projects
/
carveJwlIkooP6JGAAIwe30JlM.git
/ blobdiff
commit
grep
author
committer
pickaxe
?
search:
re
summary
|
shortlog
|
log
|
commit
|
commitdiff
|
tree
raw
|
inline
| side by side
update imgui api changes
[carveJwlIkooP6JGAAIwe30JlM.git]
/
player_render.h
diff --git
a/player_render.h
b/player_render.h
index f6c8194373c0d0abfc8b44f7881babef9225fbfd..5a11bea841d77d47c2483b5c53c0995b1baa7bdd 100644
(file)
--- a/
player_render.h
+++ b/
player_render.h
@@
-26,12
+26,6
@@
struct player_avatar
id_board;
};
id_board;
};
-struct player_model
-{
- glmesh mesh;
- GLuint texture;
-};
-
enum eboard_truck{
k_board_truck_back = 0,
k_board_truck_front = 1
enum eboard_truck{
k_board_truck_back = 0,
k_board_truck_front = 1
@@
-44,10
+38,15
@@
enum eboard_wheel{
k_board_wheel_br = 3,
};
k_board_wheel_br = 3,
};
-struct player_board
-{
+/* TODO: Fully featured dynamic models
+ * This is FAR from the final system we want at all, but it will do for now */
+struct dynamic_model_1texture{
glmesh mesh;
GLuint texture;
glmesh mesh;
GLuint texture;
+};
+
+struct player_board{
+ struct dynamic_model_1texture mdl;
v4f wheel_positions[4],
truck_positions[2],
v4f wheel_positions[4],
truck_positions[2],
@@
-58,15
+57,34
@@
struct player_board
board;
};
board;
};
+struct player_model{
+ struct dynamic_model_1texture mdl;
+};
+
enum board_shader{
k_board_shader_player,
k_board_shader_entity
};
enum board_shader{
k_board_shader_player,
k_board_shader_entity
};
+VG_STATIC void dynamic_model_load( mdl_context *ctx,
+ struct dynamic_model_1texture *mdl,
+ const char *path );
+VG_STATIC void dynamic_model_unload( struct dynamic_model_1texture *mdl );
+
VG_STATIC void player_board_load( struct player_board *mdl, const char *path );
VG_STATIC void player_board_unload( struct player_board *mdl );
VG_STATIC void player_board_load( struct player_board *mdl, const char *path );
VG_STATIC void player_board_unload( struct player_board *mdl );
+
+VG_STATIC void player_model_load( struct player_model *board, const char *path);
+VG_STATIC void player_model_unload( struct player_model *board );
+
VG_STATIC void render_board( camera *cam, world_instance *world,
struct player_board *board, m4x3f root,
VG_STATIC void render_board( camera *cam, world_instance *world,
struct player_board *board, m4x3f root,
+ struct player_board_pose *pose,
enum board_shader shader );
enum board_shader shader );
+VG_STATIC void render_playermodel( camera *cam, world_instance *world,
+ int depth_compare,
+ struct player_model *model,
+ struct skeleton *skeleton );
+
#endif /* PLAYER_RENDER_H */
#endif /* PLAYER_RENDER_H */