X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_render.c;h=15dec10523bb7b2a0bd528c29ed755a081dedba8;hb=refs%2Fheads%2Fmenu2;hp=be6d5f28bdc91d653601d6c28e40140449f9afe0;hpb=ec3a96fde91385417ffc20e0f7745d7d8e2889ca;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_render.c b/player_render.c index be6d5f2..15dec10 100644 --- a/player_render.c +++ b/player_render.c @@ -1,9 +1,6 @@ -#ifndef PLAYER_RENDER_C -#define PLAYER_RENDER_C - #include "player.h" #include "player_render.h" -#include "camera.h" +#include "vg/vg_camera.h" #include "player_model.h" #include "ent_skateshop.h" #include "audio.h" @@ -19,7 +16,8 @@ #include "player_remote.h" #include "player_glide.h" -static void player_load_animation_reference( const char *path ){ +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 ); @@ -90,9 +88,10 @@ static void player_load_animation_reference( const char *path ){ /* TODO: Standard model load */ -static void dynamic_model_load( mdl_context *ctx, - struct dynamic_model_1texture *mdl, - const char *path, u32 *fixup_table ){ +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" ); @@ -107,15 +106,15 @@ static void dynamic_model_load( mdl_context *ctx, mdl_async_load_glmesh( ctx, &mdl->mesh, fixup_table ); } -static void dynamic_model_unload( struct dynamic_model_1texture *mdl ){ +void dynamic_model_unload( struct dynamic_model_1texture *mdl ) +{ mesh_free( &mdl->mesh ); glDeleteTextures( 1, &mdl->texture ); } /* TODO: allow error handling */ -static void player_board_load( struct player_board *board, - const char *path ){ - +void player_board_load( struct player_board *board, const char *path ) +{ vg_linear_clear( vg_mem.scratch ); mdl_context ctx; @@ -167,11 +166,13 @@ static void player_board_load( struct player_board *board, mdl_close( &ctx ); } -static void player_board_unload( struct player_board *board ){ +void player_board_unload( struct player_board *board ) +{ dynamic_model_unload( &board->mdl ); } -static void player_model_load( struct player_model *board, const char *path){ +void player_model_load( struct player_model *board, const char *path) +{ vg_linear_clear( vg_mem.scratch ); mdl_context ctx; @@ -205,12 +206,13 @@ static void player_model_load( struct player_model *board, const char *path){ mdl_close( &ctx ); } -static void player_model_unload( struct player_model *board ){ +void player_model_unload( struct player_model *board ) +{ dynamic_model_unload( &board->mdl ); } -static void apply_full_skeleton_pose( struct skeleton *sk, player_pose *pose, - m4x3f *final_mtx ){ +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] ); @@ -232,7 +234,8 @@ static void apply_full_skeleton_pose( struct skeleton *sk, player_pose *pose, } } -static void player__animate(void){ +void player__animate(void) +{ struct player_subsystem_interface *sys = player_subsystems[localplayer.subsystem]; @@ -240,10 +243,6 @@ static void player__animate(void){ addon_cache_item_if_loaded( k_addon_type_board, localplayer.board_view_slot ); - assert( sys->animate ); - assert( sys->pose ); - assert( sys->animator_data ); - sys->animate(); player_pose *pose = &localplayer.pose; @@ -295,8 +294,8 @@ static void player_copy_frame_animator( replay_frame *frame ){ } } -static void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t, - player_pose *posed ){ +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 ); @@ -314,7 +313,8 @@ static void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t, } } -static void player__observe_system( enum player_subsystem id ){ +void player__observe_system( enum player_subsystem id ) +{ if( id != localplayer.observing_system ){ struct player_subsystem_interface *sysm1 = player_subsystems[ localplayer.observing_system ]; @@ -324,7 +324,8 @@ static void player__observe_system( enum player_subsystem id ){ } } -static void player__animate_from_replay( replay_buffer *replay ){ +void player__animate_from_replay( replay_buffer *replay ) +{ replay_frame *frame = replay->cursor_frame, *next = NULL; if( frame ){ @@ -398,7 +399,8 @@ static void player__animate_from_replay( replay_buffer *replay ){ localplayer.final_mtx ); } -static void player__pre_render(void){ +void player__pre_render(void) +{ /* shadowing/ao info */ struct player_board *board = addon_cache_item_if_loaded( k_addon_type_board, @@ -419,10 +421,10 @@ static void player__pre_render(void){ m4x3_mulv( board_mtx, vp1, ubo->g_board_1 ); } -static void render_board( camera *cam, world_instance *world, - struct player_board *board, m4x3f root, - struct player_board_pose *pose, - enum board_shader shader ) +void render_board( vg_camera *cam, world_instance *world, + struct player_board *board, m4x3f root, + struct player_board_pose *pose, + enum board_shader shader ) { if( !board ) board = &localplayer.fallback_board; @@ -436,13 +438,14 @@ static void render_board( camera *cam, world_instance *world, glActiveTexture( GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, board->mdl.texture ); - if( shader == k_board_shader_player ){ + if( shader == k_board_shader_player ) + { shader_model_board_view_use(); 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_uDepthCompare(1); + shader_model_board_view_uDepthMode(1); depth_compare_bind( shader_model_board_view_uTexSceneDepth, shader_model_board_view_uInverseRatioDepth, @@ -451,7 +454,8 @@ static void render_board( camera *cam, world_instance *world, WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_board_view ); } - else if( shader == k_board_shader_entity ){ + else if( shader == k_board_shader_entity ) + { shader_model_entity_use(); shader_model_entity_uTexMain( 0 ); shader_model_entity_uCamera( cam->transform[3] ); @@ -539,11 +543,12 @@ static void render_board( camera *cam, world_instance *world, } } -static void render_playermodel( camera *cam, world_instance *world, - int depth_compare, - struct player_model *model, - struct skeleton *skeleton, - m4x3f *final_mtx ){ +void render_playermodel( vg_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(); @@ -553,9 +558,9 @@ 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_uDepthCompare( depth_compare ); - if( depth_compare ){ + shader_model_character_view_uDepthMode( depth_compare ); + if( depth_compare ) + { depth_compare_bind( shader_model_character_view_uTexSceneDepth, shader_model_character_view_uInverseRatioDepth, @@ -574,7 +579,8 @@ static void render_playermodel( camera *cam, world_instance *world, mesh_draw( &model->mdl.mesh ); } -static void player__render( camera *cam ){ +void player__render( vg_camera *cam ) +{ world_instance *world = world_current_instance(); SDL_AtomicLock( &addon_system.sl_cache_using_resources ); @@ -595,11 +601,13 @@ static void player__render( camera *cam ){ SDL_AtomicUnlock( &addon_system.sl_cache_using_resources ); + glEnable( GL_CULL_FACE ); player_glide_render( cam, world, &localplayer.pose ); + glDisable( GL_CULL_FACE ); } -static void player_mirror_pose( mdl_keyframe pose[32], - mdl_keyframe mirrored[32] ){ +void player_mirror_pose( mdl_keyframe pose[32], mdl_keyframe mirrored[32] ) +{ mdl_keyframe temp[32]; struct skeleton *sk = &localplayer.skeleton; @@ -619,4 +627,3 @@ static void player_mirror_pose( mdl_keyframe pose[32], mirrored[i] = temp[i]; } } -#endif /* PLAYER_RENDER_C */