more refactors..
[carveJwlIkooP6JGAAIwe30JlM.git] / player_render.c
index 011d0415edacf62857cb81e9b83a767005c951d5..20d9a706262e1b11e9515e95c155174e6f9e53d3 100644 (file)
@@ -63,8 +63,7 @@ VG_STATIC void player_model_load( struct player_model *mdl, const char *path )
 }
 
 /* TODO: allow error handling */
-VG_STATIC void player_board_load( struct player_board *mdl, const char *path )
-{
+VG_STATIC void player_board_load( struct player_board *mdl, const char *path ){
    vg_linear_clear( vg_mem.scratch );
 
    mdl_context ctx;
@@ -88,6 +87,7 @@ VG_STATIC void player_board_load( struct player_board *mdl, const char *path )
    mdl_async_load_glmesh( &ctx, &mdl->mesh );
    mdl_close( &ctx );
 
+   /* TODO: you get put into a new section, the above is standard mdl loads. */
    for( int i=0; i<4; i++ )
       mdl->wheels[i].indice_count = 0;
    for( int i=0; i<2; i++ )
@@ -300,6 +300,7 @@ VG_STATIC void render_board( camera *cam, world_instance *world,
       shader_model_board_view_uCamera( cam->transform[3] );
       shader_model_board_view_uPv( cam->mtx.pv );
       shader_model_board_view_uTexSceneDepth( 1 );
+      render_fb_bind_texture( gpipeline.fb_main, 2, 1 );
 
       render_fb_inverse_ratio( gpipeline.fb_main, inverse );
 
@@ -399,12 +400,15 @@ VG_STATIC void render_board( camera *cam, world_instance *world,
    }
 }
 
-PLAYER_API void player__render( camera *cam, player_instance *player )
-{
+VG_STATIC void render_playermodel( camera *cam, world_instance *world,
+                                   struct player_model *model,
+                                   struct skeleton *skeleton ){
+   if( !model ) return;
+   
    shader_model_character_view_use();
 
        glActiveTexture( GL_TEXTURE0 );
-       glBindTexture( GL_TEXTURE_2D, player->playermodel->texture );
+       glBindTexture( GL_TEXTURE_2D, model->texture );
    shader_model_character_view_uTexMain( 0 );
    shader_model_character_view_uCamera( cam->transform[3] );
    shader_model_character_view_uPv( cam->mtx.pv );
@@ -419,7 +423,6 @@ 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 = 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 );
@@ -429,15 +432,22 @@ PLAYER_API void player__render( camera *cam, player_instance *player )
                               _uniform_model_character_view_uLightsIndex, 4 );
 
    glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
-                         player->playeravatar->sk.bone_count,
+                         skeleton->bone_count,
                          0,
-                         (float *)player->playeravatar->sk.final_mtx );
+                         (float *)skeleton->final_mtx );
    
-   mesh_bind( &player->playermodel->mesh );
-   mesh_draw( &player->playermodel->mesh );
+   mesh_bind( &model->mesh );
+   mesh_draw( &model->mesh );
+}
 
-   struct player_board *board = player_get_player_board( player );
+PLAYER_API void player__render( camera *cam, player_instance *player )
+{
+   world_instance *world = world_current_instance();
+
+   struct player_model *model = player_get_player_model( player );
+   render_playermodel( cam, world, model, &player->playeravatar->sk );
 
+   struct player_board *board = player_get_player_board( player );
    render_board( cam, world, board, player->playeravatar->sk.final_mtx[
                                        player->playeravatar->id_board],
                                        k_board_shader_player );