#include "vg/vg.h"
#include "vg/vg_tex.h"
#include "vg/vg_msg.h"
+#include "vg/vg_binstr.h"
#include "ent_skateshop.h"
#include "vg/vg_steam_auth.h"
* Create the metadata file
* -----------------------------------------------------------------------*/
u8 descriptor_buf[ 512 ];
- vg_msg descriptor = {0};
- descriptor.buf = descriptor_buf;
- descriptor.max = sizeof(descriptor_buf);
-
+ vg_msg descriptor;
+ vg_msg_init( &descriptor, descriptor_buf, sizeof(descriptor_buf) );
vg_linear_clear( vg_mem.scratch );
/* short description */
vg_msg_end_frame( &descriptor );
//vg_msg_wkvstr( &descriptor, "location", "USA" );
- char *short_descriptor_str = vg_linear_alloc( vg_mem.scratch,
- vg_align8(descriptor.cur*2+1));
- vg_bin_str( descriptor_buf, short_descriptor_str, descriptor.cur );
- short_descriptor_str[descriptor.cur*2] = '\0';
+ char *short_descriptor_str =
+ vg_linear_alloc( vg_mem.scratch, vg_align8(descriptor.cur.co*2+1));
+ vg_bin_str( descriptor_buf, short_descriptor_str, descriptor.cur.co );
+ short_descriptor_str[descriptor.cur.co*2] = '\0';
vg_info( "binstr: %s\n", short_descriptor_str );
vg_dir dir;
workshop_form.op = k_workshop_op_none;
return;
}
- fwrite( descriptor_buf, descriptor.cur, 1, fp );
+ fwrite( descriptor_buf, descriptor.cur.co, 1, fp );
fclose( fp );
/* Save the preview
u32 len = strlen(metadata_str);
vg_info( "Metadata: %s\n", metadata_str );
vg_str_bin( metadata_str, metadata_buf, len );
- vg_msg root = {0};
- root.buf = metadata_buf;
- root.len = len/2;
- root.max = len/2;
+ vg_msg msg;
+ vg_msg_init( &msg, metadata_buf, len/2 );
- vg_msg workshop = root;
- if( vg_msg_seekframe( &workshop, "workshop", k_vg_msg_first )){
- u32 type = vg_msg_seekkvu32( &workshop, "type", k_vg_msg_first );
+ if( vg_msg_seekframe( &msg, "workshop" )){
+ u32 type = vg_msg_getkvu32( &msg, "type", 0 );
workshop_form.submission.type = type;
workshop_form.submission.submission_type_selection = type;
- const char *kv_folder = vg_msg_seekkvstr( &workshop, "folder",
- k_vg_msg_first );
+ const char *kv_folder = vg_msg_getkvstr( &msg, "folder" );
if( kv_folder ){
vg_strncpy( kv_folder, workshop_form.addon_folder,
sizeof(workshop_form.addon_folder),
glEnable( GL_DEPTH_TEST );
glDisable( GL_BLEND );
- render_world( localplayer.viewable_world, &skaterift.cam, 1 );
+ render_world( world_current_instance(), &skaterift.cam, 0, 0, 1, 1 );
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
glViewport( 0,0, vg.window_x, vg.window_y );
glEnable( GL_DEPTH_TEST );
glDisable( GL_BLEND );
- struct skeleton *sk = &localplayer.playeravatar->sk;
+ struct skeleton *sk = &localplayer.skeleton;
player_pose res;
res.type = k_player_pose_type_ik;
camera_update_projection( &cam );
camera_finalize( &cam );
- world_instance *world = localplayer.viewable_world;
- render_playermodel( &cam, world, 0, &workshop_form.player_model, sk,
- localplayer.final_mtx );
+ render_playermodel( &cam, world_current_instance(), 0,
+ &workshop_form.player_model, sk, localplayer.final_mtx );
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
glViewport( 0,0, vg.window_x, vg.window_y );
float dist = v3_length( basevector );
v3f baseangles;
- player_vector_angles( baseangles, basevector, 1.0f, 0.0f );
+ v3_angles( basevector, baseangles );
v2_add( workshop_form.view_angles, baseangles, cam.angles );
cam.angles[2] = 0.0f;
glBufferSubData( GL_UNIFORM_BUFFER, 0,
sizeof(struct ub_world_lighting), &world->ub_lighting );
- render_world( world, &cam, 1 );
+ render_world( world, &cam, 0, 0, 1, 1 );
struct player_board_pose pose = {0};
render_board( &cam, world, board, mmdl, &pose, k_board_shader_entity );
render_board( &cam, world, board, mmdl1, &pose, k_board_shader_entity );