .b0 = {0.0721f, 0.8167f, 0.1365f},
320 .b1 = {-0.0773f, 1.1559f, -0.1699f},
321 .p = {0.0421f, 1.1430f, 0.2803f},
322 .fr = {0.0535f, 0.1312f, -0.3647f},
323 .fl = {-0.0605f, 0.1464f, 0.2917f},
324 .pl = {-0.1704f, 0.6889f, -0.4017f},
325 .pr = {0.0672f, 0.7598f, -0.5963f},
326 .hl = {-0.2153f, 0.7195f, -0.1345f},
327 .hr = {0.1974f, 0.7940f, -0.3522f},
328 .apl = {-0.2008f, 0.9546f, 0.3687f},
329 .apr = {0.3133f, 0.9299f, 0.0181f},
330 .cam = {-0.3394f, 1.2661f, 0.2936f}
331 };
332
333 static character_pose pose_slide =
334 {
335 .b0 = {0.6732f, 0.5565f, -0.0000f},
336 .b1 = {0.8116f, 1.0547f, 0.0613f},
337 .p = {1.0404f, 0.7907f, 0.0186f},
338 .fr = {-0.0030f, 0.1366f, -0.4461f},
339 .fl = {-0.0030f, 0.1366f, 0.3480f},
340 .pl = {-0.0887f, 0.8229f, 0.3826f},
341 .pr = {-0.0887f, 0.8229f, -0.4621f},
342 .hl = {0.7749f, 0.5545f, 0.5310f},
343 .hr = {0.5844f, 1.2445f, -0.5456f},
344 .apl = {1.0999f, 0.5390f, 0.2398f},
345 .apr = {0.9816f, 0.9536f, -0.5463f},
346 .cam = {0.9888f, 1.4037f, 0.6081f}
347 };
348
349 static character_pose pose_slide1 =
350 {
351 .b0 = {-0.2385f, 0.6403f, 0.1368f},
352 .b1 = {-0.5151f, 1.1351f, 0.1380f},
353 .p = {-0.1158f, 1.2118f, 0.3895f},
354 .fr = {-0.0030f, 0.1323f, -0.3190f},
355 .fl = {-0.0030f, 0.1323f, 0.5797f},
356 .pl = {-0.6568f, 0.4305f, 0.2069f},
357 .pr = {-0.6850f, 0.2740f, -0.2969f},
358 .hl = {-0.7029f, 0.6132f, 0.2972f},
359 .hr = {-0.2572f, 1.0104f, -0.4770f},
360 .apl = {-0.4808f, 0.8480f, 0.3731f},
361 .apr = {-0.0836f, 1.0480f, -0.1201f},
362 .cam = {-1.0508f, 1.0769f, 0.0528f}
363 };
364
365 static character_pose pose_aero_reverse =
366 {
367 .b0 = {0.0616f, 0.8167f, -0.1415f},
368 .b1 = {0.0148f, 1.1559f, 0.1861f},
369 .p = {0.0558f, 1.1430f, -0.2779f},
370 .fr = {0.0535f, 0.1312f, -0.3647f},
371 .fl = {0.0730f, 0.1464f, 0.2917f},
372 .pl = {-0.2073f, 0.6889f, 0.3839f},
373 .pr = {-0.3584f, 0.4069f, 0.1032f},
374 .hl = {0.1567f, 0.7195f, 0.1997f},
375 .hr = {-0.3055f, 0.7940f, 0.2639f},
376 .apl = {0.3143f, 0.9546f, -0.2784f},
377 .apr = {-0.2885f, 0.9299f, -0.1236f},
378 .cam = {-0.3394f, 1.2661f, -0.2936f}
379 };
380
381 static character_pose pose_stand =
382 {
383 .b0 = {0.1877f, 1.0663f, 0.0063f},
384 .b1 = {0.0499f, 1.5564f, -0.0584f},
385 .p = {0.5982f, 1.2810f, 0.0842f},
386 .fr = {0.0535f, 0.1312f, -0.3647f},
387 .fl = {0.0354f, 0.1464f, 0.2917f},
388 .pl = {-0.4325f, 0.6889f, 0.1823f},
389 .pr = {-0.4794f, 0.7598f, -0.3610f},
390 .hl = {0.0498f, 1.0058f, 0.2317f},
391 .hr = {0.0188f, 0.9786f, -0.2725f},
392 .apl = {0.2898f, 1.3453f, 0.2303f},
393 .apr = {0.5273f, 1.2876f, -0.1848f},
394 .cam = {-0.3477f, 1.5884f, -0.0019f}
395 };
396
397 static character_pose pose_fly =
398 {
399 .b0 = {0.2995f, 0.6819f, -0.1369f},
400 .b1 = {0.1618f, 1.1720f, -0.2016f},
401 .p = {0.7477f, 0.9173f, -0.1885f},
402 .fr = {0.0535f, 0.1312f, -0.3647f},
403 .fl = {0.0354f, 0.1464f, 0.2917f},
404 .pl = {-0.2930f, 0.4849f, 0.5307f},
405 .pr = {-0.4754f, 0.4124f, -0.4874f},
406 .hl = {0.2650f, 1.1897f, 0.4626f},
407 .hr = {0.2494f, 1.2059f, -0.7985f},
408 .apl = {0.5165f, 1.0990f, 0.1655f},
409 .apr = {0.6759f, 1.0661f, -0.6014f},
410 .cam = {-0.2727f, 1.2606f, 0.3564f}
411 };
412
413 static
414 void character_pose_blend( struct character *ch, character_pose *pose, float q )
415 {
416 v3_muladds( ch->ik_body.base, pose->b0, q, ch->ik_body.base );
417 v3_muladds( ch->ik_body.end, pose->b1, q, ch->ik_body.end );
418 v3_muladds( ch->ik_body.pole, pose->p, q, ch->ik_body.pole );
419 v3_muladds( ch->ik_leg_l.end, pose->fl, q, ch->ik_leg_l.end );
420 v3_muladds( ch->ik_leg_l.pole, pose->pl, q, ch->ik_leg_l.pole );
421 v3_muladds( ch->ik_leg_r.end, pose->fr, q, ch->ik_leg_r.end );
422 v3_muladds( ch->ik_leg_r.pole, pose->pr, q, ch->ik_leg_r.pole );
423 v3_muladds( ch->ik_arm_l.pole, pose->apl, q, ch->ik_arm_l.pole );
424 v3_muladds( ch->ik_arm_r.pole, pose->apr, q, ch->ik_arm_r.pole );
425 v3_muladds( ch->ik_arm_l.end, pose->hl, q, ch->ik_arm_l.end );
426 v3_muladds( ch->ik_arm_r.end, pose->hr, q, ch->ik_arm_r.end );
427 v3_muladds( ch->cam_pos, pose->cam, q, ch->cam_pos );
428 }
429
430 static
431 void character_final_pose( struct character *ch, v3f cog,
432 character_pose *pose, float q )
433 {
434 character_pose npose;
435 float dip = vg_clampf(cog[1], -1.0f, 0.3f) * 0.35f,
436 tilt = vg_clampf(cog[2], -1.0f, 1.0f) * 0.3f;
437
438 v4f rz; m4x3f tr;
439 q_axis_angle( rz, (v3f){0.0f,0.0f,1.0f}, -cog[0]*0.6f );
440 q_m3x3( rz, tr );
441 v3_copy( (v3f){0.0f,dip,tilt}, tr[3] );
442
443 m4x3_mulv( tr, pose->b0, npose.b0 );
444 m4x3_mulv( tr, pose->b1, npose.b1 );
445 m4x3_mulv( tr, pose->p, npose.p );
446 m4x3_mulv( tr, pose->pl, npose.pl );
447 m4x3_mulv( tr, pose->pr, npose.pr );
448 m4x3_mulv( tr, pose->hl, npose.hl );
449 m4x3_mulv( tr, pose->hr, npose.hr );
450 m4x3_mulv( tr, pose->apl, npose.apl );
451 m4x3_mulv( tr, pose->apr, npose.apr );
452
453 v3_copy( pose->fr, npose.fr );
454 v3_copy( pose->fl, npose.fl );
455 v3_copy( pose->cam, npose.cam );
456
457 character_pose_blend( ch, &npose, q );
458 }
459
460 static void zero_ik_basic( struct ik_basic *ik )
461 {
462 v3_zero( ik->base );
463 v3_zero( ik->end );
464 v3_zero( ik->pole );
465 }
466
467 static void character_pose_reset( struct character *ch )
468 {
469 zero_ik_basic( &ch->ik_body );
470 zero_ik_basic( &ch->ik_leg_l );
471 zero_ik_basic( &ch->ik_leg_r );
472 zero_ik_basic( &ch->ik_arm_l );
473 zero_ik_basic( &ch->ik_arm_r );
474 v3_zero( ch->cam_pos );
475 }
476
477 static void character_testpose( struct character *ch, float t )
478 {
479 /* Body */
480 float *hips = ch->ik_body.base,
481 *collar = ch->ik_body.end,
482 *pole = ch->ik_body.pole;
483
484 hips[0] = cosf(t*1.325f)*0.25f;
485 hips[1] = (sinf(t)*0.2f+0.6f) * ch->parts[ k_chpart_body0 ].pivot[1];
486 hips[2] = 0.0f;
487
488 collar[0] = hips[0];
489 collar[1] = hips[1] + (ch->ik_body.l1+ch->ik_body.l2)*(sinf(t)*0.05f+0.94f);
490 collar[2] = hips[2] + cosf(t*0.42f)*0.01f;
491
492 v3_add( hips, collar, pole );
493 v3_muls( pole, 0.5f, pole );
494 v3_add( pole, (v3f){ 1.0f, 0.0f, 0.0f }, pole );
495
496 /* Legs */
497 float *footl = ch->ik_leg_l.end,
498 *footr = ch->ik_leg_r.end,
499 *polel = ch->ik_leg_l.pole,
500 *poler = ch->ik_leg_r.pole;
501
502 footl[0] = sinf(t*0.563f);
503 footl[1] = 0.0f;
504 footl[2] = 0.0f;
505
506 footr[0] = 0.0f;
507 footr[1] = 0.0f;
508 footr[2] = cosf(t*0.672f);
509
510 v3_add( hips, footl, polel );
511 v3_muls( polel, 0.4f, polel );
512 v3_add( polel, (v3f){ -1.0f,0.0f,0.0f }, polel );
513
514 v3_add( hips, footr, poler );
515 v3_muls( poler, 0.4f, poler );
516 v3_add( poler, (v3f){ -1.0f,0.0f,0.0f }, poler );
517
518 /* Arms */
519 float *arml = ch->ik_arm_l.end,
520 *armr = ch->ik_arm_r.end;
521 polel = ch->ik_arm_l.pole;
522 poler = ch->ik_arm_r.pole;
523
524 v3_copy( (v3f){ 0.0f, 0.0f, 1.0f }, arml );
525 v3_copy( (v3f){ 0.0f, 0.0f,-1.0f }, armr );
526 v3_copy( (v3f){ 1.0f, 1.0f, 0.5f }, polel );
527 v3_copy( (v3f){ 1.0f, 1.0f,-0.5f }, poler );
528
529 /* Other */
530 ch->rhip = sinf(t*0.2f);
531 ch->rcollar = sinf(t*0.35325f);
532 q_identity( ch->qhead );
533
534 m4x3_identity( ch->matrices[k_chpart_board] );
535 m4x3_identity( ch->matrices[k_chpart_wb] );
536 m4x3_identity( ch->matrices[k_chpart_wf] );
537 }
538
539 static void character_draw( struct character *ch, float temp )
540 {
541 SHADER_USE(shader_player);
542 glUniformMatrix4fv( SHADER_UNIFORM( shader_player, "uPv" ),
543 1, GL_FALSE, (float *)vg_pv );
544
545 glUniform1i( SHADER_UNIFORM( shader_player, "uTexMain" ), 0 );
546 glUniform1f( SHADER_UNIFORM( shader_player, "uOpacity" ), temp );
547
548 GLint kuMdl = SHADER_UNIFORM( shader_player, "uMdl" );
549
550 glEnable( GL_CULL_FACE );
551 glCullFace( GL_BACK );
552
553 mesh_bind( &ch->mesh );
554
555 for( int i=0; i<PART_COUNT; i++ )
556 {
557 glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)ch->matrices[i] );
558 submodel_draw( &ch->parts[i] );
559 }
560 }
561
562 static void character_shader_register(void)
563 {
564 SHADER_INIT(shader_player);
565 }
566
567 #endif