X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_render.h;h=f25f68b6ffc8794226fc78a59321dbe29b9012e8;hb=eb28dee29482c7ffe8bc0203d302e3ee6dbfd943;hp=d2b17bbeed54127cf0ab76afff13de51c77a5c06;hpb=67928190c66b05bd48b6b515278e930974d25cd2;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_render.h b/player_render.h index d2b17bb..f25f68b 100644 --- a/player_render.h +++ b/player_render.h @@ -57,10 +57,6 @@ struct player_board{ board; }; -struct board_pose { - f32 lean; -}; - struct player_model{ struct dynamic_model_1texture mdl; }; @@ -70,24 +66,28 @@ enum board_shader{ k_board_shader_entity }; -VG_STATIC void dynamic_model_load( mdl_context *ctx, +static void dynamic_model_load( mdl_context *ctx, struct dynamic_model_1texture *mdl, const char *path ); -VG_STATIC void dynamic_model_unload( struct dynamic_model_1texture *mdl ); +static void dynamic_model_unload( struct dynamic_model_1texture *mdl ); -VG_STATIC void player_board_load( struct player_board *mdl, const char *path ); -VG_STATIC void player_board_unload( struct player_board *mdl ); +static void player_board_load( struct player_board *mdl, const char *path ); +static void player_board_unload( struct player_board *mdl ); -VG_STATIC void player_model_load( struct player_model *board, const char *path); -VG_STATIC void player_model_unload( struct player_model *board ); +static void player_model_load( struct player_model *board, const char *path); +static void player_model_unload( struct player_model *board ); -VG_STATIC void render_board( camera *cam, world_instance *world, +static void render_board( camera *cam, world_instance *world, struct player_board *board, m4x3f root, - struct board_pose *pose, + struct player_board_pose *pose, enum board_shader shader ); -VG_STATIC void render_playermodel( camera *cam, world_instance *world, +static void render_playermodel( camera *cam, world_instance *world, + int depth_compare, struct player_model *model, - struct skeleton *skeleton ); + struct skeleton *skeleton, + m4x3f *final_mtx ); +static void apply_full_skeleton_pose( struct skeleton *sk, player_pose *pose, + m4x3f *final_mtx ); #endif /* PLAYER_RENDER_H */