- m4x3_mulv( player.to_world, (v3f){ 0.0f,0.16f,-0.4f }, ik_leg_r.end );
- m4x3_mulv( player.to_world, (v3f){ 0.0f,0.16f, 0.3f }, ik_leg_l.end );
- m4x3_mulv( player.to_world, (v3f){ -0.6f,0.5f,-0.4f }, ik_leg_r.pole );
- m4x3_mulv( player.to_world, (v3f){ -0.6f,0.5f,0.35f }, ik_leg_l.pole );
-
- m3x3_mulv( player.to_world, (v3f){ 0.2f,-0.55f,0.0f}, butt );
- v3_add( butt, player.view, butt );
-
- m3x3_mulv( player.to_world, (v3f){0.0f,0.0f,-1.0f}, fwd );
- v3_muladds( butt, fwd, 0.1f, ik_leg_r.base );
- v3_muladds( butt, fwd,-0.1f, ik_leg_l.base );
-
- /* Compute IK */
- m4x3f mleg_l, mknee_l, mleg_r, mknee_r, mboard;
-
- ik_basic( &ik_leg_r, mleg_r, mknee_r );
- ik_basic( &ik_leg_l, mleg_l, mknee_l );
-
- /* Draw */
- vg_tex2d_bind( &tex_grid, 0 );
- scene_tree_sway = 0.0f;
-
- mesh_bind( &player.mesh );
- m4x4f mat;
-
- SHADER_USE(shader_standard_lit);
-
- glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ),
- 1, GL_FALSE, (float *)vg_pv );
- glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 );
- vg_tex2d_bind( &tex_grid, 0 );
-
- GLint kuMdl = SHADER_UNIFORM( shader_standard_lit, "uMdl" );
-
- float kscale = 0.7f;
- glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.9f*kscale,0.6f*kscale,0.1f*kscale,1.0f );
-
- m4x3_expand( player.to_world, mat );
- glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
- submodel_draw( &player.board );
-
- glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.2f*kscale,0.3f*kscale,1.0f*kscale,1.0f );
- submodel_draw( &player.wheels );
-
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- glBlendEquation(GL_FUNC_ADD);
- glDisable( GL_DEPTH_TEST );
- glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.2f*kscale,0.3f*kscale,1.0f*kscale,0.2f );
-
- m4x3_expand( mleg_l, mat );
- glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
- submodel_draw( &player.legu );
-
- m4x3_expand( mknee_l, mat );
- glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
- submodel_draw( &player.legl );
-
- m4x3_expand( mleg_r, mat );
- glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
- submodel_draw( &player.legu );
-
- m4x3_expand( mknee_r, mat );
- glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
- submodel_draw( &player.legl );
-
- m4x3f mbutt;
- m3x3_copy( player.to_world, mbutt );
- v3_copy( butt, mbutt[3] );
-
- m4x3_expand( mbutt, mat );
- glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
- submodel_draw( &player.torso );
-
- glDisable(GL_BLEND);
- glEnable( GL_DEPTH_TEST );
-}
-
-void vg_render(void)
-{
- glViewport( 0,0, vg_window_x, vg_window_y );
-
- glDisable( GL_DEPTH_TEST );
- glClearColor( 0.1f, 0.0f, 0.2f, 1.0f );
- glClearColor(141.0f/255.0f, 176.0f/255.0f, 215.0f/255.0f,1.0f);
- glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
-
- v3f pos_inv;
- v3_negate( player.view, pos_inv );
-
- float speed = v3_length( player.v );
- v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f };
- v3_muls( shake, speed*0.01f, shake );
-
- m4x3_identity( world_matrix );
- m4x3_rotate_x( world_matrix,
- freecam? player.look_dir[1]: 0.5f+shake[1]*0.04f );
- m4x3_rotate_y( world_matrix, player.look_dir[0]+shake[0]*0.02f );
- m4x3_translate( world_matrix, pos_inv );
-