my fucking fingers
[carveJwlIkooP6JGAAIwe30JlM.git] / player_render.c
index 171b339ebe4e88bb52b7f782d649e0504909c045..8f2521538ca9719b7c83b93dccf3a27553f49e0c 100644 (file)
@@ -5,6 +5,7 @@
 #include "player_render.h"
 #include "camera.h"
 #include "player_model.h"
+#include "ent_skateshop.h"
 
 #include "shaders/model_character_view.h"
 #include "shaders/model_board_view.h"
@@ -60,6 +61,7 @@ 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 +161,7 @@ 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;
 
@@ -177,6 +178,11 @@ VG_STATIC void player__pre_render( player_instance *player )
    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;
@@ -265,6 +271,7 @@ 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 );
@@ -299,6 +306,7 @@ 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 );
@@ -432,7 +440,7 @@ 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],