the luxuries of a modern C compiler
[carveJwlIkooP6JGAAIwe30JlM.git] / player_render.c
index 171b339ebe4e88bb52b7f782d649e0504909c045..011d0415edacf62857cb81e9b83a767005c951d5 100644 (file)
@@ -5,6 +5,8 @@
 #include "player_render.h"
 #include "camera.h"
 #include "player_model.h"
+#include "ent_skateshop.h"
+#include "audio.h"
 
 #include "shaders/model_character_view.h"
 #include "shaders/model_board_view.h"
@@ -60,6 +62,7 @@ VG_STATIC void player_model_load( struct player_model *mdl, const char *path )
    mdl_close( &ctx );
 }
 
+/* TODO: allow error handling */
 VG_STATIC void player_board_load( struct player_board *mdl, const char *path )
 {
    vg_linear_clear( vg_mem.scratch );
@@ -159,8 +162,7 @@ VG_STATIC void player__pre_render( player_instance *player )
       _player_post_animate[ player->subsystem ]( player );
 
    struct player_avatar *av = player->playeravatar;
-
-   struct player_board *board = player->board;
+   struct player_board *board = player_get_player_board( player );
 
    v3f vp0, vp1;
 
@@ -173,10 +175,15 @@ VG_STATIC void player__pre_render( player_instance *player )
       v3_zero( vp1 );
    }
 
-   struct ub_world_lighting *ubo = &get_active_world()->ub_lighting;
+   struct ub_world_lighting *ubo = &world_current_instance()->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->immobile ){
+      player__cam_iterate( player );
+      return;
+   }
+
    if( player->rewinding ){
       if( player->rewind_time <= 0.0f ){
          double taken = vg.time - player->rewind_start;
@@ -188,11 +195,11 @@ VG_STATIC void player__pre_render( player_instance *player )
          player->rewind_length = 1;
          player->rewind_total_length = 0.0f;
          player->rewind_accum = 0.0f;
-         world_global.sky_target_rate = 1.0;
-         world_global.time = world_global.last_use;
+         world_render.sky_target_rate = 1.0;
+         world_static.time = world_static.last_use;
       }
       else{
-         world_global.sky_target_rate = -100.0;
+         world_render.sky_target_rate = -100.0;
 
          float budget         = vg.time_delta,
                overall_length = player->rewind_length;
@@ -265,6 +272,7 @@ VG_STATIC void player__pre_render( player_instance *player )
             vg_alerpf( fr->ang[0], fr1->ang[0], sub );
          player->cam_override_angles[1] = 
             vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
+         player->cam_override_fov = player->cam.fov;
 
          float blend = player->rewind_time * 0.25f;
          player->cam_override_strength = vg_clampf( blend, 0.0f, 1.0f );
@@ -275,11 +283,6 @@ VG_STATIC void player__pre_render( player_instance *player )
    player__cam_iterate( player );
 }
 
-enum board_shader{
-   k_board_shader_player,
-   k_board_shader_entity
-};
-
 VG_STATIC void render_board( camera *cam, world_instance *world,
                              struct player_board *board, m4x3f root,
                              enum board_shader shader )
@@ -299,6 +302,7 @@ VG_STATIC void render_board( camera *cam, world_instance *world,
       shader_model_board_view_uTexSceneDepth( 1 );
 
       render_fb_inverse_ratio( gpipeline.fb_main, inverse );
+
       inverse[2] = main_camera.farz-main_camera.nearz;
 
       shader_model_board_view_uInverseRatioDepth( inverse );
@@ -415,7 +419,7 @@ PLAYER_API void player__render( camera *cam, player_instance *player )
    inverse[2] = cam->farz-cam->nearz;
    shader_model_character_view_uInverseRatioMain( inverse );
 
-   world_instance *world = get_active_world();
+   world_instance *world = world_current_instance();
    world_link_lighting_ub( world, _shader_model_character_view.id );
    world_bind_position_texture( world, _shader_model_character_view.id,
                               _uniform_model_character_view_g_world_depth, 2 );
@@ -432,7 +436,7 @@ PLAYER_API void player__render( camera *cam, player_instance *player )
    mesh_bind( &player->playermodel->mesh );
    mesh_draw( &player->playermodel->mesh );
 
-   struct player_board *board = player->board;
+   struct player_board *board = player_get_player_board( player );
 
    render_board( cam, world, board, player->playeravatar->sk.final_mtx[
                                        player->playeravatar->id_board],