latest
[carveJwlIkooP6JGAAIwe30JlM.git] / player_model.h
1 /*
2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 #ifndef CHARACTER_H
6 #define CHARACTER_H
7
8 #include "player.h"
9 #include "player_ragdoll.h"
10 #include "shaders/viewchar.h"
11
12 vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" };
13
14 VG_STATIC void player_model_init(void)
15 {
16 shader_viewchar_register();
17 vg_acquire_thread_sync();
18 {
19 vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
20 }
21 vg_release_thread_sync();
22
23 /* load in reference player model, with animations and such */
24 mdl_open( &player.mdl.meta, "models/ch_new.mdl" );
25 mdl_load_metadata( &player.mdl.meta, vg_mem.rtmemory );
26 mdl_load_anim_data( &player.mdl.meta, vg_mem.rtmemory );
27
28 vg_linear_clear( vg_mem.scratch );
29 mdl_load_mesh_data( &player.mdl.meta, vg_mem.scratch );
30 mdl_close( &player.mdl.meta );
31
32 /*
33 * load in other player models. This may need to be more sophisticated in
34 * the futre if we have more of these guys
35 */
36 mdl_context ctx_outlaw,
37 ctx_jordan;
38
39 mdl_open( &ctx_outlaw, "models/ch_outlaw.mdl" );
40 mdl_load_metadata( &ctx_outlaw, vg_mem.scratch );
41 mdl_load_mesh_data( &ctx_outlaw, vg_mem.scratch );
42 mdl_close( &ctx_outlaw );
43
44 mdl_open( &ctx_jordan, "models/ch_jordan.mdl" );
45 mdl_load_metadata( &ctx_jordan, vg_mem.scratch );
46 mdl_load_mesh_data( &ctx_jordan, vg_mem.scratch );
47 mdl_close( &ctx_jordan );
48
49 vg_acquire_thread_sync();
50 {
51 mdl_unpack_glmesh( &player.mdl.meta, &player.mdl.player_meshes[0] );
52 mdl_unpack_glmesh( &ctx_outlaw, &player.mdl.player_meshes[1] );
53 mdl_unpack_glmesh( &ctx_jordan, &player.mdl.player_meshes[2] );
54 }
55 vg_release_thread_sync();
56
57 skeleton_setup( &player.mdl.sk, vg_mem.rtmemory, &player.mdl.meta );
58 player_init_ragdoll();
59
60 /*
61 * Link animations
62 */
63 struct _load_anim
64 {
65 const char *name;
66 struct skeleton_anim **anim;
67 }
68 anims[] = {
69 { "pose_stand", &player.mdl.anim_stand },
70 { "pose_highg", &player.mdl.anim_highg },
71 { "pose_slide", &player.mdl.anim_slide },
72 { "pose_air", &player.mdl.anim_air },
73 { "push", &player.mdl.anim_push },
74 { "push_reverse", &player.mdl.anim_push_reverse },
75 { "ollie", &player.mdl.anim_ollie },
76 { "ollie_reverse",&player.mdl.anim_ollie_reverse },
77 { "grabs", &player.mdl.anim_grabs },
78 { "walk", &player.mdl.anim_walk },
79 { "run", &player.mdl.anim_run },
80 { "idle_cycle", &player.mdl.anim_idle },
81 { "jump", &player.mdl.anim_jump }
82 };
83
84 for( int i=0; i<vg_list_size(anims); i++ )
85 {
86 *anims[i].anim = skeleton_get_anim( &player.mdl.sk, anims[i].name );
87
88 if( !(*anims[i].anim) )
89 {
90 vg_error( "Animation '%s' is missing\n", anims[i].name );
91 vg_fatal_exit_loop( "Invalid character file" );
92 }
93 }
94
95 /*
96 * Link bones
97 */
98 struct _load_bone
99 {
100 const char *name;
101 u32 *bone_id;
102 }
103 bones[] = {
104 { "hips", &player.mdl.id_hip },
105 { "hand.IK.L", &player.mdl.id_ik_hand_l },
106 { "hand.IK.R", &player.mdl.id_ik_hand_r },
107 { "elbow.L", &player.mdl.id_ik_elbow_l },
108 { "elbow.R", &player.mdl.id_ik_elbow_r },
109 { "head", &player.mdl.id_head },
110 { "foot.IK.L", &player.mdl.id_ik_foot_l },
111 { "foot.IK.R", &player.mdl.id_ik_foot_r },
112 { "board", &player.mdl.id_board }
113 };
114
115 for( int i=0; i<vg_list_size(bones); i++ )
116 {
117 *bones[i].bone_id = skeleton_bone_id( &player.mdl.sk, bones[i].name );
118
119 if( !(*bones[i].bone_id) )
120 {
121 vg_error( "Required bone '%s' is missing\n", bones[i].name );
122 vg_fatal_exit_loop( "Invalid character file" );
123 }
124 }
125 }
126
127 #endif