]> git.lizzy.rs Git - dragonblocks_alpha.git/blob - src/client/client_inventory.c
Render own model with depth offset
[dragonblocks_alpha.git] / src / client / client_inventory.c
1 #include <asprintf/asprintf.h>
2 #include <stdio.h>
3 #include <stdlib.h>
4 #include "client/client_config.h"
5 #include "client/client_inventory.h"
6 #include "client/client_item.h"
7 #include "client/gl_debug.h"
8 #include "client/frustum.h"
9 #include "client/light.h"
10 #include "client/shader.h"
11
12 static GLuint _3d_shader_prog;
13 static GLint _3d_loc_VP;
14 static GLint _3d_loc_depthOffset;
15 static ModelShader _3d_model_shader;
16 static LightShader _3d_light_shader;
17
18 bool client_inventory_init()
19 {
20         char *_3d_shader_defs;
21         asprintf(&_3d_shader_defs, "#define VIEW_DISTANCE %lf\n", client_config.view_distance);
22
23         if (!shader_program_create(RESSOURCE_PATH "shaders/3d/item", &_3d_shader_prog, _3d_shader_defs)) {
24                 fprintf(stderr, "[error] failed to create 3D item shader program\n");
25                 return false;
26         }
27
28         free(_3d_shader_defs);
29
30         _3d_loc_VP = glGetUniformLocation(_3d_shader_prog, "VP");
31         _3d_loc_depthOffset = glGetUniformLocation(_3d_shader_prog, "depthOffset");
32
33         _3d_model_shader.prog = _3d_shader_prog;
34         _3d_model_shader.loc_transform = glGetUniformLocation(_3d_shader_prog, "model"); GL_DEBUG
35
36         _3d_light_shader.prog = _3d_shader_prog;
37         light_shader_locate(&_3d_light_shader);
38
39         client_inventory_depth_offset(0.0f);
40
41         return true;
42 }
43
44 void client_inventory_deinit()
45 {
46         glDeleteProgram(_3d_shader_prog); GL_DEBUG
47 }
48
49 void client_inventory_update()
50 {
51         glProgramUniformMatrix4fv(_3d_shader_prog, _3d_loc_VP, 1, GL_FALSE, frustum[0]); GL_DEBUG
52         light_shader_update(&_3d_light_shader);
53 }
54
55 void client_inventory_depth_offset(f32 offset)
56 {
57         glProgramUniform1f(_3d_shader_prog, _3d_loc_depthOffset, offset);
58 }
59
60 static void wield_init(ModelNode *hand)
61 {
62         if (hand)
63                 model_node_add_mesh(hand, &(ModelMesh) {
64                         .mesh = NULL,
65                         .textures = NULL,
66                         .num_textures = 0,
67                         .shader = &_3d_model_shader,
68                 });
69 }
70
71 static void wield_update(ModelNode *hand, ModelNode *arm, ItemType item)
72 {
73         Mesh *mesh = client_item_mesh(item);
74
75         if (hand)
76                 ((ModelMesh *) hand->meshes.ptr)[0].mesh = mesh;
77
78         if (arm) {
79                 arm->rot.x = mesh ? -M_PI / 8.0 : 0.0;
80                 model_node_transform(arm);              
81         }
82 }
83
84 void client_inventory_init_player(ClientEntity *entity)
85 {
86         ClientPlayerData *data = entity->extra;
87
88         item_stack_initialize(&data->inventory.left);
89         item_stack_initialize(&data->inventory.right);
90
91         wield_init(data->bones.hand_left);
92         wield_init(data->bones.hand_right);
93 }
94
95 void client_inventory_deinit_player(ClientEntity *entity)
96 {
97         ClientPlayerData *data = entity->extra;
98
99         item_stack_destroy(&data->inventory.left);
100         item_stack_destroy(&data->inventory.right);
101 }
102
103 void client_inventory_update_player(__attribute__((unused)) void *peer, ToClientPlayerInventory *pkt)
104 {
105         ClientEntity *entity = client_player_entity(pkt->id);
106         if (!entity)
107                 return;
108
109         ClientPlayerData *data = entity->extra;
110
111         item_stack_deserialize(&data->inventory.left, &pkt->left);
112         item_stack_deserialize(&data->inventory.right, &pkt->right);
113
114         wield_update(data->bones.hand_left,  data->bones.arm_left,  data->inventory.left.type);
115         wield_update(data->bones.hand_right, data->bones.arm_right, data->inventory.right.type);
116
117         refcount_drp(&entity->rc);
118 }