static void player_glide_render( camera *cam, world_instance *world,
player_pose *pose ){
+ if( !((localplayer.subsystem == k_player_subsystem_glide) ||
+ localplayer.have_glider) )
+ return;
+
+ f32 t;
+ if( localplayer.subsystem == k_player_subsystem_glide )
+ t = 1.0f;
+ else
+ t = 0.0f;
+
+ vg_slewf( &player_glide.t, t, vg.time_frame_delta * 4.0f );
+
shader_model_entity_use();
shader_model_entity_uTexMain( 0 );
shader_model_entity_uCamera( cam->transform[3] );
shader_model_entity_uPv( cam->mtx.pv );
-
WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_entity );
+ mdl_keyframe kf_backpack,
+ kf_res;
+
+
+ struct skeleton *sk = &localplayer.skeleton;
+ m4x3_mulv( localplayer.final_mtx[localplayer.id_chest ],
+ sk->bones[localplayer.id_chest].co,
+ kf_backpack.co );
+
+ v4f qyaw, qpitch, qchest, q;
+ q_axis_angle( qyaw, (v3f){0,1,0}, VG_TAUf*0.25f );
+ q_axis_angle( qpitch, (v3f){1,0,0}, VG_TAUf*0.25f );
+ m3x3_q( localplayer.final_mtx[ localplayer.id_chest ], qchest );
+
+ q_mul( qyaw, qpitch, q );
+ q_mul( qchest, q, kf_backpack.q );
+ q_normalize( kf_backpack.q );
+
+ v3_fill( kf_backpack.s, 0.2f );
+
+ v3_copy( pose->root_co, kf_res.co );
+ v4_copy( pose->root_q, kf_res.q );
+ v3_fill( kf_res.s, 1.0f );
+
+ keyframe_lerp( &kf_backpack, &kf_res, vg_smoothstepf( player_glide.t ),
+ &kf_res );
+
m4x3f mmdl;
- q_m3x3( pose->root_q, mmdl );
- v3_copy( pose->root_co, mmdl[3] );
+ q_m3x3( kf_res.q, mmdl );
+ m3x3_scale( mmdl, kf_res.s );
+ v3_copy( kf_res.co, mmdl[3] );
u32 current_tex = 0xffffffff;
glActiveTexture( GL_TEXTURE0 );