X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_render.c;h=20d9a706262e1b11e9515e95c155174e6f9e53d3;hb=fdd41609e59c7df548682b25001f0015dc1acbea;hp=8f2521538ca9719b7c83b93dccf3a27553f49e0c;hpb=a99e5f5d5c16a3e865796a96ad648e3c570d32ac;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_render.c b/player_render.c index 8f25215..20d9a70 100644 --- a/player_render.c +++ b/player_render.c @@ -6,6 +6,7 @@ #include "camera.h" #include "player_model.h" #include "ent_skateshop.h" +#include "audio.h" #include "shaders/model_character_view.h" #include "shaders/model_board_view.h" @@ -62,8 +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; @@ -87,6 +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++ ) @@ -174,7 +175,7 @@ VG_STATIC void player__pre_render( player_instance *player ) v3_zero( vp1 ); } - struct ub_world_lighting *ubo = &get_active_world()->ub_lighting; + 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 ); @@ -194,11 +195,11 @@ VG_STATIC void player__pre_render( player_instance *player ) player->rewind_length = 1; player->rewind_total_length = 0.0f; player->rewind_accum = 0.0f; - world_global.sky_target_rate = 1.0; - world_global.time = world_global.last_use; + world_render.sky_target_rate = 1.0; + world_static.time = world_static.last_use; } else{ - world_global.sky_target_rate = -100.0; + world_render.sky_target_rate = -100.0; float budget = vg.time_delta, overall_length = player->rewind_length; @@ -282,11 +283,6 @@ VG_STATIC void player__pre_render( player_instance *player ) player__cam_iterate( player ); } -enum board_shader{ - k_board_shader_player, - k_board_shader_entity -}; - VG_STATIC void render_board( camera *cam, world_instance *world, struct player_board *board, m4x3f root, enum board_shader shader ) @@ -304,6 +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 ); @@ -403,12 +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 ); @@ -423,7 +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 = get_active_world(); 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 ); @@ -433,15 +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 );