X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_render.c;h=8f2521538ca9719b7c83b93dccf3a27553f49e0c;hb=6a6539bcfeb7bd693251f7aae31056671a65c0f0;hp=171b339ebe4e88bb52b7f782d649e0504909c045;hpb=872ad3e040f22df357929d3778a955ae8c4ac52b;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_render.c b/player_render.c index 171b339..8f25215 100644 --- a/player_render.c +++ b/player_render.c @@ -5,6 +5,7 @@ #include "player_render.h" #include "camera.h" #include "player_model.h" +#include "ent_skateshop.h" #include "shaders/model_character_view.h" #include "shaders/model_board_view.h" @@ -60,6 +61,7 @@ VG_STATIC void player_model_load( struct player_model *mdl, const char *path ) mdl_close( &ctx ); } +/* TODO: allow error handling */ VG_STATIC void player_board_load( struct player_board *mdl, const char *path ) { vg_linear_clear( vg_mem.scratch ); @@ -159,8 +161,7 @@ VG_STATIC void player__pre_render( player_instance *player ) _player_post_animate[ player->subsystem ]( player ); struct player_avatar *av = player->playeravatar; - - struct player_board *board = player->board; + struct player_board *board = player_get_player_board( player ); v3f vp0, vp1; @@ -177,6 +178,11 @@ VG_STATIC void player__pre_render( player_instance *player ) 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 ); + if( player->immobile ){ + player__cam_iterate( player ); + return; + } + if( player->rewinding ){ if( player->rewind_time <= 0.0f ){ double taken = vg.time - player->rewind_start; @@ -265,6 +271,7 @@ VG_STATIC void player__pre_render( player_instance *player ) vg_alerpf( fr->ang[0], fr1->ang[0], sub ); player->cam_override_angles[1] = vg_lerpf ( fr->ang[1], fr1->ang[1], sub ); + player->cam_override_fov = player->cam.fov; float blend = player->rewind_time * 0.25f; player->cam_override_strength = vg_clampf( blend, 0.0f, 1.0f ); @@ -299,6 +306,7 @@ VG_STATIC void render_board( camera *cam, world_instance *world, shader_model_board_view_uTexSceneDepth( 1 ); render_fb_inverse_ratio( gpipeline.fb_main, inverse ); + inverse[2] = main_camera.farz-main_camera.nearz; shader_model_board_view_uInverseRatioDepth( inverse ); @@ -432,7 +440,7 @@ PLAYER_API void player__render( camera *cam, player_instance *player ) mesh_bind( &player->playermodel->mesh ); mesh_draw( &player->playermodel->mesh ); - struct player_board *board = player->board; + struct player_board *board = player_get_player_board( player ); render_board( cam, world, board, player->playeravatar->sk.final_mtx[ player->playeravatar->id_board],