f32 windv2 = v3_length2(wind),
aoa = atan2f( v3_dot( up, wind ), v3_dot( back, wind ) ) + aoa_bias,
- cl = aoa / VG_PIf, /* TODO: make it a curve */
+ cl = aoa / VG_PIf,
L = windv2 * cl * power;
v3f lift_dir;
v2f steer;
joystick_state( k_srjoystick_steer, steer );
- if( glider_physics( steer ) ){
+ if( glider_physics( steer ) )
+ {
vg_info( "player fell off due to glider hitting ground\n" );
player__dead_transition( k_player_die_type_generic );
localplayer.glider_orphan = 1;
}
+
+ if( !world_water_player_safe( world_current_instance(), 1.0f ) )
+ return;
}
void player_glide_post_update(void)
mdl_open( mdl, "models/glider.mdl", alloc );
mdl_load_metadata_block( mdl, alloc );
-
- vg_linear_clear( vg_mem.scratch );
-
- u32 count = mdl_arrcount( &mdl->textures );
- player_glide.glider_textures =
- vg_linear_alloc( alloc, vg_align8(sizeof(GLuint)*(count+1)));
- player_glide.glider_textures[0] = vg.tex_missing;
- mdl_async_load_glmesh( mdl, &player_glide.glider_mesh, NULL );
-
- for( u32 i=0; i<count; i ++ ){
- vg_linear_clear( vg_mem.scratch );
- player_glide.glider_textures[i+1] = vg.tex_missing;
-
- mdl_texture *tex = mdl_arritm( &mdl->textures, i );
- void *data = vg_linear_alloc( vg_mem.scratch, tex->file.pack_size );
- mdl_fread_pack_file( mdl, &tex->file, data );
- vg_tex2d_load_qoi_async( data, tex->file.pack_size,
- VG_TEX2D_LINEAR|VG_TEX2D_CLAMP,
- &player_glide.glider_textures[i+1] );
- }
+ mdl_async_full_load_std( mdl );
/* load trail positions */
mdl_array_ptr markers;
MDL_LOAD_ARRAY( mdl, &markers, ent_marker, vg_mem.scratch );
+ mdl_close( mdl );
- for( u32 i=0; i<mdl_arrcount( &markers ); i ++ ){
+ for( u32 i=0; i<mdl_arrcount( &markers ); i ++ )
+ {
ent_marker *marker = mdl_arritm( &markers, i );
v3_copy( marker->transform.co,
player_glide.trail_positions[ player_glide.trail_count ++ ] );
break;
}
- mdl_close( mdl );
-
/* allocate effects */
- for( u32 i=0; i<vg_list_size(trails_glider); i ++ ){
+ for( u32 i=0; i<vg_list_size(trails_glider); i ++ )
+ {
trail_alloc( &trails_glider[i], 200 );
}
}
void render_glider_model( vg_camera *cam, world_instance *world,
m4x3f mmdl, enum board_shader shader )
{
- u32 current_tex = 0xffffffff;
+ u32 current_mat = 0xffffffff;
glActiveTexture( GL_TEXTURE0 );
mdl_context *mdl = &player_glide.glider;
- mesh_bind( &player_glide.glider_mesh );
+ mesh_bind( &player_glide.glider.mesh );
- for( u32 i=0; i<mdl_arrcount(&mdl->meshs); i ++ ){
+ for( u32 i=0; i<mdl_arrcount(&mdl->meshs); i ++ )
+ {
mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
m4x3f mmmdl;
if( shader == k_board_shader_player )
shader_model_board_view_uMdl( mmmdl );
- else if( shader == k_board_shader_entity ){
+ else if( shader == k_board_shader_entity )
+ {
m4x4f m4mmmdl;
m4x3_expand( mmmdl, m4mmmdl );
m4x4_mul( cam->mtx_prev.pv, m4mmmdl, m4mmmdl );
shader_model_entity_uPvmPrev( m4mmmdl );
}
- for( u32 j=0; j<mesh->submesh_count; j ++ ){
+ for( u32 j=0; j<mesh->submesh_count; j ++ )
+ {
mdl_submesh *sm = mdl_arritm( &mdl->submeshs, mesh->submesh_start+j );
- if( !sm->material_id ) {
+ if( !sm->material_id )
+ {
vg_error( "Invalid material ID 0\n" );
continue;
}
- mdl_material *mat = mdl_arritm( &mdl->materials, sm->material_id-1 );
- if( mat->tex_diffuse != current_tex ){
- glBindTexture( GL_TEXTURE_2D,
- player_glide.glider_textures[ mat->tex_diffuse ] );
- current_tex = mat->tex_diffuse;
+ if( sm->material_id != current_mat )
+ {
+ mdl_material *mat = mdl_arritm( &mdl->materials,sm->material_id-1 );
+ GLuint tex = vg.tex_missing;
+
+ if( mat->shader == k_shader_standard )
+ {
+ struct shader_props_standard *props = mat->props.compiled;
+
+ u32 index = props->tex_diffuse-1;
+ mdl_texture *ptex = mdl_arritm( &mdl->textures, index );
+ tex = ptex->glname;
+ }
+
+ glBindTexture( GL_TEXTURE_2D, tex );
+ current_mat = sm->material_id;
}
mdl_draw_submesh( sm );