#include "camera.h"
#include "player_model.h"
+VG_STATIC int localplayer_cmd_respawn( int argc, const char *argv[] )
+{
+ ent_spawn *rp = NULL, *r;
+ world_instance *world = localplayer.viewable_world;
+
+ if( argc == 1 ){
+ rp = world_find_spawn_by_name( world, argv[0] );
+ }
+ else if( argc == 0 ){
+ rp = world_find_closest_spawn( world, localplayer.rb.co );
+ }
+
+ if( !rp )
+ return 0;
+
+ player__spawn( &localplayer, rp );
+ return 1;
+}
+
+VG_STATIC void player_init(void)
+{
+ for( u32 i=0; i<vg_list_size(_player_system_register); i++ ){
+ if( _player_system_register[i] )
+ _player_system_register[i]();
+ }
+
+ vg_console_reg_cmd( "respawn", localplayer_cmd_respawn, NULL );
+}
+
PLAYER_API
void player__debugtext( int size, const char *fmt, ... )
{
PLAYER_API
void player__bind( player_instance *player )
{
- player__skate_bind( player );
- player__walk_bind( player );
+ for( u32 i=0; i<vg_list_size(_player_bind); i++ ){
+ if( _player_bind[i] )
+ _player_bind[i]( player );
+ }
}
/*
}
else{
if( player->subsystem == k_player_subsystem_dead ){
- __respawn( 0, NULL );
+ localplayer_cmd_respawn( 0, NULL );
}
else{
/* cant do that */
PLAYER_API
void player__pass_gate( player_instance *player, ent_gate *gate )
{
+ world_routes_fracture( get_active_world(), gate,
+ player->rb.co, player->rb.v );
+
player->gate_waiting = gate;
world_routes_activate_entry_gate( get_active_world(), gate );
v3f vp0 = {0.0f,0.1f, 0.55f},
vp1 = {0.0f,0.1f,-0.55f};
- m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 );
- m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );
+ struct ub_world_lighting *ubo = &get_active_world()->ub_lighting;
+ 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->rewinding ){
if( player->rewind_time <= 0.0f ){
player->rewind_total_length = 0.0f;
player->rewind_accum = 0.0f;
world_global.sky_target_rate = 1.0;
- world_global.last_use = world_global.time;
+ world_global.time = world_global.last_use;
}
else{
world_global.sky_target_rate = -100.0;
float budget = vg.time_delta,
overall_length = player->rewind_length;
-#if 0
- world_routes_rollback_time( player.rewind_time / overall_length );
-#endif
-
for( int i=0; (i<10)&&(player->rewind_time>0.0f)&&(budget>0.0f); i++ ){
/* Interpolate frames */
int i0 = floorf( player->rewind_time ),
float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
subl = vg_fractf( player->rewind_time ) + 0.001f,
- sramp= 3.0f-(1.0f/(0.4f+0.4f*player->rewind_time)),
+ sramp = 3.0f-(1.0f/(0.4f+0.4f*player->rewind_time)),
speed = sramp*28.0f + 0.5f*player->rewind_time,
mod = speed * (budget / dist),
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_uTexSceneDepth( 1 );
+ render_fb_bind_texture( gpipeline.fb_main, 2, 1 );
+ v3f inverse;
+ render_fb_inverse_ratio( gpipeline.fb_main, inverse );
+ inverse[2] = main_camera.farz-main_camera.nearz;
+
+ shader_model_character_view_uInverseRatioDepth( inverse );
+ render_fb_inverse_ratio( NULL, inverse );
+ inverse[2] = cam->farz-cam->nearz;
+ shader_model_character_view_uInverseRatioMain( inverse );
world_instance *world = get_active_world();
world_link_lighting_ub( world, _shader_model_character_view.id );
m3x3_identity( player->invbasis );
player->subsystem = k_player_subsystem_walk;
- player->viewable_world = get_active_world();
player->gate_waiting = NULL;
if( _player_reset[ player->subsystem ] )