X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_render.c;h=aed6caf099359f9993c050344ebb1ef17c77a7c3;hb=6e6c7f31b8f17af3814727109e48fc6f85ef04b1;hp=b0f35e1d81151f0bb7e50bb9a09eb82bc06898c9;hpb=f7c3600e850cc57df80d70c1862cf554c0cf4502;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_render.c b/player_render.c index b0f35e1..aed6caf 100644 --- a/player_render.c +++ b/player_render.c @@ -15,6 +15,9 @@ #include "shaders/model_board_view.h" #include "depth_compare.h" +#include "network.h" +#include "player_remote.h" + static void player_load_animation_reference( const char *path ){ mdl_context *meta = &localplayer.skeleton_meta; mdl_open( meta, path, vg_mem.rtmemory ); @@ -39,6 +42,7 @@ static void player_load_animation_reference( const char *path ){ localplayer.id_wheel_r = skeleton_bone_id( sk, "wheel.R" ); localplayer.id_ik_knee_l = skeleton_bone_id( sk, "knee.L" ); localplayer.id_ik_knee_r = skeleton_bone_id( sk, "knee.R" ); + localplayer.id_eyes = skeleton_bone_id( sk, "eyes" ); setup_ragdoll_from_skeleton( sk, &localplayer.ragdoll ); @@ -52,8 +56,8 @@ 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 ){ + struct dynamic_model_1texture *mdl, + const char *path, u32 *fixup_table ){ if( !mdl_arrcount( &ctx->textures ) ) vg_fatal_error( "No texture in model" ); @@ -65,7 +69,7 @@ static void dynamic_model_load( mdl_context *ctx, VG_TEX2D_NEAREST|VG_TEX2D_CLAMP, &mdl->texture ); - mdl_async_load_glmesh( ctx, &mdl->mesh ); + mdl_async_load_glmesh( ctx, &mdl->mesh, fixup_table ); } static void dynamic_model_unload( struct dynamic_model_1texture *mdl ){ @@ -83,10 +87,10 @@ static void player_board_load( struct player_board *board, mdl_open( &ctx, path, vg_mem.scratch ); mdl_load_metadata_block( &ctx, vg_mem.scratch ); - dynamic_model_load( &ctx, &board->mdl, path ); + dynamic_model_load( &ctx, &board->mdl, path, NULL ); mdl_array_ptr markers; - mdl_load_array( &ctx, &markers, "ent_marker", vg_mem.scratch ); + MDL_LOAD_ARRAY( &ctx, &markers, ent_marker, vg_mem.scratch ); /* TODO: you get put into a new section, the above is standard mdl loads. */ for( int i=0; i<4; i++ ) @@ -139,8 +143,30 @@ static void player_model_load( struct player_model *board, const char *path){ mdl_open( &ctx, path, vg_mem.scratch ); mdl_load_metadata_block( &ctx, vg_mem.scratch ); - dynamic_model_load( &ctx, &board->mdl, path ); + if( !ctx.armatures.count ) + vg_fatal_error( "No armature in playermodel\n" ); + + mdl_armature *armature = mdl_arritm( &ctx.armatures, 0 ); + + u32 fixup_table[ armature->bone_count+1 ]; + for( u32 i=0; ibone_count+1; i ++ ) + fixup_table[i] = 0; + + for( u32 i=1; iname ); + + for( u32 j=1; jbone_count; j ++ ){ + mdl_bone *bone = mdl_arritm( &ctx.bones, armature->bone_start+j ); + + if( mdl_pstreq( &ctx, bone->pstr_name, sb->name, hash ) ){ + fixup_table[j+1] = i; + break; + } + } + } + dynamic_model_load( &ctx, &board->mdl, path, fixup_table ); mdl_close( &ctx ); } @@ -175,6 +201,10 @@ static void player__animate(void){ struct player_subsystem_interface *sys = player_subsystems[localplayer.subsystem]; + struct player_board *board = + addon_cache_item_if_loaded( k_addon_type_board, + localplayer.board_view_slot ); + assert( sys->animate ); assert( sys->pose ); assert( sys->animator_data ); @@ -199,7 +229,15 @@ static void player__animate(void){ localplayer.holdout_time -= vg.time_frame_delta * 2.0f; } + effect_blink_apply( &localplayer.effect_data.blink, + &localplayer.pose, vg.time_delta ); apply_full_skeleton_pose( sk, &localplayer.pose, localplayer.final_mtx ); + + if( sys->effects ){ + sys->effects( sys->animator_data, localplayer.final_mtx, board, + &localplayer.effect_data ); + } + skeleton_debug( sk, localplayer.final_mtx ); if( sys->post_animate )