#include "gui.h"
#include "ent_miniworld.h"
#include "ent_region.h"
+#include "shaders/model_entity.h"
static i32 k_show_own_name = 0;
dest->active = 1;
dest->subsystem = frame->subsystem;
- dest->instance_id = frame->instance_id;
+ dest->flags = frame->flags;
bitpack_ctx ctx = {
.mode = k_bitpack_decompress,
struct player_subsystem_interface *sys =
player_subsystems[ frame->subsystem ];
- if( sys->network_animator_exchange ){
- memset( &dest->data, 0, sys->animator_size );
+ memset( &dest->data, 0, sys->animator_size );
+ if( sys->network_animator_exchange )
sys->network_animator_exchange( &ctx, &dest->data );
- }
- else {
+ else
bitpack_bytes( &ctx, sys->animator_size, sys->animator_data );
- }
/* sfx
* -------------------------------------------------------------*/
}
}
+ /* glider
+ * -------------------------------------------------------------*/
+
+ memset( &dest->data_glider, 0, sizeof(struct remote_glider_animator) );
+ if( dest->flags & (NETMSG_PLAYERFRAME_HAVE_GLIDER|
+ NETMSG_PLAYERFRAME_GLIDER_ORPHAN) ){
+ player_glide_remote_animator_exchange( &ctx, &dest->data_glider );
+ }
+
player->subsystem = frame->subsystem;
player->down_bytes += msg->m_cbSize;
}
frame->inetmsg_id = k_inetmsg_playerframe;
frame->client = 0xff;
frame->subsystem = localplayer.subsystem;
- frame->instance_id = world_static.active_instance;
+ frame->flags = world_static.active_instance;
bitpack_ctx ctx = {
.mode = k_bitpack_compress,
for( u32 i=0; i<localplayer.sfx_buffer_count; i ++ )
net_sfx_exchange( &ctx, &localplayer.sfx_buffer[i] );
+ /* glider
+ * -------------------------------------------------------------*/
+
+ if( localplayer.have_glider ||
+ (localplayer.subsystem == k_player_subsystem_glide) ) {
+ frame->flags |= NETMSG_PLAYERFRAME_HAVE_GLIDER;
+ }
+
+ if( localplayer.glider_orphan )
+ frame->flags |= NETMSG_PLAYERFRAME_GLIDER_ORPHAN;
+
+ if( frame->flags & (NETMSG_PLAYERFRAME_HAVE_GLIDER|
+ NETMSG_PLAYERFRAME_GLIDER_ORPHAN) ){
+ player_glide_remote_animator_exchange( &ctx,
+ &player_glide.remote_animator );
+ }
+
+ /* ------- */
+
u32 wire_size = base_size + ctx.bytes;
netplayers.up_bytes += wire_size;
u8 instance_id = 0;
+ f32 t = 0.0f;
+
if( f1 ){
- f32 t = (buf->t - f0->timestamp) / (f1->timestamp - f0->timestamp);
- t = vg_clampf( t, 0.0f, 1.0f );
+ t = (buf->t - f0->timestamp) / (f1->timestamp - f0->timestamp);
+ t = vg_clampf( t, 0.0f, 1.0f );
sys1 = player_subsystems[f1->subsystem];
sys1->pose( &f1->data, &pose1 );
t = 1.0f;
}
- instance_id = f1->instance_id;
+ instance_id = f1->flags & NETMSG_PLAYERFRAME_INSTANCE_ID;
lerp_player_pose( &pose0, &pose1, t, &posed );
effect_blink_apply( &player->effect_data.blink, &posed, vg.time_delta );
memcpy( board_pose, &posed.board, sizeof(*board_pose) );
}
else {
- instance_id = f0->instance_id;
+ instance_id = f0->flags & NETMSG_PLAYERFRAME_INSTANCE_ID;
effect_blink_apply( &player->effect_data.blink, &pose0, vg.time_delta );
apply_full_skeleton_pose( sk, &pose0, final_mtx );
if( sys0->effects )
memcpy( board_pose, &pose0.board, sizeof(*board_pose) );
}
+ if( f0->flags & (NETMSG_PLAYERFRAME_HAVE_GLIDER|
+ NETMSG_PLAYERFRAME_GLIDER_ORPHAN) ){
+ player->render_glider = 1;
+
+ v3f co;
+ v4f q;
+ f32 s;
+
+ if( f1 ){
+ v3_lerp( f0->data_glider.root_co, f1->data_glider.root_co, t, co );
+ q_nlerp( f0->data_glider.root_q, f1->data_glider.root_q, t, q );
+ s = vg_lerpf( f0->data_glider.s, f1->data_glider.s, t );
+ }
+ else {
+ v3_copy( f0->data_glider.root_co, co );
+ v4_copy( f0->data_glider.root_q, q );
+ s = f0->data_glider.s;
+ }
+
+ v3f *mtx = netplayers.glider_mtx[ index ];
+ q_m3x3( q, mtx );
+ m3x3_scalef( mtx, s );
+ v3_copy( co, mtx[3] );
+ }
+ else
+ player->render_glider = 0;
+
if( player->world_match[ instance_id ] )
player->active_world = &world_static.instances[ instance_id ];
}
* Draw remote players
*/
static void render_remote_players( world_instance *world, camera *cam ){
- SDL_AtomicLock( &addon_system.sl_cache_using_resources );
- struct skeleton *sk = &localplayer.skeleton;
+ u32 draw_list[ NETWORK_MAX_PLAYERS ],
+ draw_list_count = 0,
+ gliders = 0;
for( u32 i=0; i<NETWORK_MAX_PLAYERS; i ++ ){
struct network_player *player = &netplayers.list[i];
if( player->active_world != world ) continue;
if( !player->isfriend &&
(world-world_static.instances == k_world_purpose_hub)) continue;
-
- m4x3f *final_mtx = &netplayers.final_mtx[ sk->bone_count*i ];
+
+ draw_list[draw_list_count ++] = i;
+
+ if( player->render_glider )
+ gliders ++;
+ }
+
+ struct skeleton *sk = &localplayer.skeleton;
+
+ SDL_AtomicLock( &addon_system.sl_cache_using_resources );
+
+ for( u32 j=0; j<draw_list_count; j ++ ){
+ u32 index = draw_list[j];
+
+ struct network_player *player = &netplayers.list[index];
+ m4x3f *final_mtx = &netplayers.final_mtx[ sk->bone_count*index ];
struct player_model *model =
addon_cache_item_if_loaded( k_addon_type_player,
addon_cache_item_if_loaded( k_addon_type_board,
player->board_view_slot );
render_board( cam, world, board, final_mtx[localplayer.id_board],
- &netplayers.board_poses[ i ], k_board_shader_player );
+ &netplayers.board_poses[ index ], k_board_shader_player );
}
SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
+
+ if( !gliders )
+ return;
+
+ /* TODO: we really, really only need to do all this once. at some point
+ * PLEASE figure out a good place to do this once per frame!
+ */
+
+ 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 );
+
+ for( u32 j=0; j<draw_list_count; j ++ ){
+ u32 index = draw_list[j];
+
+ struct network_player *player = &netplayers.list[index];
+ if( !player->render_glider ) continue;
+
+ if( player->render_glider ){
+ v3f *glider_mtx = netplayers.glider_mtx[ index ];
+ render_glider_model( cam, world, glider_mtx, k_board_shader_entity );
+ }
+ }
}
static int remote_players_randomize( int argc, const char *argv[] ){