dragonblocks_alpha/src/client/client_inventory.c

119 lines
3.0 KiB
C

#include <asprintf/asprintf.h>
#include <stdio.h>
#include <stdlib.h>
#include "client/client_config.h"
#include "client/client_inventory.h"
#include "client/client_item.h"
#include "client/gl_debug.h"
#include "client/frustum.h"
#include "client/light.h"
#include "client/shader.h"
static GLuint _3d_shader_prog;
static GLint _3d_loc_VP;
static GLint _3d_loc_depthOffset;
static ModelShader _3d_model_shader;
static LightShader _3d_light_shader;
bool client_inventory_init()
{
char *_3d_shader_defs;
asprintf(&_3d_shader_defs, "#define VIEW_DISTANCE %lf\n", client_config.view_distance);
if (!shader_program_create(RESSOURCE_PATH "shaders/3d/item", &_3d_shader_prog, _3d_shader_defs)) {
fprintf(stderr, "[error] failed to create 3D item shader program\n");
return false;
}
free(_3d_shader_defs);
_3d_loc_VP = glGetUniformLocation(_3d_shader_prog, "VP");
_3d_loc_depthOffset = glGetUniformLocation(_3d_shader_prog, "depthOffset");
_3d_model_shader.prog = _3d_shader_prog;
_3d_model_shader.loc_transform = glGetUniformLocation(_3d_shader_prog, "model"); GL_DEBUG
_3d_light_shader.prog = _3d_shader_prog;
light_shader_locate(&_3d_light_shader);
client_inventory_depth_offset(0.0f);
return true;
}
void client_inventory_deinit()
{
glDeleteProgram(_3d_shader_prog); GL_DEBUG
}
void client_inventory_update()
{
glProgramUniformMatrix4fv(_3d_shader_prog, _3d_loc_VP, 1, GL_FALSE, frustum[0]); GL_DEBUG
light_shader_update(&_3d_light_shader);
}
void client_inventory_depth_offset(f32 offset)
{
glProgramUniform1f(_3d_shader_prog, _3d_loc_depthOffset, offset);
}
static void wield_init(ModelNode *hand)
{
if (hand)
model_node_add_mesh(hand, &(ModelMesh) {
.mesh = NULL,
.textures = NULL,
.num_textures = 0,
.shader = &_3d_model_shader,
});
}
static void wield_update(ModelNode *hand, ModelNode *arm, ItemType item)
{
Mesh *mesh = client_item_mesh(item);
if (hand)
((ModelMesh *) hand->meshes.ptr)[0].mesh = mesh;
if (arm) {
arm->rot.x = mesh ? -M_PI / 8.0 : 0.0;
model_node_transform(arm);
}
}
void client_inventory_init_player(ClientEntity *entity)
{
ClientPlayerData *data = entity->extra;
item_stack_initialize(&data->inventory.left);
item_stack_initialize(&data->inventory.right);
wield_init(data->bones.hand_left);
wield_init(data->bones.hand_right);
}
void client_inventory_deinit_player(ClientEntity *entity)
{
ClientPlayerData *data = entity->extra;
item_stack_destroy(&data->inventory.left);
item_stack_destroy(&data->inventory.right);
}
void client_inventory_update_player(__attribute__((unused)) void *peer, ToClientPlayerInventory *pkt)
{
ClientEntity *entity = client_player_entity(pkt->id);
if (!entity)
return;
ClientPlayerData *data = entity->extra;
item_stack_deserialize(&data->inventory.left, &pkt->left);
item_stack_deserialize(&data->inventory.right, &pkt->right);
wield_update(data->bones.hand_left, data->bones.arm_left, data->inventory.left.type);
wield_update(data->bones.hand_right, data->bones.arm_right, data->inventory.right.type);
refcount_drp(&entity->rc);
}