launch option to load world
[carveJwlIkooP6JGAAIwe30JlM.git] / player_render.c
index a03902297c30b9442332f53adfde92624c36d6bd..aed6caf099359f9993c050344ebb1ef17c77a7c3 100644 (file)
@@ -7,42 +7,57 @@
 #include "player_model.h"
 #include "ent_skateshop.h"
 #include "audio.h"
+#include "input.h"
 
 #include "shaders/model_character_view.h"
 #include "shaders/model_board_view.h"
 #include "shaders/model_entity.h"
-
-VG_STATIC void player_avatar_load( struct player_avatar *av, const char *path )
-{
-   mdl_open( &av->meta, path, vg_mem.rtmemory );
-   mdl_load_metadata_block( &av->meta, vg_mem.rtmemory );
-   mdl_load_animation_block( &av->meta, vg_mem.rtmemory );
-   mdl_close( &av->meta );
-
-   struct skeleton *sk = &av->sk;
-   skeleton_setup( sk, vg_mem.rtmemory, &av->meta );
-
-   av->id_hip        = skeleton_bone_id( sk, "hips" );
-   av->id_ik_hand_l  = skeleton_bone_id( sk, "hand.IK.L" );
-   av->id_ik_hand_r  = skeleton_bone_id( sk, "hand.IK.R" );
-   av->id_ik_elbow_l = skeleton_bone_id( sk, "elbow.L" );
-   av->id_ik_elbow_r = skeleton_bone_id( sk, "elbow.R" );
-   av->id_head       = skeleton_bone_id( sk, "head" );
-   av->id_ik_foot_l  = skeleton_bone_id( sk, "foot.IK.L" );
-   av->id_ik_foot_r  = skeleton_bone_id( sk, "foot.IK.R" );
-   av->id_board      = skeleton_bone_id( sk, "board" );
-   av->id_wheel_l    = skeleton_bone_id( sk, "wheel.L" );
-   av->id_wheel_r    = skeleton_bone_id( sk, "wheel.R" );
-   av->id_ik_knee_l  = skeleton_bone_id( sk, "knee.L" );
-   av->id_ik_knee_r  = skeleton_bone_id( sk, "knee.R" );
+#include "shaders/model_board_view.h"
+#include "depth_compare.h"
+
+#include "network.h"
+#include "player_remote.h"
+
+static void player_load_animation_reference( const char *path ){
+   mdl_context *meta = &localplayer.skeleton_meta;
+   mdl_open( meta, path, vg_mem.rtmemory );
+   mdl_load_metadata_block( meta, vg_mem.rtmemory );
+   mdl_load_animation_block( meta, vg_mem.rtmemory );
+   mdl_close( meta );
+
+   struct skeleton *sk = &localplayer.skeleton;
+   skeleton_setup( sk, vg_mem.rtmemory, meta );
+
+   localplayer.id_hip        = skeleton_bone_id( sk, "hips" );
+   localplayer.id_chest      = skeleton_bone_id( sk, "chest" );
+   localplayer.id_ik_hand_l  = skeleton_bone_id( sk, "hand.IK.L" );
+   localplayer.id_ik_hand_r  = skeleton_bone_id( sk, "hand.IK.R" );
+   localplayer.id_ik_elbow_l = skeleton_bone_id( sk, "elbow.L" );
+   localplayer.id_ik_elbow_r = skeleton_bone_id( sk, "elbow.R" );
+   localplayer.id_head       = skeleton_bone_id( sk, "head" );
+   localplayer.id_ik_foot_l  = skeleton_bone_id( sk, "foot.IK.L" );
+   localplayer.id_ik_foot_r  = skeleton_bone_id( sk, "foot.IK.R" );
+   localplayer.id_board      = skeleton_bone_id( sk, "board" );
+   localplayer.id_wheel_l    = skeleton_bone_id( sk, "wheel.L" );
+   localplayer.id_wheel_r    = skeleton_bone_id( sk, "wheel.R" );
+   localplayer.id_ik_knee_l  = skeleton_bone_id( sk, "knee.L" );
+   localplayer.id_ik_knee_r  = skeleton_bone_id( sk, "knee.R" );
+   localplayer.id_eyes       = skeleton_bone_id( sk, "eyes" );
+
+   setup_ragdoll_from_skeleton( sk, &localplayer.ragdoll );
+
+   /* allocate matrix buffers for localplayer and remote players */
+   u32 mtx_size = sizeof(m4x3f)*sk->bone_count;
+   localplayer.final_mtx = vg_linear_alloc( vg_mem.rtmemory, mtx_size );
+   netplayers.final_mtx = vg_linear_alloc( vg_mem.rtmemory, 
+                                           mtx_size*NETWORK_MAX_PLAYERS );
 }
 
 /* TODO: Standard model load */
 
-VG_STATIC void dynamic_model_load( mdl_context *ctx,
-                                   struct dynamic_model_1texture *mdl, 
-                                   const char *path )
-{
+static void dynamic_model_load( mdl_context *ctx,
+                                struct dynamic_model_1texture *mdl, 
+                                const char *path, u32 *fixup_table ){
    if( !mdl_arrcount( &ctx->textures ) )
       vg_fatal_error( "No texture in model" );
 
@@ -54,16 +69,16 @@ VG_STATIC void dynamic_model_load( mdl_context *ctx,
                             VG_TEX2D_NEAREST|VG_TEX2D_CLAMP,
                             &mdl->texture );
 
-   mdl_async_load_glmesh( ctx, &mdl->mesh );
+   mdl_async_load_glmesh( ctx, &mdl->mesh, fixup_table );
 }
 
-VG_STATIC void dynamic_model_unload( struct dynamic_model_1texture *mdl ){
+static void dynamic_model_unload( struct dynamic_model_1texture *mdl ){
    mesh_free( &mdl->mesh );
    glDeleteTextures( 1, &mdl->texture );
 }
 
 /* TODO: allow error handling */
-VG_STATIC void player_board_load( struct player_board *board, 
+static void player_board_load( struct player_board *board, 
                                   const char *path ){
 
    vg_linear_clear( vg_mem.scratch );
@@ -72,10 +87,10 @@ VG_STATIC void player_board_load( struct player_board *board,
    mdl_open( &ctx, path, vg_mem.scratch );
    mdl_load_metadata_block( &ctx, vg_mem.scratch );
 
-   dynamic_model_load( &ctx, &board->mdl, path );
+   dynamic_model_load( &ctx, &board->mdl, path, NULL );
 
    mdl_array_ptr markers;
-   mdl_load_array( &ctx, &markers, "ent_marker", vg_mem.scratch );
+   MDL_LOAD_ARRAY( &ctx, &markers, ent_marker, vg_mem.scratch );
 
    /* TODO: you get put into a new section, the above is standard mdl loads. */
    for( int i=0; i<4; i++ )
@@ -117,63 +132,191 @@ VG_STATIC void player_board_load( struct player_board *board,
    mdl_close( &ctx );
 }
 
-VG_STATIC void player_board_unload( struct player_board *board ){
+static void player_board_unload( struct player_board *board ){
    dynamic_model_unload( &board->mdl );
 }
 
-VG_STATIC void player_model_load( struct player_model *board, const char *path){
+static void player_model_load( struct player_model *board, const char *path){
    vg_linear_clear( vg_mem.scratch );
 
    mdl_context ctx;
    mdl_open( &ctx, path, vg_mem.scratch );
    mdl_load_metadata_block( &ctx, vg_mem.scratch );
 
-   dynamic_model_load( &ctx, &board->mdl, path );
+   if( !ctx.armatures.count )
+      vg_fatal_error( "No armature in playermodel\n" );
+
+   mdl_armature *armature = mdl_arritm( &ctx.armatures, 0 );
+
+   u32 fixup_table[ armature->bone_count+1 ];
+   for( u32 i=0; i<armature->bone_count+1; i ++ )
+      fixup_table[i] = 0;
+
+   for( u32 i=1; i<localplayer.skeleton.bone_count; i ++ ){
+      struct skeleton_bone *sb = &localplayer.skeleton.bones[i];
+      u32 hash = vg_strdjb2( sb->name );
+
+      for( u32 j=1; j<armature->bone_count; j ++ ){
+         mdl_bone *bone = mdl_arritm( &ctx.bones, armature->bone_start+j );
+
+         if( mdl_pstreq( &ctx, bone->pstr_name, sb->name, hash ) ){
+            fixup_table[j+1] = i;
+            break;
+         }
+      }
+   }
 
+   dynamic_model_load( &ctx, &board->mdl, path, fixup_table );
    mdl_close( &ctx );
 }
 
-VG_STATIC void player_model_unload( struct player_model *board ){
+static void player_model_unload( struct player_model *board ){
    dynamic_model_unload( &board->mdl );
 }
 
-VG_STATIC void player__pre_render( player_instance *player )
-{
-   if( _player_animate[ player->subsystem ] ){
-      player_animation res;
-      _player_animate[ player->subsystem ]( player, &res );
+static void apply_full_skeleton_pose( struct skeleton *sk, player_pose *pose,
+                                      m4x3f *final_mtx ){
+   m4x3f transform;
+   q_m3x3( pose->root_q, transform );
+   v3_copy( pose->root_co, transform[3] );
+   
+   if( pose->type == k_player_pose_type_ik ){
+      skeleton_apply_pose( sk, pose->keyframes, 
+                           k_anim_apply_defer_ik, final_mtx );
+      skeleton_apply_ik_pass( sk, final_mtx );
+      skeleton_apply_pose( sk, pose->keyframes, 
+                           k_anim_apply_deffered_only, final_mtx );
+      skeleton_apply_inverses( sk, final_mtx );
+      skeleton_apply_transform( sk, transform, final_mtx );
+   }
+   else if( pose->type == k_player_pose_type_fk_2 ){
+      skeleton_apply_pose( sk, pose->keyframes, 
+                           k_anim_apply_always, final_mtx );
+      skeleton_apply_inverses( sk, final_mtx );
+      skeleton_apply_transform( sk, transform, final_mtx );
+   }
+}
 
-      m4x3f transform;
-      q_m3x3( res.root_q, transform );
-      v3_copy( res.root_co, transform[3] );
+static void player__animate(void){
+   struct player_subsystem_interface *sys = 
+      player_subsystems[localplayer.subsystem];
 
-      struct skeleton *sk = &player->playeravatar->sk;
+   struct player_board *board = 
+      addon_cache_item_if_loaded( k_addon_type_board, 
+                                  localplayer.board_view_slot );
 
-      if( player->holdout_time > 0.0f ){
-         skeleton_lerp_pose( sk, res.pose, player->holdout_pose, 
-                                           player->holdout_time, res.pose );
-         player->holdout_time -= vg.time_frame_delta * 2.0f;
-      }
+   assert( sys->animate );
+   assert( sys->pose );
+   assert( sys->animator_data );
+
+   sys->animate();
 
-      skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
-      skeleton_apply_ik_pass( sk );
-      skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only );
-      skeleton_apply_inverses( sk );
-      skeleton_apply_transform( sk, transform );
+   player_pose *pose = &localplayer.pose;
+   sys->pose( sys->animator_data, pose );
 
-      skeleton_debug( sk );
+   struct skeleton *sk = &localplayer.skeleton;
+
+   if( localplayer.holdout_time > 0.0f ){
+      skeleton_lerp_pose( sk, 
+                          pose->keyframes,localplayer.holdout_pose.keyframes, 
+                          localplayer.holdout_time, pose->keyframes );
+
+      v3_muladds( pose->root_co, localplayer.holdout_pose.root_co, 
+                  localplayer.holdout_time, pose->root_co );
+      q_nlerp( pose->root_q, localplayer.holdout_pose.root_q, 
+               localplayer.holdout_time, pose->root_q );
+
+      localplayer.holdout_time -= vg.time_frame_delta * 2.0f;
+   }
+
+   effect_blink_apply( &localplayer.effect_data.blink,
+                       &localplayer.pose, vg.time_delta );
+   apply_full_skeleton_pose( sk, &localplayer.pose, localplayer.final_mtx );
+   
+   if( sys->effects ){
+      sys->effects( sys->animator_data, localplayer.final_mtx, board,
+                    &localplayer.effect_data );
    }
 
-   if( _player_post_animate[ player->subsystem ] )
-      _player_post_animate[ player->subsystem ]( player );
+   skeleton_debug( sk, localplayer.final_mtx );
+
+   if( sys->post_animate )
+      sys->post_animate();
+
+   player__cam_iterate();
+}
+
+static void player_copy_frame_animator( replay_frame *frame ){
+   struct player_subsystem_interface *sys = 
+      player_subsystems[localplayer.subsystem];
+
+   if( sys->animator_size ){
+      void *src = replay_frame_data( frame, k_replay_framedata_animator );
+      memcpy( sys->animator_data, src, sys->animator_size );
+   }
+}
+
+static void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t,
+                              player_pose *posed ){
+   struct skeleton *sk = &localplayer.skeleton;
+   
+   v3_lerp( pose0->root_co, pose1->root_co, t, posed->root_co );
+   q_nlerp( pose0->root_q,  pose1->root_q,  t, posed->root_q );
+   posed->type = pose0->type;
+   posed->board.lean = vg_lerpf( pose0->board.lean, pose1->board.lean, t );
+
+   if( pose0->type != pose1->type ){
+      /* it would be nice to apply IK pass in-keyframes. TOO BAD! */
+      skeleton_copy_pose( sk, pose0->keyframes, posed->keyframes );
+   }
+   else {
+      skeleton_lerp_pose( sk, pose0->keyframes, pose1->keyframes, t, 
+                          posed->keyframes );
+   }
+}
+
+static void player__animate_from_replay( replay_buffer *replay ){
+   replay_frame *frame = replay->cursor_frame,
+                *next = NULL;
+   if( frame ){
+      next = frame->r;
 
-   struct player_avatar *av = player->playeravatar;
+      if( next ){
+         f32 t = replay_subframe_time( replay );
+
+         player_pose pose0, pose1;
+
+         struct player_subsystem_interface 
+            *sys0 = player_subsystems[frame->system],
+            *sys1 = player_subsystems[next->system];
+
+         void *a0 = replay_frame_data( frame, k_replay_framedata_animator ), 
+              *a1 = replay_frame_data( next, k_replay_framedata_animator );
+
+         sys0->pose( a0, &pose0 );
+         sys1->pose( a1, &pose1 );
+
+         lerp_player_pose( &pose0, &pose1, t, &localplayer.pose );
+      }
+      else{
+         struct player_subsystem_interface 
+            *sys = player_subsystems[frame->system];
+         sys->pose( replay_frame_data( frame, k_replay_framedata_animator ), 
+                     &localplayer.pose );
+      }
+   }
+   else return;
+
+   apply_full_skeleton_pose( &localplayer.skeleton, &localplayer.pose,
+                             localplayer.final_mtx );
+}
+
+static void player__pre_render(void){
+   /* shadowing/ao info */
    struct player_board *board = 
       addon_cache_item_if_loaded( k_addon_type_board,
-                                  player->board_view_slot );
-
+                                  localplayer.board_view_slot );
    v3f vp0, vp1;
-
    if( board ){
       v3_copy((v3f){0.0f,0.1f, board->truck_positions[0][2]}, vp0 );
       v3_copy((v3f){0.0f,0.1f, board->truck_positions[1][2]}, vp1 );
@@ -184,118 +327,22 @@ VG_STATIC void player__pre_render( player_instance *player )
    }
 
    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;
-         vg_success( "Rewind took (rt, pt, tl): %f, %f, %f\n", 
-                           taken, player->rewind_predicted_time,
-                           player->rewind_total_length );
-
-         player->rewinding = 0;
-         player->rewind_length = 1;
-         player->rewind_total_length = 0.0f;
-         player->rewind_accum = 0.0f;
-         world_render.sky_target_rate = 1.0;
-         world_static.time = world_static.last_use;
-      }
-      else{
-         world_render.sky_target_rate = -100.0;
-
-         float budget         = vg.time_delta,
-               overall_length = player->rewind_length;
-
-         for( int i=0; (i<10)&&(player->rewind_time>0.0f)&&(budget>0.0f); i++ ){
-            /* Interpolate frames */
-            int i0 = floorf( player->rewind_time ),
-                i1 = VG_MIN( i0+1, player->rewind_length-1 );
-            
-            struct rewind_frame *fr =  &player->rewind_buffer[i0],
-                                *fr1 = &player->rewind_buffer[i1];
-
-            float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
-                  subl = vg_fractf( player->rewind_time ) + 0.001f,
-
-                  sramp = 3.0f-(1.0f/(0.4f+0.4f*player->rewind_time)),
-                  speed = sramp*28.0f + 0.5f*player->rewind_time,
-                  mod  = speed * (budget / dist),
-
-                  advl = vg_minf( mod, subl ),
-                  advt = (advl / mod) * budget;
-            
-            player->dist_accum += speed * advt;
-            player->rewind_time -= advl;
-            budget -= advt;
-         }
-
-         player->rewind_time = vg_maxf( 0.0f, player->rewind_time );
-
-         float current_time = vg.time - player->rewind_start,
-               remaining    = player->rewind_predicted_time - current_time;
-
-         if( player->rewind_sound_wait ){
-            if( player->rewind_predicted_time >= 6.5f ){
-               if( remaining <= 6.5f ){
-                  audio_lock();
-                  audio_oneshot( &audio_rewind[3], 1.0f, 0.0f );
-                  audio_unlock();
-                  player->rewind_sound_wait = 0;
-               }
-            }
-            else if( player->rewind_predicted_time >= 2.5f ){
-               if( remaining <= 2.5f ){
-                  audio_lock();
-                  audio_oneshot( &audio_rewind[2], 1.0f, 0.0f );
-                  audio_unlock();
-                  player->rewind_sound_wait = 0;
-               }
-            }
-            else if( player->rewind_predicted_time >= 1.5f ){
-               if( remaining <= 1.5f ){
-                  audio_lock();
-                  audio_oneshot( &audio_rewind[1], 1.0f, 0.0f );
-                  audio_unlock();
-                  player->rewind_sound_wait = 0;
-               }
-            }
-         }
-         
-         int i0 = floorf( player->rewind_time ),
-             i1 = VG_MIN( i0+1, player->rewind_length-1 );
-         
-         struct rewind_frame *fr =  &player->rewind_buffer[i0],
-                             *fr1 = &player->rewind_buffer[i1];
-         
-         float sub = vg_fractf(player->rewind_time);
-
-         v3_lerp( fr->pos, fr1->pos, sub, player->cam_override_pos );
-         player->cam_override_angles[0] = 
-            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 );
-      }
-   }
-   else player->cam_override_strength = 0.0f;
-
-   player__cam_iterate( player );
+   v3f *board_mtx = localplayer.final_mtx[ localplayer.id_board ];
+   m4x3_mulv( board_mtx, vp0, ubo->g_board_0 );
+   m4x3_mulv( board_mtx, vp1, ubo->g_board_1 );
 }
 
-VG_STATIC void render_board( camera *cam, world_instance *world,
-                             struct player_board *board, m4x3f root,
-                             enum board_shader shader )
+static void render_board( camera *cam, world_instance *world,
+                          struct player_board *board, m4x3f root,
+                          struct player_board_pose *pose,
+                          enum board_shader shader )
 {
-   if( !board ) return;
+   if( !board ) 
+      board = &localplayer.fallback_board;
+
+   /* TODO: 
+    *  adding depth compare to this shader
+    */
 
    v3f inverse;
 
@@ -307,25 +354,15 @@ VG_STATIC void render_board( camera *cam, world_instance *world,
       shader_model_board_view_uTexMain( 0 );
       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_uDepthCompare(1);
+      depth_compare_bind(
+         shader_model_board_view_uTexSceneDepth,
+         shader_model_board_view_uInverseRatioDepth,
+         shader_model_board_view_uInverseRatioMain,
+         cam );
 
-      shader_model_board_view_uInverseRatioDepth( inverse );
-      render_fb_inverse_ratio( NULL, inverse );
-      inverse[2] = cam->farz-cam->nearz;
-      shader_model_board_view_uInverseRatioMain( inverse );
-
-      world_link_lighting_ub( world, _shader_model_board_view.id );
-      world_bind_position_texture( world, _shader_model_board_view.id,
-                                 _uniform_model_board_view_g_world_depth, 2 );
-      world_bind_light_array( world, _shader_model_board_view.id,
-                                 _uniform_model_board_view_uLightsArray, 3 );
-      world_bind_light_index( world, _shader_model_board_view.id,
-                                 _uniform_model_board_view_uLightsIndex, 4 );
+      WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_board_view );
    }
    else if( shader == k_board_shader_entity ){
       shader_model_entity_use();
@@ -333,13 +370,7 @@ VG_STATIC void render_board( camera *cam, world_instance *world,
       shader_model_entity_uCamera( cam->transform[3] );
       shader_model_entity_uPv( cam->mtx.pv );
       
-      world_link_lighting_ub( world, _shader_model_entity.id );
-      world_bind_position_texture( world, _shader_model_entity.id,
-                                 _uniform_model_entity_g_world_depth, 2 );
-      world_bind_light_array( world, _shader_model_entity.id,
-                                 _uniform_model_entity_uLightsArray, 3 );
-      world_bind_light_index( world, _shader_model_entity.id,
-                                 _uniform_model_entity_uLightsIndex, 4 );
+      WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_entity );
    }
 
    mesh_bind( &board->mdl.mesh );
@@ -349,7 +380,20 @@ VG_STATIC void render_board( camera *cam, world_instance *world,
    if( board->board.indice_count ){
       m4x3f mlocal;
       m3x3_identity( mlocal );
-      v3_copy( board->board_position, mlocal[3] );
+
+      mdl_keyframe kf;
+      v3_zero( kf.co );
+      q_identity( kf.q );
+      v3_zero( kf.s );
+
+      v4f qroll;
+      q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, pose->lean * 0.6f );
+      keyframe_rotate_around( &kf, (v3f){0.0f,0.11f,0.0f}, 
+                              (v3f){0.0f,0.0f,0.0f}, qroll );
+
+      v3_add( board->board_position, kf.co, mlocal[3] );
+      q_m3x3( kf.q, mlocal );
+
       m4x3_mul( root, mlocal, mlocal );
 
       if( shader == k_board_shader_entity ){
@@ -408,9 +452,11 @@ VG_STATIC void render_board( camera *cam, world_instance *world,
    }
 }
 
-VG_STATIC void render_playermodel( camera *cam, world_instance *world,
-                                   struct player_model *model,
-                                   struct skeleton *skeleton ){
+static void render_playermodel( camera *cam, world_instance *world,
+                                int depth_compare,
+                                struct player_model *model,
+                                struct skeleton *skeleton,
+                                m4x3f *final_mtx ){
    if( !model ) return;
    
    shader_model_character_view_use();
@@ -420,52 +466,45 @@ VG_STATIC void render_playermodel( camera *cam, world_instance *world,
    shader_model_character_view_uTexMain( 0 );
    shader_model_character_view_uCamera( cam->transform[3] );
    shader_model_character_view_uPv( cam->mtx.pv );
-   shader_model_character_view_uTexSceneDepth( 1 );
-   render_fb_bind_texture( gpipeline.fb_main, 2, 1 );
-   v3f inverse;
-   render_fb_inverse_ratio( gpipeline.fb_main, inverse );
-   inverse[2] = main_camera.farz-main_camera.nearz;
-
-   shader_model_character_view_uInverseRatioDepth( inverse );
-   render_fb_inverse_ratio( NULL, inverse );
-   inverse[2] = cam->farz-cam->nearz;
-   shader_model_character_view_uInverseRatioMain( inverse );
-
-   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 );
-   world_bind_light_array( world, _shader_model_character_view.id,
-                              _uniform_model_character_view_uLightsArray, 3 );
-   world_bind_light_index( world, _shader_model_character_view.id,
-                              _uniform_model_character_view_uLightsIndex, 4 );
+
+   shader_model_character_view_uDepthCompare( depth_compare );
+   if( depth_compare ){
+      depth_compare_bind(
+         shader_model_character_view_uTexSceneDepth,
+         shader_model_character_view_uInverseRatioDepth,
+         shader_model_character_view_uInverseRatioMain,
+         cam );
+   }
+
+   WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_character_view );
 
    glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
                          skeleton->bone_count,
                          0,
-                         (float *)skeleton->final_mtx );
+                         (const GLfloat *)final_mtx );
    
    mesh_bind( &model->mdl.mesh );
    mesh_draw( &model->mdl.mesh );
 }
 
-PLAYER_API void player__render( camera *cam, player_instance *player )
-{
+static void player__render( camera *cam ){
    world_instance *world = world_current_instance();
    SDL_AtomicLock( &addon_system.sl_cache_using_resources );
 
    struct player_model *model = 
       addon_cache_item_if_loaded( k_addon_type_player, 
-                                  player->playermodel_view_slot );
+                                  localplayer.playermodel_view_slot );
 
-   if( !model ) model = &player->fallback_model;
-   render_playermodel( cam, world, model, &player->playeravatar->sk );
+   if( !model ) model = &localplayer.fallback_model;
+   render_playermodel( cam, world, 1, model, &localplayer.skeleton,
+                       localplayer.final_mtx );
 
    struct player_board *board = 
       addon_cache_item_if_loaded( k_addon_type_board,
-                                  player->board_view_slot );
-   render_board( cam, world, board, player->playeravatar->sk.final_mtx[
-                                       player->playeravatar->id_board],
-                                       k_board_shader_player );
+                                  localplayer.board_view_slot );
+
+   render_board( cam, world, board, localplayer.final_mtx[localplayer.id_board],
+                  &localplayer.pose.board, k_board_shader_player );
 
    SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
 }