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"
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;
18 void client_inventory_init()
21 asprintf(&_3d_shader_def, "#define VIEW_DISTANCE %lf\n", client_config.view_distance);
22 _3d_shader_prog = shader_program_create(ASSET_PATH "shaders/3d/item", _3d_shader_def);
25 _3d_loc_VP = glGetUniformLocation(_3d_shader_prog, "VP");
26 _3d_loc_depthOffset = glGetUniformLocation(_3d_shader_prog, "depthOffset");
28 _3d_model_shader.prog = _3d_shader_prog;
29 _3d_model_shader.loc_transform = glGetUniformLocation(_3d_shader_prog, "model"); GL_DEBUG
31 _3d_light_shader.prog = _3d_shader_prog;
32 light_shader_locate(&_3d_light_shader);
34 client_inventory_depth_offset(0.0f);
37 void client_inventory_deinit()
39 glDeleteProgram(_3d_shader_prog); GL_DEBUG
42 void client_inventory_update()
44 glProgramUniformMatrix4fv(_3d_shader_prog, _3d_loc_VP, 1, GL_FALSE, frustum[0]); GL_DEBUG
45 light_shader_update(&_3d_light_shader);
48 void client_inventory_depth_offset(f32 offset)
50 glProgramUniform1f(_3d_shader_prog, _3d_loc_depthOffset, offset);
53 static void wield_init(ModelNode *hand)
56 model_node_add_mesh(hand, &(ModelMesh) {
60 .shader = &_3d_model_shader,
64 static void wield_update(ModelNode *hand, ModelNode *arm, ItemType item)
66 Mesh *mesh = client_item_mesh(item);
69 ((ModelMesh *) hand->meshes.ptr)[0].mesh = mesh;
72 arm->rot.x = mesh ? -M_PI / 8.0 : 0.0;
73 model_node_transform(arm);
77 void client_inventory_init_player(ClientEntity *entity)
79 ClientPlayerData *data = entity->extra;
81 pthread_mutex_init(&data->mtx_inv, NULL);
83 item_stack_initialize(&data->inventory.left);
84 item_stack_initialize(&data->inventory.right);
86 wield_init(data->bones.hand_left);
87 wield_init(data->bones.hand_right);
90 void client_inventory_deinit_player(ClientEntity *entity)
92 ClientPlayerData *data = entity->extra;
94 pthread_mutex_destroy(&data->mtx_inv);
96 item_stack_destroy(&data->inventory.left);
97 item_stack_destroy(&data->inventory.right);
100 void client_inventory_update_player(__attribute__((unused)) void *peer, ToClientPlayerInventory *pkt)
102 ClientEntity *entity = client_player_entity(pkt->id);
106 ClientPlayerData *data = entity->extra;
107 pthread_mutex_lock(&data->mtx_inv);
109 item_stack_deserialize(&data->inventory.left, &pkt->left);
110 item_stack_deserialize(&data->inventory.right, &pkt->right);
112 wield_update(data->bones.hand_left, data->bones.arm_left, data->inventory.left.type);
113 wield_update(data->bones.hand_right, data->bones.arm_right, data->inventory.right.type);
115 pthread_mutex_unlock(&data->mtx_inv);
116 refcount_drp(&entity->rc);