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[carveJwlIkooP6JGAAIwe30JlM.git]
/
player.c
diff --git
a/player.c
b/player.c
index 4c8f76a755bc2e2f9f31d374085a7f8b199dafc9..ef516a1a5bf9d92ec4bc6fc387c9c230e2f26d26 100644
(file)
--- a/
player.c
+++ b/
player.c
@@
-176,6
+176,11
@@
VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
m4x3_expand( transport_i, transport_4 );
m4x4_mul( main_camera.mtx.pv, transport_4, main_camera.mtx.pv );
m4x4_mul( main_camera.mtx.v, transport_4, main_camera.mtx.v );
m4x3_expand( transport_i, transport_4 );
m4x4_mul( main_camera.mtx.pv, transport_4, main_camera.mtx.pv );
m4x4_mul( main_camera.mtx.v, transport_4, main_camera.mtx.v );
+
+ /* we want the regular transform here no the inversion */
+ m4x3_expand( transport, transport_4 );
+ m4x4_mul( gate_camera.mtx.pv, transport_4, gate_camera.mtx.pv );
+ m4x4_mul( gate_camera.mtx.v, transport_4, gate_camera.mtx.v );
}
__attribute__ ((deprecated))
}
__attribute__ ((deprecated))
@@
-197,22
+202,25
@@
VG_STATIC void gate_rotate_angles( teleport_gate *gate, v3f angles, v3f d )
* Applies gate transport to a player_interface
*/
PLAYER_API
* Applies gate transport to a player_interface
*/
PLAYER_API
-void player__pass_gate( player_instance *player,
teleport_gate *gate
)
+void player__pass_gate( player_instance *player,
struct gate_hit *hit
)
{
{
- player->gate_waiting = gate;
+ player->gate_waiting =
hit->
gate;
- m4x3_mulv( gate->transport, player->tpv_lpf, player->tpv_lpf );
- m3x3_mulv( gate->transport, player->cam_velocity_smooth,
- player->cam_velocity_smooth );
+ m4x3_mulv(
hit->
gate->transport, player->tpv_lpf, player->tpv_lpf );
+ m3x3_mulv(
hit->
gate->transport, player->cam_velocity_smooth,
+
player->cam_velocity_smooth );
m3x3_copy( player->basis, player->basis_gate );
v4f q;
m3x3_copy( player->basis, player->basis_gate );
v4f q;
- m3x3_q( gate->transport, q );
+ m3x3_q(
hit->
gate->transport, q );
q_mul( q, player->qbasis, player->qbasis );
q_normalize( player->qbasis );
q_m3x3( player->qbasis, player->basis );
m3x3_transpose( player->basis, player->invbasis );
q_mul( q, player->qbasis, player->qbasis );
q_normalize( player->qbasis );
q_m3x3( player->qbasis, player->basis );
m3x3_transpose( player->basis, player->invbasis );
+
+ if( hit->nonlocal )
+ world_global.active_world = hit->nonlocal->target_map_index;
}
VG_STATIC void player__pre_render( player_instance *player )
}
VG_STATIC void player__pre_render( player_instance *player )
@@
-268,7
+276,12
@@
PLAYER_API void player__render( camera *cam, player_instance *player )
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_uTexMain( 0 );
shader_model_character_view_uCamera( cam->transform[3] );
shader_model_character_view_uPv( cam->mtx.pv );
- shader_link_standard_ub( _shader_model_character_view.id, 2 );
+
+ world_instance *world = get_active_world();
+ world_link_lighting_ub( world, _shader_model_character_view.id );
+ world_bind_position_texture( world, _shader_model_character_view.id,
+ _uniform_model_character_view_g_world_depth, 2 );
+
glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
player->playeravatar->sk.bone_count,
0,
glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
player->playeravatar->sk.bone_count,
0,
@@
-313,6
+326,7
@@
PLAYER_API void player__spawn( player_instance *player,
m3x3_identity( player->invbasis );
player->subsystem = k_player_subsystem_walk;
m3x3_identity( player->invbasis );
player->subsystem = k_player_subsystem_walk;
+ player->viewable_world = get_active_world();
if( _player_reset[ player->subsystem ] )
_player_reset[ player->subsystem ]( player, rp );
if( _player_reset[ player->subsystem ] )
_player_reset[ player->subsystem ]( player, rp );