X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_render.h;h=ee98488db270dd1524daa58c435376788ab64017;hb=refs%2Fheads%2Frigidbody;hp=e9d17bb6c90c2e3817df489a1bc423f2abe36cb8;hpb=1b522daa02f28128498b04def4d60b63e590d1f3;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_render.h b/player_render.h index e9d17bb..ee98488 100644 --- a/player_render.h +++ b/player_render.h @@ -3,32 +3,8 @@ #include "model.h" #include "skeleton.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; -}; - -struct player_model -{ - glmesh mesh; - GLuint texture; -}; +#include "camera.h" +#include "world.h" enum eboard_truck{ k_board_truck_back = 0, @@ -42,10 +18,15 @@ enum eboard_wheel{ k_board_wheel_br = 3, }; -struct player_board -{ +/* 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], @@ -56,4 +37,42 @@ struct player_board board; }; +struct player_model{ + struct dynamic_model_1texture mdl; +}; + +enum board_shader{ + k_board_shader_player, + k_board_shader_entity +}; + +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 ); +static void player_mirror_pose( mdl_keyframe pose[32], + mdl_keyframe mirrored[32] ); +static void player__observe_system( enum player_subsystem id ); + #endif /* PLAYER_RENDER_H */