more refactors..
[carveJwlIkooP6JGAAIwe30JlM.git] / player_render.c
index 8f2521538ca9719b7c83b93dccf3a27553f49e0c..20d9a706262e1b11e9515e95c155174e6f9e53d3 100644 (file)
@@ -6,6 +6,7 @@
 #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"
@@ -62,8 +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;
@@ -87,6 +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++ )
@@ -174,7 +175,7 @@ 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 );
 
@@ -194,11 +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;
@@ -282,11 +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 )
@@ -304,6 +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 );
 
@@ -403,12 +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 );
@@ -423,7 +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 = 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 );
@@ -433,15 +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 );