1 #ifndef PLAYER_RENDER_H
2 #define PLAYER_RENDER_H
31 k_board_truck_back
= 0,
32 k_board_truck_front
= 1
42 /* TODO: Fully featured dynamic models
43 * This is FAR from the final system we want at all, but it will do for now */
44 struct dynamic_model_1texture
{
50 struct dynamic_model_1texture mdl
;
52 v4f wheel_positions
[4],
56 mdl_submesh wheels
[4],
62 struct dynamic_model_1texture mdl
;
66 k_board_shader_player
,
70 static void dynamic_model_load( mdl_context
*ctx
,
71 struct dynamic_model_1texture
*mdl
,
73 static void dynamic_model_unload( struct dynamic_model_1texture
*mdl
);
75 static void player_board_load( struct player_board
*mdl
, const char *path
);
76 static void player_board_unload( struct player_board
*mdl
);
78 static void player_model_load( struct player_model
*board
, const char *path
);
79 static void player_model_unload( struct player_model
*board
);
81 static void render_board( camera
*cam
, world_instance
*world
,
82 struct player_board
*board
, m4x3f root
,
83 struct player_board_pose
*pose
,
84 enum board_shader shader
);
86 static void render_playermodel( camera
*cam
, world_instance
*world
,
88 struct player_model
*model
,
89 struct skeleton
*skeleton
,
91 static void apply_full_skeleton_pose( struct skeleton
*sk
, player_pose
*pose
,
93 static void lerp_player_pose( player_pose
*pose0
, player_pose
*pose1
, f32 t
,
96 #endif /* PLAYER_RENDER_H */