nonlocal stuff again
[carveJwlIkooP6JGAAIwe30JlM.git] / player.c
index 51353b9a7e8492f70f803cd45463a0ce5d93fc9f..b804ed14b23e71aadd9ac65d449d4332e5abaf47 100644 (file)
--- a/player.c
+++ b/player.c
@@ -5,6 +5,35 @@
 #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, ... )
 {
@@ -134,8 +163,10 @@ void player__use_texture( player_instance *player, vg_tex2d *tex )
 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 );
+   }
 }
 
 /*
@@ -200,7 +231,7 @@ void player__pre_update( player_instance *player )
       }
       else{
          if( player->subsystem == k_player_subsystem_dead ){
-            __respawn( 0, NULL );
+            localplayer_cmd_respawn( 0, NULL );
          }
          else{
             /* cant do that */
@@ -321,7 +352,7 @@ void player__pass_gate( player_instance *player, ent_gate *gate )
    m4x3_mulv( gate->transport, player->cam.pos, player->cam.pos );
    player_save_rewind_frame( player );
 
-   if( gate->type == k_gate_type_nonlocal )
+   if( gate->type == k_gate_type_nonlocel )
       world_global.active_world = gate->target;
 
    world_global.in_volume = 0;
@@ -365,8 +396,9 @@ VG_STATIC void player__pre_render( player_instance *player )
    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 ){
@@ -473,6 +505,16 @@ 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_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 );
@@ -527,7 +569,6 @@ PLAYER_API void player__spawn( player_instance *player,
    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 ] )