-#ifndef PLAYER_RENDER_C
-#define PLAYER_RENDER_C
-
#include "player.h"
#include "player_render.h"
-#include "camera.h"
+#include "vg/vg_camera.h"
#include "player_model.h"
#include "ent_skateshop.h"
#include "audio.h"
#include "player_remote.h"
#include "player_glide.h"
-static void player_load_animation_reference( const char *path ){
+void player_load_animation_reference( const char *path )
+{
mdl_context *meta = &localplayer.skeleton_meta;
mdl_open( meta, path, vg_mem.rtmemory );
mdl_load_metadata_block( meta, vg_mem.rtmemory );
/* TODO: Standard model load */
-static void dynamic_model_load( mdl_context *ctx,
- struct dynamic_model_1texture *mdl,
- const char *path, u32 *fixup_table ){
+void dynamic_model_load( mdl_context *ctx,
+ struct dynamic_model_1texture *mdl,
+ const char *path, u32 *fixup_table )
+{
if( !mdl_arrcount( &ctx->textures ) )
vg_fatal_error( "No texture in model" );
mdl_async_load_glmesh( ctx, &mdl->mesh, fixup_table );
}
-static void dynamic_model_unload( struct dynamic_model_1texture *mdl ){
+void dynamic_model_unload( struct dynamic_model_1texture *mdl )
+{
mesh_free( &mdl->mesh );
glDeleteTextures( 1, &mdl->texture );
}
/* TODO: allow error handling */
-static void player_board_load( struct player_board *board,
- const char *path ){
-
+void player_board_load( struct player_board *board, const char *path )
+{
vg_linear_clear( vg_mem.scratch );
mdl_context ctx;
mdl_close( &ctx );
}
-static void player_board_unload( struct player_board *board ){
+void player_board_unload( struct player_board *board )
+{
dynamic_model_unload( &board->mdl );
}
-static void player_model_load( struct player_model *board, const char *path){
+void player_model_load( struct player_model *board, const char *path)
+{
vg_linear_clear( vg_mem.scratch );
mdl_context ctx;
mdl_close( &ctx );
}
-static void player_model_unload( struct player_model *board ){
+void player_model_unload( struct player_model *board )
+{
dynamic_model_unload( &board->mdl );
}
-static void apply_full_skeleton_pose( struct skeleton *sk, player_pose *pose,
- m4x3f *final_mtx ){
+void apply_full_skeleton_pose( struct skeleton *sk, player_pose *pose,
+ m4x3f *final_mtx ){
m4x3f transform;
q_m3x3( pose->root_q, transform );
v3_copy( pose->root_co, transform[3] );
}
}
-static void player__animate(void){
+void player__animate(void)
+{
struct player_subsystem_interface *sys =
player_subsystems[localplayer.subsystem];
addon_cache_item_if_loaded( k_addon_type_board,
localplayer.board_view_slot );
- assert( sys->animate );
- assert( sys->pose );
- assert( sys->animator_data );
-
sys->animate();
player_pose *pose = &localplayer.pose;
}
}
-static void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t,
- player_pose *posed ){
+void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t,
+ player_pose *posed ){
struct skeleton *sk = &localplayer.skeleton;
v3_lerp( pose0->root_co, pose1->root_co, t, posed->root_co );
}
}
-static void player__observe_system( enum player_subsystem id ){
+void player__observe_system( enum player_subsystem id )
+{
if( id != localplayer.observing_system ){
struct player_subsystem_interface *sysm1 =
player_subsystems[ localplayer.observing_system ];
}
}
-static void player__animate_from_replay( replay_buffer *replay ){
+void player__animate_from_replay( replay_buffer *replay )
+{
replay_frame *frame = replay->cursor_frame,
*next = NULL;
if( frame ){
localplayer.final_mtx );
}
-static void player__pre_render(void){
+void player__pre_render(void)
+{
/* shadowing/ao info */
struct player_board *board =
addon_cache_item_if_loaded( k_addon_type_board,
m4x3_mulv( board_mtx, vp1, ubo->g_board_1 );
}
-static void render_board( camera *cam, world_instance *world,
- struct player_board *board, m4x3f root,
- struct player_board_pose *pose,
- enum board_shader shader )
+void render_board( vg_camera *cam, world_instance *world,
+ struct player_board *board, m4x3f root,
+ struct player_board_pose *pose,
+ enum board_shader shader )
{
if( !board )
board = &localplayer.fallback_board;
glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, board->mdl.texture );
- if( shader == k_board_shader_player ){
+ if( shader == k_board_shader_player )
+ {
shader_model_board_view_use();
shader_model_board_view_uTexMain( 0 );
shader_model_board_view_uCamera( cam->transform[3] );
shader_model_board_view_uPv( cam->mtx.pv );
- shader_model_board_view_uDepthCompare(1);
+ shader_model_board_view_uDepthMode(1);
depth_compare_bind(
shader_model_board_view_uTexSceneDepth,
shader_model_board_view_uInverseRatioDepth,
WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_board_view );
}
- else if( shader == k_board_shader_entity ){
+ else if( shader == k_board_shader_entity )
+ {
shader_model_entity_use();
shader_model_entity_uTexMain( 0 );
shader_model_entity_uCamera( cam->transform[3] );
}
}
-static void render_playermodel( camera *cam, world_instance *world,
- int depth_compare,
- struct player_model *model,
- struct skeleton *skeleton,
- m4x3f *final_mtx ){
+void render_playermodel( vg_camera *cam, world_instance *world,
+ int depth_compare,
+ struct player_model *model,
+ struct skeleton *skeleton,
+ m4x3f *final_mtx )
+{
if( !model ) return;
shader_model_character_view_use();
shader_model_character_view_uTexMain( 0 );
shader_model_character_view_uCamera( cam->transform[3] );
shader_model_character_view_uPv( cam->mtx.pv );
-
- shader_model_character_view_uDepthCompare( depth_compare );
- if( depth_compare ){
+ shader_model_character_view_uDepthMode( depth_compare );
+ if( depth_compare )
+ {
depth_compare_bind(
shader_model_character_view_uTexSceneDepth,
shader_model_character_view_uInverseRatioDepth,
mesh_draw( &model->mdl.mesh );
}
-static void player__render( camera *cam ){
+void player__render( vg_camera *cam )
+{
world_instance *world = world_current_instance();
SDL_AtomicLock( &addon_system.sl_cache_using_resources );
glDisable( GL_CULL_FACE );
}
-static void player_mirror_pose( mdl_keyframe pose[32],
- mdl_keyframe mirrored[32] ){
+void player_mirror_pose( mdl_keyframe pose[32], mdl_keyframe mirrored[32] )
+{
mdl_keyframe temp[32];
struct skeleton *sk = &localplayer.skeleton;
mirrored[i] = temp[i];
}
}
-#endif /* PLAYER_RENDER_C */