X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_render.h;h=21a53b715439830c4627e61a1ad1d32788ba6942;hb=74b2136d5b41b18e2eec698f1fd11b503aa1100a;hp=a31f19a86fe128f4c4c48952c3389ff75a2fbd5c;hpb=fdd41609e59c7df548682b25001f0015dc1acbea;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_render.h b/player_render.h index a31f19a..21a53b7 100644 --- a/player_render.h +++ b/player_render.h @@ -6,26 +6,6 @@ #include "camera.h" #include "world.h" -struct player_avatar -{ - mdl_context meta; - struct skeleton sk; - - u32 id_hip, - id_ik_hand_l, - id_ik_hand_r, - id_ik_elbow_l, - id_ik_elbow_r, - id_head, - id_ik_foot_l, - id_ik_foot_r, - id_ik_knee_l, - id_ik_knee_r, - id_wheel_l, - id_wheel_r, - id_board; -}; - enum eboard_truck{ k_board_truck_back = 0, k_board_truck_front = 1 @@ -38,11 +18,15 @@ enum eboard_wheel{ k_board_wheel_br = 3, }; -struct player_board{ - mdl_context model; - +/* TODO: Fully featured dynamic models + * This is FAR from the final system we want at all, but it will do for now */ +struct dynamic_model_1texture{ glmesh mesh; GLuint texture; +}; + +struct player_board{ + struct dynamic_model_1texture mdl; v4f wheel_positions[4], truck_positions[2], @@ -54,8 +38,7 @@ struct player_board{ }; struct player_model{ - glmesh mesh; - GLuint texture; + struct dynamic_model_1texture mdl; }; enum board_shader{ @@ -63,10 +46,30 @@ enum board_shader{ k_board_shader_entity }; -VG_STATIC void player_board_load( struct player_board *mdl, const char *path ); -VG_STATIC void player_board_unload( struct player_board *mdl ); -VG_STATIC void render_board( camera *cam, world_instance *world, +static void dynamic_model_load( mdl_context *ctx, + struct dynamic_model_1texture *mdl, + const char *path, u32 *fixup_table ); +static void dynamic_model_unload( struct dynamic_model_1texture *mdl ); + +static void player_board_load( struct player_board *mdl, const char *path ); +static void player_board_unload( struct player_board *mdl ); + +static void player_model_load( struct player_model *board, const char *path); +static void player_model_unload( struct player_model *board ); + +static void render_board( camera *cam, world_instance *world, struct player_board *board, m4x3f root, + struct player_board_pose *pose, enum board_shader shader ); +static void render_playermodel( camera *cam, world_instance *world, + int depth_compare, + struct player_model *model, + struct skeleton *skeleton, + m4x3f *final_mtx ); +static void apply_full_skeleton_pose( struct skeleton *sk, player_pose *pose, + m4x3f *final_mtx ); +static void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t, + player_pose *posed ); + #endif /* PLAYER_RENDER_H */