add network view for glider
[carveJwlIkooP6JGAAIwe30JlM.git] / player_glide.c
index 5cf1dd11a6ce15fd040f743063198e1644fa4a78..eccf3ab0696690d4c4538f87e0b4e73bef436acb 100644 (file)
@@ -7,6 +7,7 @@
 #include "vg/vg_rigidbody.h"
 #include "scene_rigidbody.h"
 #include "shaders/model_board_view.h"
+#include "shaders/model_entity.h"
 
 static f32 k_glide_steer = 2.0f,
            k_glide_cl = 0.04f,
@@ -208,6 +209,7 @@ static void player_glide_update(void){
    joystick_state( k_srjoystick_steer, 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;
    }
@@ -230,14 +232,15 @@ static void player_glide_animate(void){
 static void player_glide_pose( void *_animator, player_pose *pose ){
    struct skeleton *sk = &localplayer.skeleton;
    struct player_glide_animator *animator = _animator;
+   pose->type = k_player_pose_type_ik;
+   pose->board.lean = 0.0f;
 
    skeleton_sample_anim( sk, player_glide.anim_glide, 0.0f, pose->keyframes );
 
-   /* TODO: again the offset is wrong */
    v3f temp;
-   q_mulv( pose->root_q, (v3f){0,-0.5f,0}, temp );
-
+   q_mulv( animator->root_q, (v3f){0,-0.5f,0}, temp );
    v3_add( animator->root_co, temp, pose->root_co );
+
    v4_copy( animator->root_q, pose->root_q );
 }
 
@@ -254,6 +257,22 @@ static void player_glide_post_animate(void){
    localplayer.cam_dist = 2.0f + v3_length( localplayer.rb.v )*0.2f;
 }
 
+static void player_glide_animator_exchange( bitpack_ctx *ctx, void *data ){
+   struct player_glide_animator *animator = data;
+
+   bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
+   bitpack_qquat( ctx, animator->root_q );
+}
+
+static void 
+player_glide_remote_animator_exchange( bitpack_ctx *ctx, void *data ){
+   struct remote_glider_animator *animator = data;
+
+   bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
+   bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->s );
+   bitpack_qquat( ctx, animator->root_q );
+}
+
 static void player_glide_im_gui(void){
    player__debugtext( 1, "Nothing here" );
    player__debugtext( 1, " lift: %.2f %.2f %.2f", 
@@ -270,6 +289,13 @@ static void player_glide_im_gui(void){
                            player_glide.info_drag[2] );
 }
 
+static int ccmd_player_glider_spawn( int argc, const char *argv[] ){
+   localplayer.have_glider = 1;
+   localplayer.glider_orphan = 0;
+   player_glide.t = -1.0f;
+   return 0;
+}
+
 static void player_glide_bind(void){
 
    u32 mask = VG_VAR_CHEAT|VG_VAR_PERSISTENT;
@@ -283,6 +309,8 @@ static void player_glide_bind(void){
    VG_VAR_F32( k_glide_balance, flags=mask );
    VG_VAR_F32( k_glide_wing_orient, flags=mask );
 
+   vg_console_reg_cmd( "spawn_glider", ccmd_player_glider_spawn, NULL );
+
    f32 mass = 0.0f,
        k_density = 8.0f,
        k_inertia_scale = 1.0f;
@@ -339,7 +367,6 @@ static void player_glide_bind(void){
    struct skeleton *sk = &localplayer.skeleton;
    player_glide.anim_glide = skeleton_get_anim( sk, "glide_pose" );
 
-
    void *alloc = vg_mem.rtmemory;
    mdl_context *mdl = &player_glide.glider;
 
@@ -394,9 +421,61 @@ static void player_glide_transition(void){
    player__begin_holdout( (v3f){0,0,0} );
 }
 
+static void render_glider_model( camera *cam, world_instance *world,
+                                 m4x3f mmdl, enum board_shader shader ){
+   u32 current_tex = 0xffffffff;
+   glActiveTexture( GL_TEXTURE0 );
+
+   mdl_context *mdl = &player_glide.glider;
+   mesh_bind( &player_glide.glider_mesh );
+
+   for( u32 i=0; i<mdl_arrcount(&mdl->meshs); i ++ ){
+      mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
+
+      m4x3f mmmdl;
+      mdl_transform_m4x3( &mesh->transform, mmmdl );
+      m4x3_mul( mmdl, mmmdl, mmmdl );
+
+      if( shader == k_board_shader_player )
+         shader_model_board_view_uMdl( mmmdl );
+      else if( shader == k_board_shader_entity ){
+         m4x4f m4mmmdl;
+         m4x3_expand( mmmdl, m4mmmdl );
+         m4x4_mul( cam->mtx_prev.pv, m4mmmdl, m4mmmdl );
+
+         shader_model_entity_uMdl( mmmdl );
+         shader_model_entity_uPvmPrev( m4mmmdl );
+      }
+
+      for( u32 j=0; j<mesh->submesh_count; j ++ ){
+         mdl_submesh *sm = mdl_arritm( &mdl->submeshs, mesh->submesh_start+j );
+         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;
+         }
+
+         mdl_draw_submesh( sm );
+      }
+   }
+}
+
+/*
+ * TODO: more flexible way to call
+ *      - this depends on the current state, but we need to pass a struct in
+ *        that can hold that information instead so we can save it into 
+ *        the replay
+ */
 static void player_glide_render( camera *cam, world_instance *world,
                                  player_pose *pose ){
    if( !((localplayer.subsystem == k_player_subsystem_glide) ||
+         (localplayer.observing_system == k_player_subsystem_glide) ||
           localplayer.have_glider ||
           localplayer.glider_orphan) )
       return;
@@ -428,7 +507,10 @@ static void player_glide_render( camera *cam, world_instance *world,
       f32 target;
       if( localplayer.subsystem == k_player_subsystem_glide ) target = 1.0f;
       else target = 0.0f;
-      vg_slewf( &player_glide.t, target, vg.time_frame_delta * 4.0f );
+
+      /* TODO: TEMP */
+      if( skaterift.activity != k_skaterift_replay )
+         vg_slewf( &player_glide.t, target, vg.time_frame_delta * 4.0f );
 
       mdl_keyframe kf_backpack;
 
@@ -482,38 +564,12 @@ static void player_glide_render( camera *cam, world_instance *world,
    m3x3_scale( mmdl, kf_res.s );
    v3_copy( kf_res.co, mmdl[3] );
 
-   u32 current_tex = 0xffffffff;
-   glActiveTexture( GL_TEXTURE0 );
-
-   mdl_context *mdl = &player_glide.glider;
-   mesh_bind( &player_glide.glider_mesh );
-
-   for( u32 i=0; i<mdl_arrcount(&mdl->meshs); i ++ ){
-      mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
-
-      m4x3f mmmdl;
-      mdl_transform_m4x3( &mesh->transform, mmmdl );
-      m4x3_mul( mmdl, mmmdl, mmmdl );
-
-      shader_model_board_view_uMdl( mmmdl );
-
-      for( u32 j=0; j<mesh->submesh_count; j ++ ){
-         mdl_submesh *sm = mdl_arritm( &mdl->submeshs, mesh->submesh_start+j );
-         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;
-         }
+   render_glider_model( cam, world, mmdl, k_board_shader_player );
 
-         mdl_draw_submesh( sm );
-      }
-   }
+   /* totally FUCKED */
+   v4_copy( kf_res.q, player_glide.remote_animator.root_q );
+   v3_copy( kf_res.co, player_glide.remote_animator.root_co );
+   player_glide.remote_animator.s = kf_res.s[0];
 }
 
 #endif /* PLAYER_GLIDE_C */