-static void draw_player(void)
-{
- mesh_bind( &player.mesh );
- float const kleg_upper = 0.53f,
- kleg_lower = 0.5f,
- karm_ratio = 0.75f,
- karm_upper = kleg_upper*karm_ratio,
- karm_lower = kleg_lower*karm_ratio;
-
- /* Create IK targets */
- struct ik_basic ik_leg_l = { .l1 = kleg_upper, .l2 = kleg_lower },
- ik_leg_r = { .l1 = kleg_upper, .l2 = kleg_lower },
- ik_arm_l = { .l1 = karm_upper, .l2 = karm_lower },
- ik_arm_r = { .l1 = karm_upper, .l2 = karm_lower };
-
- v3f butt, fwd;
-
- 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 );
-
- /* Arms */
- v3f hl, hr, neckl = {0.2f,-0.1f, 0.2f},
- neckr = {0.2f,-0.1f,-0.2f};
-
- v3_lerp( player.handl, player.handl_target, 0.04f, player.handl );
- v3_lerp( player.handr, player.handr_target, 0.04f, player.handr );
-
- m3x3_mulv( player.to_world, neckl, neckl );
- m3x3_mulv( player.to_world, neckr, neckr );
-
- v3_add( player.view, neckl, ik_arm_l.base );
- v3_add( player.view, neckr, ik_arm_r.base );
- m4x3_mulv( player.to_world, player.handl, ik_arm_l.end );
- m4x3_mulv( player.to_world, player.handr, ik_arm_r.end );
- m4x3_mulv( player.to_world, (v3f){ 0.6f,0.7f, 0.4f }, ik_arm_l.pole );
- m4x3_mulv( player.to_world, (v3f){ 0.6f,0.7f,-0.35f }, ik_arm_r.pole );
-
- m4x3f marm_l, melbow_l, marm_r, melbow_r;
- ik_basic( &ik_arm_l, marm_l, melbow_l );
- ik_basic( &ik_arm_r, marm_r, melbow_r );
- m4x3_scale( marm_l, karm_ratio );
- m4x3_scale( marm_r, karm_ratio );
- m4x3_scale( melbow_l, karm_ratio );
- m4x3_scale( melbow_r, karm_ratio );
-
- /* 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"),
- 0.35f*kscale,0.35f*kscale,0.35f*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"),
- 0.7f*kscale,0.7f*kscale,0.7f*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,0.8f*kscale,0.4f*kscale,0.14f );
-
- submodel_draw( &player.feet );
-
- 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 );
-
- /* arms */
- m4x3_expand( marm_l, mat );
- glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
- submodel_draw( &player.legu );
-
- m4x3_expand( melbow_l, mat );
- glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
- submodel_draw( &player.legl );
-
- m4x3_expand( marm_r, mat );
- glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
- submodel_draw( &player.legu );
-
- m4x3_expand( melbow_r, mat );
- glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
- submodel_draw( &player.legl );
-
- /* body */
- 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)