#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"
mdl_close( &ctx );
}
-VG_STATIC void player_board_load( struct player_board *mdl, const char *path )
-{
+/* TODO: allow error handling */
+VG_STATIC void player_board_load( struct player_board *mdl, const char *path ){
vg_linear_clear( vg_mem.scratch );
mdl_context ctx;
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++ )
_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;
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 );
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;
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 )
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 );
+
inverse[2] = main_camera.farz-main_camera.nearz;
shader_model_board_view_uInverseRatioDepth( inverse );
}
}
-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 );
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 );
world_bind_position_texture( world, _shader_model_character_view.id,
_uniform_model_character_view_g_world_depth, 2 );
_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 );
+}
+
+PLAYER_API void player__render( camera *cam, player_instance *player )
+{
+ world_instance *world = world_current_instance();
- struct player_board *board = player->board;
+ 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 );