X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_render.c;h=22938b5f76468ba53ff052af4d6a4baa132d34f2;hb=d680579754c876a74bf77ac74a224900ce0b3ff9;hp=93786b3602b3a9829bc73fb8d51c2f9e15bdac00;hpb=22f62f001f21d1b91fefd9fc495c122d9ddf205a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_render.c b/player_render.c index 93786b3..22938b5 100644 --- a/player_render.c +++ b/player_render.c @@ -136,25 +136,26 @@ static void player_model_unload( struct player_model *board ){ dynamic_model_unload( &board->mdl ); } -static void player_apply_pose_to_skeleton(void){ - struct skeleton *sk = &localplayer.playeravatar->sk; - player_pose *pose = &localplayer.pose; - +static 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] ); if( pose->type == k_player_pose_type_ik ){ - skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_defer_ik ); - skeleton_apply_ik_pass( sk ); - skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_deffered_only ); - skeleton_apply_inverses( sk ); - skeleton_apply_transform( sk, transform ); + skeleton_apply_pose( sk, pose->keyframes, + k_anim_apply_defer_ik, final_mtx ); + skeleton_apply_ik_pass( sk, final_mtx ); + skeleton_apply_pose( sk, pose->keyframes, + k_anim_apply_deffered_only, final_mtx ); + skeleton_apply_inverses( sk, final_mtx ); + skeleton_apply_transform( sk, transform, final_mtx ); } else if( pose->type == k_player_pose_type_fk_2 ){ - skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_always ); - skeleton_apply_inverses( sk ); - skeleton_apply_transform( sk, transform ); + skeleton_apply_pose( sk, pose->keyframes, + k_anim_apply_always, final_mtx ); + skeleton_apply_inverses( sk, final_mtx ); + skeleton_apply_transform( sk, transform, final_mtx ); } } @@ -181,8 +182,9 @@ static void player__animate(void){ localplayer.holdout_time -= vg.time_frame_delta * 2.0f; } - player_apply_pose_to_skeleton(); - skeleton_debug( sk ); + apply_full_skeleton_pose( &localplayer.playeravatar->sk, &localplayer.pose, + localplayer.final_mtx ); + skeleton_debug( sk, localplayer.final_mtx ); if( sys->post_animate ) sys->post_animate(); @@ -247,7 +249,8 @@ static void player__animate_from_replay( replay_buffer *replay ){ } else return; - player_apply_pose_to_skeleton(); + apply_full_skeleton_pose( &localplayer.playeravatar->sk, &localplayer.pose, + localplayer.final_mtx ); } static void player__pre_render(void){ @@ -267,8 +270,8 @@ static void player__pre_render(void){ } 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 ); + m4x3_mulv( localplayer.final_mtx[ av->id_board ], vp0, ubo->g_board_0 ); + m4x3_mulv( localplayer.final_mtx[ av->id_board ], vp1, ubo->g_board_1 ); } static void render_board( camera *cam, world_instance *world, @@ -405,7 +408,8 @@ 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 ){ + struct skeleton *skeleton, + m4x3f *final_mtx ){ if( !model ) return; shader_model_character_view_use(); @@ -441,7 +445,7 @@ static void render_playermodel( camera *cam, world_instance *world, glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms, skeleton->bone_count, 0, - (float *)skeleton->final_mtx ); + (f32 *)final_mtx ); mesh_bind( &model->mdl.mesh ); mesh_draw( &model->mdl.mesh ); @@ -456,14 +460,15 @@ static void player__render( camera *cam ){ localplayer.playermodel_view_slot ); if( !model ) model = &localplayer.fallback_model; - render_playermodel( cam, world, 1, model, &localplayer.playeravatar->sk ); + render_playermodel( cam, world, 1, model, &localplayer.playeravatar->sk, + localplayer.final_mtx ); struct player_board *board = addon_cache_item_if_loaded( k_addon_type_board, localplayer.board_view_slot ); - render_board( cam, world, board, localplayer.playeravatar->sk.final_mtx[ - localplayer.playeravatar->id_board], + render_board( cam, world, board, localplayer.final_mtx[ + localplayer.playeravatar->id_board], &localplayer.pose.board, k_board_shader_player );