X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_render.c;h=20d9a706262e1b11e9515e95c155174e6f9e53d3;hb=fdd41609e59c7df548682b25001f0015dc1acbea;hp=011d0415edacf62857cb81e9b83a767005c951d5;hpb=342fcbf6fda017bdd38d56ce0fa7c9e59e589f3b;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_render.c b/player_render.c index 011d041..20d9a70 100644 --- a/player_render.c +++ b/player_render.c @@ -63,8 +63,7 @@ VG_STATIC void player_model_load( struct player_model *mdl, const char *path ) } /* TODO: allow error handling */ -VG_STATIC void player_board_load( struct player_board *mdl, const char *path ) -{ +VG_STATIC void player_board_load( struct player_board *mdl, const char *path ){ vg_linear_clear( vg_mem.scratch ); mdl_context ctx; @@ -88,6 +87,7 @@ VG_STATIC void player_board_load( struct player_board *mdl, const char *path ) mdl_async_load_glmesh( &ctx, &mdl->mesh ); mdl_close( &ctx ); + /* TODO: you get put into a new section, the above is standard mdl loads. */ for( int i=0; i<4; i++ ) mdl->wheels[i].indice_count = 0; for( int i=0; i<2; i++ ) @@ -300,6 +300,7 @@ VG_STATIC void render_board( camera *cam, world_instance *world, 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 ); @@ -399,12 +400,15 @@ VG_STATIC void render_board( camera *cam, world_instance *world, } } -PLAYER_API void player__render( camera *cam, player_instance *player ) -{ +VG_STATIC void render_playermodel( camera *cam, world_instance *world, + struct player_model *model, + struct skeleton *skeleton ){ + if( !model ) return; + shader_model_character_view_use(); glActiveTexture( GL_TEXTURE0 ); - glBindTexture( GL_TEXTURE_2D, player->playermodel->texture ); + glBindTexture( GL_TEXTURE_2D, model->texture ); shader_model_character_view_uTexMain( 0 ); shader_model_character_view_uCamera( cam->transform[3] ); shader_model_character_view_uPv( cam->mtx.pv ); @@ -419,7 +423,6 @@ PLAYER_API void player__render( camera *cam, player_instance *player ) inverse[2] = cam->farz-cam->nearz; shader_model_character_view_uInverseRatioMain( inverse ); - world_instance *world = world_current_instance(); 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 ); @@ -429,15 +432,22 @@ PLAYER_API void player__render( camera *cam, player_instance *player ) _uniform_model_character_view_uLightsIndex, 4 ); glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms, - player->playeravatar->sk.bone_count, + skeleton->bone_count, 0, - (float *)player->playeravatar->sk.final_mtx ); + (float *)skeleton->final_mtx ); - mesh_bind( &player->playermodel->mesh ); - mesh_draw( &player->playermodel->mesh ); + mesh_bind( &model->mesh ); + mesh_draw( &model->mesh ); +} - struct player_board *board = player_get_player_board( player ); +PLAYER_API void player__render( camera *cam, player_instance *player ) +{ + world_instance *world = world_current_instance(); + + struct player_model *model = player_get_player_model( player ); + render_playermodel( cam, world, model, &player->playeravatar->sk ); + struct player_board *board = player_get_player_board( player ); render_board( cam, world, board, player->playeravatar->sk.final_mtx[ player->playeravatar->id_board], k_board_shader_player );