small compression
[carveJwlIkooP6JGAAIwe30JlM.git] / player_render.h
index a31f19a86fe128f4c4c48952c3389ff75a2fbd5c..4ea095cb5088059edc2da4eec01d55176d3b3543 100644 (file)
@@ -12,6 +12,7 @@ struct player_avatar
    struct skeleton sk;
 
    u32 id_hip,
+       id_chest,
        id_ik_hand_l,
        id_ik_hand_r,
        id_ik_elbow_l,
@@ -38,11 +39,15 @@ enum eboard_wheel{
    k_board_wheel_br = 3,
 };
 
-struct player_board{
-   mdl_context model;
-
+/* TODO: Fully featured dynamic models
+ * This is FAR from the final system we want at all, but it will do for now */
+struct dynamic_model_1texture{
    glmesh mesh;
    GLuint texture;
+};
+
+struct player_board{
+   struct dynamic_model_1texture mdl;
 
    v4f wheel_positions[4],
        truck_positions[2],
@@ -54,8 +59,7 @@ struct player_board{
 };
 
 struct player_model{
-   glmesh mesh;
-   GLuint texture;
+   struct dynamic_model_1texture mdl;
 };
 
 enum board_shader{
@@ -63,10 +67,30 @@ enum board_shader{
    k_board_shader_entity
 };
 
-VG_STATIC void player_board_load( struct player_board *mdl, const char *path );
-VG_STATIC void player_board_unload( struct player_board *mdl );
-VG_STATIC void render_board( camera *cam, world_instance *world,
+static void dynamic_model_load( mdl_context *ctx,
+                                   struct dynamic_model_1texture *mdl, 
+                                   const char *path );
+static void dynamic_model_unload( struct dynamic_model_1texture *mdl );
+
+static void player_board_load( struct player_board *mdl, const char *path );
+static void player_board_unload( struct player_board *mdl );
+
+static void player_model_load( struct player_model *board, const char *path);
+static void player_model_unload( struct player_model *board );
+
+static void render_board( camera *cam, world_instance *world,
                              struct player_board *board, m4x3f root,
+                             struct player_board_pose *pose,
                              enum board_shader shader );
 
+static void render_playermodel( camera *cam, world_instance *world,
+                                   int depth_compare,
+                                   struct player_model *model,
+                                   struct skeleton *skeleton,
+                                   m4x3f *final_mtx );
+static void apply_full_skeleton_pose( struct skeleton *sk, player_pose *pose,
+                                      m4x3f *final_mtx );
+static void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t,
+                              player_pose *posed );
+
 #endif /* PLAYER_RENDER_H */