fuckin hell
[carveJwlIkooP6JGAAIwe30JlM.git] / player.c
index 9ab970652852525fbd5fa47404e3bcaf6c34bee5..4c8f76a755bc2e2f9f31d374085a7f8b199dafc9 100644 (file)
--- a/player.c
+++ b/player.c
@@ -178,8 +178,12 @@ VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
    m4x4_mul( main_camera.mtx.v,  transport_4, main_camera.mtx.v );
 }
 
+__attribute__ ((deprecated))
 VG_STATIC void gate_rotate_angles( teleport_gate *gate, v3f angles, v3f d )
 {
+   v3_copy( angles, d );
+   return;
+
    v3f fwd_dir = { cosf(angles[0]),
                    0.0f,
                    sinf(angles[0])};
@@ -197,10 +201,18 @@ void player__pass_gate( player_instance *player, teleport_gate *gate )
 {
    player->gate_waiting = gate;
 
-   gate_rotate_angles( gate, player->angles, player->angles );
    m4x3_mulv( gate->transport, player->tpv_lpf, player->tpv_lpf );
    m3x3_mulv( gate->transport, player->cam_velocity_smooth, 
                                player->cam_velocity_smooth );
+
+   m3x3_copy( player->basis, player->basis_gate );
+
+   v4f q;
+   m3x3_q( 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 );
 }
 
 VG_STATIC void player__pre_render( player_instance *player )
@@ -251,13 +263,13 @@ VG_STATIC void player__pre_render( player_instance *player )
 
 PLAYER_API void player__render( camera *cam, player_instance *player )
 {
-   shader_viewchar_use();
+   shader_model_character_view_use();
    vg_tex2d_bind( player->playertex, 0 );
-   shader_viewchar_uTexMain( 0 );
-   shader_viewchar_uCamera( cam->transform[3] );
-   shader_viewchar_uPv( cam->mtx.pv );
-   shader_link_standard_ub( _shader_viewchar.id, 2 );
-   glUniformMatrix4x3fv( _uniform_viewchar_uTransforms, 
+   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 );
+   glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
                          player->playeravatar->sk.bone_count,
                          0,
                          (float *)player->playeravatar->sk.final_mtx );
@@ -277,16 +289,8 @@ PLAYER_API void player__im_gui( player_instance *player )
 
    vg_uictx.cursor[0] = vg.window_x;
 
-#if 0
-   player__debugtext( 1, "%.2f %.2f %.2f", player->cam.pos[0],
-                                           player->cam.pos[1],
-                                           player->cam.pos[2] );
-#endif
-   player__debugtext( 1, "%.2f %.2f %.2f (%.2f)", 
-                                           player->cam.angles[0],
-                                           player->cam.angles[1],
-                                           player->cam.angles[2],
-                                           player->cam.fov);
+   player__debugtext( 1, "angles: " PRINTF_v3f( player->cam.angles ) );
+   player__debugtext( 1, "basis:  " PRINTF_v4f( player->qbasis ) );
 
    if( _player_im_gui[ player->subsystem ] )
       _player_im_gui[ player->subsystem ]( player );
@@ -304,6 +308,10 @@ PLAYER_API void player__spawn( player_instance *player,
    q_identity( player->rb.q );
    rb_update_transform( &player->rb );
 
+   q_identity( player->qbasis );
+   m3x3_identity( player->basis );
+   m3x3_identity( player->invbasis );
+
    player->subsystem = k_player_subsystem_walk;
 
    if( _player_reset[ player->subsystem ] )