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new menu start
[carveJwlIkooP6JGAAIwe30JlM.git]
/
player_render.c
diff --git
a/player_render.c
b/player_render.c
index 171b339ebe4e88bb52b7f782d649e0504909c045..8f2521538ca9719b7c83b93dccf3a27553f49e0c 100644
(file)
--- a/
player_render.c
+++ b/
player_render.c
@@
-5,6
+5,7
@@
#include "player_render.h"
#include "camera.h"
#include "player_model.h"
#include "player_render.h"
#include "camera.h"
#include "player_model.h"
+#include "ent_skateshop.h"
#include "shaders/model_character_view.h"
#include "shaders/model_board_view.h"
#include "shaders/model_character_view.h"
#include "shaders/model_board_view.h"
@@
-60,6
+61,7
@@
VG_STATIC void player_model_load( struct player_model *mdl, const char *path )
mdl_close( &ctx );
}
mdl_close( &ctx );
}
+/* TODO: allow error handling */
VG_STATIC void player_board_load( struct player_board *mdl, const char *path )
{
vg_linear_clear( vg_mem.scratch );
VG_STATIC void player_board_load( struct player_board *mdl, const char *path )
{
vg_linear_clear( vg_mem.scratch );
@@
-159,8
+161,7
@@
VG_STATIC void player__pre_render( player_instance *player )
_player_post_animate[ player->subsystem ]( player );
struct player_avatar *av = player->playeravatar;
_player_post_animate[ player->subsystem ]( player );
struct player_avatar *av = player->playeravatar;
-
- struct player_board *board = player->board;
+ struct player_board *board = player_get_player_board( player );
v3f vp0, vp1;
v3f vp0, vp1;
@@
-177,6
+178,11
@@
VG_STATIC void player__pre_render( player_instance *player )
m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, ubo->g_board_0 );
m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, ubo->g_board_1 );
m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, ubo->g_board_0 );
m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, ubo->g_board_1 );
+ if( player->immobile ){
+ player__cam_iterate( player );
+ return;
+ }
+
if( player->rewinding ){
if( player->rewind_time <= 0.0f ){
double taken = vg.time - player->rewind_start;
if( player->rewinding ){
if( player->rewind_time <= 0.0f ){
double taken = vg.time - player->rewind_start;
@@
-265,6
+271,7
@@
VG_STATIC void player__pre_render( player_instance *player )
vg_alerpf( fr->ang[0], fr1->ang[0], sub );
player->cam_override_angles[1] =
vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
vg_alerpf( fr->ang[0], fr1->ang[0], sub );
player->cam_override_angles[1] =
vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
+ player->cam_override_fov = player->cam.fov;
float blend = player->rewind_time * 0.25f;
player->cam_override_strength = vg_clampf( blend, 0.0f, 1.0f );
float blend = player->rewind_time * 0.25f;
player->cam_override_strength = vg_clampf( blend, 0.0f, 1.0f );
@@
-299,6
+306,7
@@
VG_STATIC void render_board( camera *cam, world_instance *world,
shader_model_board_view_uTexSceneDepth( 1 );
render_fb_inverse_ratio( gpipeline.fb_main, inverse );
shader_model_board_view_uTexSceneDepth( 1 );
render_fb_inverse_ratio( gpipeline.fb_main, inverse );
+
inverse[2] = main_camera.farz-main_camera.nearz;
shader_model_board_view_uInverseRatioDepth( inverse );
inverse[2] = main_camera.farz-main_camera.nearz;
shader_model_board_view_uInverseRatioDepth( inverse );
@@
-432,7
+440,7
@@
PLAYER_API void player__render( camera *cam, player_instance *player )
mesh_bind( &player->playermodel->mesh );
mesh_draw( &player->playermodel->mesh );
mesh_bind( &player->playermodel->mesh );
mesh_draw( &player->playermodel->mesh );
- struct player_board *board = player
->board
;
+ struct player_board *board = player
_get_player_board( player )
;
render_board( cam, world, board, player->playeravatar->sk.final_mtx[
player->playeravatar->id_board],
render_board( cam, world, board, player->playeravatar->sk.final_mtx[
player->playeravatar->id_board],