X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_render.c;h=aed6caf099359f9993c050344ebb1ef17c77a7c3;hb=6e6c7f31b8f17af3814727109e48fc6f85ef04b1;hp=d687370573016ce3a98c4a3495f5dc75827edb63;hpb=b615f03b922d155f9449d2a23d3cc18eed320ed3;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_render.c b/player_render.c index d687370..aed6caf 100644 --- a/player_render.c +++ b/player_render.c @@ -7,42 +7,57 @@ #include "player_model.h" #include "ent_skateshop.h" #include "audio.h" +#include "input.h" #include "shaders/model_character_view.h" #include "shaders/model_board_view.h" #include "shaders/model_entity.h" - -VG_STATIC void player_avatar_load( struct player_avatar *av, const char *path ) -{ - mdl_open( &av->meta, path, vg_mem.rtmemory ); - mdl_load_metadata_block( &av->meta, vg_mem.rtmemory ); - mdl_load_animation_block( &av->meta, vg_mem.rtmemory ); - mdl_close( &av->meta ); - - struct skeleton *sk = &av->sk; - skeleton_setup( sk, vg_mem.rtmemory, &av->meta ); - - av->id_hip = skeleton_bone_id( sk, "hips" ); - av->id_ik_hand_l = skeleton_bone_id( sk, "hand.IK.L" ); - av->id_ik_hand_r = skeleton_bone_id( sk, "hand.IK.R" ); - av->id_ik_elbow_l = skeleton_bone_id( sk, "elbow.L" ); - av->id_ik_elbow_r = skeleton_bone_id( sk, "elbow.R" ); - av->id_head = skeleton_bone_id( sk, "head" ); - av->id_ik_foot_l = skeleton_bone_id( sk, "foot.IK.L" ); - av->id_ik_foot_r = skeleton_bone_id( sk, "foot.IK.R" ); - av->id_board = skeleton_bone_id( sk, "board" ); - av->id_wheel_l = skeleton_bone_id( sk, "wheel.L" ); - av->id_wheel_r = skeleton_bone_id( sk, "wheel.R" ); - av->id_ik_knee_l = skeleton_bone_id( sk, "knee.L" ); - av->id_ik_knee_r = skeleton_bone_id( sk, "knee.R" ); +#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 ); + mdl_load_metadata_block( meta, vg_mem.rtmemory ); + mdl_load_animation_block( meta, vg_mem.rtmemory ); + mdl_close( meta ); + + struct skeleton *sk = &localplayer.skeleton; + skeleton_setup( sk, vg_mem.rtmemory, meta ); + + localplayer.id_hip = skeleton_bone_id( sk, "hips" ); + localplayer.id_chest = skeleton_bone_id( sk, "chest" ); + localplayer.id_ik_hand_l = skeleton_bone_id( sk, "hand.IK.L" ); + localplayer.id_ik_hand_r = skeleton_bone_id( sk, "hand.IK.R" ); + localplayer.id_ik_elbow_l = skeleton_bone_id( sk, "elbow.L" ); + localplayer.id_ik_elbow_r = skeleton_bone_id( sk, "elbow.R" ); + localplayer.id_head = skeleton_bone_id( sk, "head" ); + localplayer.id_ik_foot_l = skeleton_bone_id( sk, "foot.IK.L" ); + localplayer.id_ik_foot_r = skeleton_bone_id( sk, "foot.IK.R" ); + localplayer.id_board = skeleton_bone_id( sk, "board" ); + localplayer.id_wheel_l = skeleton_bone_id( sk, "wheel.L" ); + 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 ); + + /* allocate matrix buffers for localplayer and remote players */ + u32 mtx_size = sizeof(m4x3f)*sk->bone_count; + localplayer.final_mtx = vg_linear_alloc( vg_mem.rtmemory, mtx_size ); + netplayers.final_mtx = vg_linear_alloc( vg_mem.rtmemory, + mtx_size*NETWORK_MAX_PLAYERS ); } /* TODO: Standard model load */ -VG_STATIC void dynamic_model_load( mdl_context *ctx, - struct dynamic_model_1texture *mdl, - const char *path ) -{ +static void dynamic_model_load( mdl_context *ctx, + struct dynamic_model_1texture *mdl, + const char *path, u32 *fixup_table ){ if( !mdl_arrcount( &ctx->textures ) ) vg_fatal_error( "No texture in model" ); @@ -54,16 +69,16 @@ VG_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 ); } -VG_STATIC void dynamic_model_unload( struct dynamic_model_1texture *mdl ){ +static void dynamic_model_unload( struct dynamic_model_1texture *mdl ){ mesh_free( &mdl->mesh ); glDeleteTextures( 1, &mdl->texture ); } /* TODO: allow error handling */ -VG_STATIC void player_board_load( struct player_board *board, +static void player_board_load( struct player_board *board, const char *path ){ vg_linear_clear( vg_mem.scratch ); @@ -72,10 +87,10 @@ VG_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++ ) @@ -117,244 +132,217 @@ VG_STATIC void player_board_load( struct player_board *board, mdl_close( &ctx ); } -VG_STATIC void player_board_unload( struct player_board *board ){ +static void player_board_unload( struct player_board *board ){ dynamic_model_unload( &board->mdl ); } -VG_STATIC void player_model_load( struct player_model *board, const char *path){ +static void player_model_load( struct player_model *board, const char *path){ vg_linear_clear( vg_mem.scratch ); mdl_context ctx; 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 ); } -VG_STATIC void player_model_unload( struct player_model *board ){ +static void player_model_unload( struct player_model *board ){ dynamic_model_unload( &board->mdl ); } -VG_STATIC void player__pre_render( player_instance *player ) -{ - if( _player_animate[ player->subsystem ] ){ - player_animation res; - res.type = k_player_animation_type_fk; +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, 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, final_mtx ); + skeleton_apply_inverses( sk, final_mtx ); + skeleton_apply_transform( sk, transform, final_mtx ); + } +} - _player_animate[ player->subsystem ]( player, &res ); +static void player__animate(void){ + struct player_subsystem_interface *sys = + player_subsystems[localplayer.subsystem]; - m4x3f transform; - q_m3x3( res.root_q, transform ); - v3_copy( res.root_co, transform[3] ); + struct player_board *board = + addon_cache_item_if_loaded( k_addon_type_board, + localplayer.board_view_slot ); - struct skeleton *sk = &player->playeravatar->sk; + assert( sys->animate ); + assert( sys->pose ); + assert( sys->animator_data ); - if( player->holdout_time > 0.0f ){ - skeleton_lerp_pose( sk, res.pose, player->holdout_pose, - player->holdout_time, res.pose ); - player->holdout_time -= vg.time_frame_delta * 2.0f; - } + sys->animate(); - if( res.type == k_player_animation_type_fk ){ - skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik ); - skeleton_apply_ik_pass( sk ); - skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only ); - skeleton_apply_inverses( sk ); - skeleton_apply_transform( sk, transform ); - } - else { - skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute ); - } - - skeleton_debug( sk ); - } + player_pose *pose = &localplayer.pose; + sys->pose( sys->animator_data, pose ); - if( _player_post_animate[ player->subsystem ] ) - _player_post_animate[ player->subsystem ]( player ); + struct skeleton *sk = &localplayer.skeleton; - struct player_avatar *av = player->playeravatar; - struct player_board *board = - addon_cache_item_if_loaded( k_addon_type_board, - player->board_view_slot ); + if( localplayer.holdout_time > 0.0f ){ + skeleton_lerp_pose( sk, + pose->keyframes,localplayer.holdout_pose.keyframes, + localplayer.holdout_time, pose->keyframes ); - v3f vp0, vp1; + v3_muladds( pose->root_co, localplayer.holdout_pose.root_co, + localplayer.holdout_time, pose->root_co ); + q_nlerp( pose->root_q, localplayer.holdout_pose.root_q, + localplayer.holdout_time, pose->root_q ); - if( board ){ - v3_copy((v3f){0.0f,0.1f, board->truck_positions[0][2]}, vp0 ); - v3_copy((v3f){0.0f,0.1f, board->truck_positions[1][2]}, vp1 ); + localplayer.holdout_time -= vg.time_frame_delta * 2.0f; } - else{ - v3_zero( vp0 ); - v3_zero( vp1 ); + + 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 ); } - 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 ); + skeleton_debug( sk, localplayer.final_mtx ); - if( player->immobile ){ - player__cam_iterate( player ); - return; - } + if( sys->post_animate ) + sys->post_animate(); -#if 0 - if( player->rewinding ){ - if( player->rewind_time <= 0.0f ){ - double taken = vg.time - player->rewind_start; - vg_success( "Rewind took (rt, pt, tl): %f, %f, %f\n", - taken, player->rewind_predicted_time, - player->rewind_total_length ); - - player->rewinding = 0; - player->rewind_length = 1; - player->rewind_total_length = 0.0f; - player->rewind_accum = 0.0f; - world_render.sky_target_rate = 1.0; - world_static.time = world_static.last_use; - } - else{ - world_render.sky_target_rate = -100.0; - - float budget = vg.time_delta, - overall_length = player->rewind_length; - - for( int i=0; (i<10)&&(player->rewind_time>0.0f)&&(budget>0.0f); i++ ){ - /* Interpolate frames */ - int i0 = floorf( player->rewind_time ), - i1 = VG_MIN( i0+1, player->rewind_length-1 ); - - struct rewind_frame *fr = &player->rewind_buffer[i0], - *fr1 = &player->rewind_buffer[i1]; - - float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ), - subl = vg_fractf( player->rewind_time ) + 0.001f, - - sramp = 3.0f-(1.0f/(0.4f+0.4f*player->rewind_time)), - speed = sramp*28.0f + 0.5f*player->rewind_time, - mod = speed * (budget / dist), - - advl = vg_minf( mod, subl ), - advt = (advl / mod) * budget; - - player->dist_accum += speed * advt; - player->rewind_time -= advl; - budget -= advt; - } + player__cam_iterate(); +} - player->rewind_time = vg_maxf( 0.0f, player->rewind_time ); - - float current_time = vg.time - player->rewind_start, - remaining = player->rewind_predicted_time - current_time; - - if( player->rewind_sound_wait ){ - if( player->rewind_predicted_time >= 6.5f ){ - if( remaining <= 6.5f ){ - audio_lock(); - audio_oneshot( &audio_rewind[3], 1.0f, 0.0f ); - audio_unlock(); - player->rewind_sound_wait = 0; - } - } - else if( player->rewind_predicted_time >= 2.5f ){ - if( remaining <= 2.5f ){ - audio_lock(); - audio_oneshot( &audio_rewind[2], 1.0f, 0.0f ); - audio_unlock(); - player->rewind_sound_wait = 0; - } - } - else if( player->rewind_predicted_time >= 1.5f ){ - if( remaining <= 1.5f ){ - audio_lock(); - audio_oneshot( &audio_rewind[1], 1.0f, 0.0f ); - audio_unlock(); - player->rewind_sound_wait = 0; - } - } - } - - int i0 = floorf( player->rewind_time ), - i1 = VG_MIN( i0+1, player->rewind_length-1 ); - - struct rewind_frame *fr = &player->rewind_buffer[i0], - *fr1 = &player->rewind_buffer[i1]; - - float sub = vg_fractf(player->rewind_time); - - v3_lerp( fr->pos, fr1->pos, sub, player->cam_override_pos ); - player->cam_override_angles[0] = - 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 ); - } +static void player_copy_frame_animator( replay_frame *frame ){ + struct player_subsystem_interface *sys = + player_subsystems[localplayer.subsystem]; + + if( sys->animator_size ){ + void *src = replay_frame_data( frame, k_replay_framedata_animator ); + memcpy( sys->animator_data, src, sys->animator_size ); } - else player->cam_override_strength = 0.0f; -#else - player->cam_override_strength = 0.0f; -#endif +} - player__cam_iterate( player ); +static void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t, + player_pose *posed ){ + struct skeleton *sk = &localplayer.skeleton; + + v3_lerp( pose0->root_co, pose1->root_co, t, posed->root_co ); + q_nlerp( pose0->root_q, pose1->root_q, t, posed->root_q ); + posed->type = pose0->type; + posed->board.lean = vg_lerpf( pose0->board.lean, pose1->board.lean, t ); + + if( pose0->type != pose1->type ){ + /* it would be nice to apply IK pass in-keyframes. TOO BAD! */ + skeleton_copy_pose( sk, pose0->keyframes, posed->keyframes ); + } + else { + skeleton_lerp_pose( sk, pose0->keyframes, pose1->keyframes, t, + posed->keyframes ); + } +} - /* dev playbacker */ - if( k_replay_test ){ - f64 speed = 1.0; - f64 target = player->replay.cursor; +static void player__animate_from_replay( replay_buffer *replay ){ + replay_frame *frame = replay->cursor_frame, + *next = NULL; + if( frame ){ + next = frame->r; - if( vg_getkey( SDLK_9 ) ) - target -= vg.time_frame_delta * speed; - if( vg_getkey( SDLK_0 ) ) - target += vg.time_frame_delta * speed; + if( next ){ + f32 t = replay_subframe_time( replay ); - replay_seek( &player->replay, target ); + player_pose pose0, pose1; - player_animation res; - replay_frame *frame = player->replay.cursor_frame; + struct player_subsystem_interface + *sys0 = player_subsystems[frame->system], + *sys1 = player_subsystems[next->system]; - if( frame ){ - memcpy( &res, &frame->anim, sizeof(frame->anim) ); - memcpy( &frame->board_pose, &player->board_pose, - sizeof(player->board_pose) ); + void *a0 = replay_frame_data( frame, k_replay_framedata_animator ), + *a1 = replay_frame_data( next, k_replay_framedata_animator ); + + sys0->pose( a0, &pose0 ); + sys1->pose( a1, &pose1 ); + + lerp_player_pose( &pose0, &pose1, t, &localplayer.pose ); } - else return; + else{ + struct player_subsystem_interface + *sys = player_subsystems[frame->system]; + sys->pose( replay_frame_data( frame, k_replay_framedata_animator ), + &localplayer.pose ); + } + } + else return; - struct skeleton *sk = &player->playeravatar->sk; - skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute ); + apply_full_skeleton_pose( &localplayer.skeleton, &localplayer.pose, + localplayer.final_mtx ); +} + +static void player__pre_render(void){ + /* shadowing/ao info */ + struct player_board *board = + addon_cache_item_if_loaded( k_addon_type_board, + localplayer.board_view_slot ); + v3f vp0, vp1; + if( board ){ + v3_copy((v3f){0.0f,0.1f, board->truck_positions[0][2]}, vp0 ); + v3_copy((v3f){0.0f,0.1f, board->truck_positions[1][2]}, vp1 ); } - else { - /* replay recorder */ - replay_buffer *replay = &player->replay; - f64 delta = vg.time - replay->cursor; - if( delta > (1.0/30.0) ){ - replay->cursor = vg.time; - replay_frame *frame = replay_newframe( replay ); - - player_animation *res = &frame->anim; - v3_zero( res->root_co ); - q_identity( res->root_q ); - res->type = k_player_animation_type_absolute; - - struct skeleton *sk = &player->playeravatar->sk; - skeleton_decompose_mtx_absolute( sk, res->pose ); - - memcpy( &frame->board_pose, &player->board_pose, - sizeof(player->board_pose) ); - frame->time = vg.time; - } + else{ + v3_zero( vp0 ); + v3_zero( vp1 ); } + + struct ub_world_lighting *ubo = &world_current_instance()->ub_lighting; + v3f *board_mtx = localplayer.final_mtx[ localplayer.id_board ]; + m4x3_mulv( board_mtx, vp0, ubo->g_board_0 ); + m4x3_mulv( board_mtx, vp1, ubo->g_board_1 ); } -VG_STATIC void render_board( camera *cam, world_instance *world, - struct player_board *board, m4x3f root, - struct board_pose *pose, - enum board_shader shader ) +static void render_board( camera *cam, world_instance *world, + struct player_board *board, m4x3f root, + struct player_board_pose *pose, + enum board_shader shader ) { - if( !board ) return; + if( !board ) + board = &localplayer.fallback_board; + + /* TODO: + * adding depth compare to this shader + */ v3f inverse; @@ -366,25 +354,15 @@ VG_STATIC void render_board( camera *cam, world_instance *world, shader_model_board_view_uTexMain( 0 ); 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 ); - inverse[2] = main_camera.farz-main_camera.nearz; + shader_model_board_view_uDepthCompare(1); + depth_compare_bind( + shader_model_board_view_uTexSceneDepth, + shader_model_board_view_uInverseRatioDepth, + shader_model_board_view_uInverseRatioMain, + cam ); - shader_model_board_view_uInverseRatioDepth( inverse ); - render_fb_inverse_ratio( NULL, inverse ); - inverse[2] = cam->farz-cam->nearz; - shader_model_board_view_uInverseRatioMain( inverse ); - - world_link_lighting_ub( world, _shader_model_board_view.id ); - world_bind_position_texture( world, _shader_model_board_view.id, - _uniform_model_board_view_g_world_depth, 2 ); - world_bind_light_array( world, _shader_model_board_view.id, - _uniform_model_board_view_uLightsArray, 3 ); - world_bind_light_index( world, _shader_model_board_view.id, - _uniform_model_board_view_uLightsIndex, 4 ); + WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_board_view ); } else if( shader == k_board_shader_entity ){ shader_model_entity_use(); @@ -392,13 +370,7 @@ VG_STATIC void render_board( camera *cam, world_instance *world, shader_model_entity_uCamera( cam->transform[3] ); shader_model_entity_uPv( cam->mtx.pv ); - world_link_lighting_ub( world, _shader_model_entity.id ); - world_bind_position_texture( world, _shader_model_entity.id, - _uniform_model_entity_g_world_depth, 2 ); - world_bind_light_array( world, _shader_model_entity.id, - _uniform_model_entity_uLightsArray, 3 ); - world_bind_light_index( world, _shader_model_entity.id, - _uniform_model_entity_uLightsIndex, 4 ); + WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_entity ); } mesh_bind( &board->mdl.mesh ); @@ -480,9 +452,11 @@ VG_STATIC void render_board( camera *cam, world_instance *world, } } -VG_STATIC void render_playermodel( camera *cam, world_instance *world, - struct player_model *model, - struct skeleton *skeleton ){ +static void render_playermodel( camera *cam, world_instance *world, + int depth_compare, + struct player_model *model, + struct skeleton *skeleton, + m4x3f *final_mtx ){ if( !model ) return; shader_model_character_view_use(); @@ -492,54 +466,45 @@ VG_STATIC void render_playermodel( camera *cam, world_instance *world, shader_model_character_view_uTexMain( 0 ); shader_model_character_view_uCamera( cam->transform[3] ); shader_model_character_view_uPv( cam->mtx.pv ); - shader_model_character_view_uTexSceneDepth( 1 ); - render_fb_bind_texture( gpipeline.fb_main, 2, 1 ); - v3f inverse; - render_fb_inverse_ratio( gpipeline.fb_main, inverse ); - inverse[2] = main_camera.farz-main_camera.nearz; - - shader_model_character_view_uInverseRatioDepth( inverse ); - render_fb_inverse_ratio( NULL, inverse ); - inverse[2] = cam->farz-cam->nearz; - shader_model_character_view_uInverseRatioMain( inverse ); - - 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 ); - world_bind_light_array( world, _shader_model_character_view.id, - _uniform_model_character_view_uLightsArray, 3 ); - world_bind_light_index( world, _shader_model_character_view.id, - _uniform_model_character_view_uLightsIndex, 4 ); + + shader_model_character_view_uDepthCompare( depth_compare ); + if( depth_compare ){ + depth_compare_bind( + shader_model_character_view_uTexSceneDepth, + shader_model_character_view_uInverseRatioDepth, + shader_model_character_view_uInverseRatioMain, + cam ); + } + + WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_character_view ); glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms, skeleton->bone_count, 0, - (float *)skeleton->final_mtx ); + (const GLfloat *)final_mtx ); mesh_bind( &model->mdl.mesh ); mesh_draw( &model->mdl.mesh ); } -PLAYER_API void player__render( camera *cam, player_instance *player ) -{ +static void player__render( camera *cam ){ world_instance *world = world_current_instance(); SDL_AtomicLock( &addon_system.sl_cache_using_resources ); struct player_model *model = addon_cache_item_if_loaded( k_addon_type_player, - player->playermodel_view_slot ); + localplayer.playermodel_view_slot ); - if( !model ) model = &player->fallback_model; - render_playermodel( cam, world, model, &player->playeravatar->sk ); + if( !model ) model = &localplayer.fallback_model; + render_playermodel( cam, world, 1, model, &localplayer.skeleton, + localplayer.final_mtx ); struct player_board *board = addon_cache_item_if_loaded( k_addon_type_board, - player->board_view_slot ); + localplayer.board_view_slot ); - render_board( cam, world, board, player->playeravatar->sk.final_mtx[ - player->playeravatar->id_board], - &player->board_pose, - k_board_shader_player ); + render_board( cam, world, board, localplayer.final_mtx[localplayer.id_board], + &localplayer.pose.board, k_board_shader_player ); SDL_AtomicUnlock( &addon_system.sl_cache_using_resources ); }