/* TODO: Standard model load */
-VG_STATIC void player_model_load( struct player_model *mdl, const char *path )
+VG_STATIC void dynamic_model_load( mdl_context *ctx,
+ struct dynamic_model_1texture *mdl,
+ const char *path )
{
- vg_linear_clear( vg_mem.scratch );
-
- mdl_context ctx;
- mdl_open( &ctx, path, vg_mem.scratch );
- mdl_load_metadata_block( &ctx, vg_mem.scratch );
-
- if( !mdl_arrcount( &ctx.textures ) )
- vg_fatal_error( "No texture in player model" );
+ if( !mdl_arrcount( &ctx->textures ) )
+ vg_fatal_error( "No texture in model" );
- mdl_texture *tex0 = mdl_arritm( &ctx.textures, 0 );
+ mdl_texture *tex0 = mdl_arritm( &ctx->textures, 0 );
void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size );
- mdl_fread_pack_file( &ctx, &tex0->file, data );
+ mdl_fread_pack_file( ctx, &tex0->file, data );
vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
VG_TEX2D_NEAREST|VG_TEX2D_CLAMP,
&mdl->texture );
- mdl_async_load_glmesh( &ctx, &mdl->mesh );
- mdl_close( &ctx );
+ mdl_async_load_glmesh( ctx, &mdl->mesh );
}
/* TODO: allow error handling */
-VG_STATIC void player_board_load( struct player_board *mdl, const char *path ){
+VG_STATIC void player_board_load( struct player_board *board,
+ const char *path ){
+
vg_linear_clear( vg_mem.scratch );
mdl_context ctx;
mdl_open( &ctx, path, vg_mem.scratch );
mdl_load_metadata_block( &ctx, vg_mem.scratch );
+ dynamic_model_load( &ctx, &board->mdl, path );
+
mdl_array_ptr markers;
mdl_load_array( &ctx, &markers, "ent_marker", vg_mem.scratch );
- if( !mdl_arrcount( &ctx.textures ) )
- vg_fatal_error( "No texture in board model" );
-
- mdl_texture *tex0 = mdl_arritm( &ctx.textures, 0 );
- void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size );
- mdl_fread_pack_file( &ctx, &tex0->file, data );
-
- vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
- VG_TEX2D_CLAMP|VG_TEX2D_NEAREST,
- &mdl->texture );
-
- mdl_async_load_glmesh( &ctx, &mdl->mesh );
- mdl_close( &ctx );
-
/* TODO: you get put into a new section, the above is standard mdl loads. */
for( int i=0; i<4; i++ )
- mdl->wheels[i].indice_count = 0;
+ board->wheels[i].indice_count = 0;
for( int i=0; i<2; i++ )
- mdl->trucks[i].indice_count = 0;
- mdl->board.indice_count = 0;
+ board->trucks[i].indice_count = 0;
+ board->board.indice_count = 0;
for( u32 i=0; i<mdl_arrcount(&ctx.meshs); i++ ){
mdl_mesh *mesh = mdl_arritm( &ctx.meshs, i );
if( !strcmp( alias, "wheel" ) ){
u32 id = fb<<1 | lr;
- mdl->wheels[ id ] = *sm0;
- v3_copy( marker->transform.co, mdl->wheel_positions[ id ] );
+ board->wheels[ id ] = *sm0;
+ v3_copy( marker->transform.co, board->wheel_positions[ id ] );
}
else if( !strcmp( alias, "board" ) ){
- mdl->board = *sm0;
- v3_copy( marker->transform.co, mdl->board_position );
+ board->board = *sm0;
+ v3_copy( marker->transform.co, board->board_position );
}
else if( !strcmp( alias, "truck" ) ){
- mdl->trucks[ fb ] = *sm0;
- v3_copy( marker->transform.co, mdl->truck_positions[ fb ] );
+ board->trucks[ fb ] = *sm0;
+ v3_copy( marker->transform.co, board->truck_positions[ fb ] );
}
}
+
+ mdl_close( &ctx );
}
-VG_STATIC void player_board_unload( struct player_board *mdl )
-{
+VG_STATIC void dynamic_model_unload( struct dynamic_model_1texture *mdl ){
mesh_free( &mdl->mesh );
glDeleteTextures( 1, &mdl->texture );
}
+VG_STATIC void player_board_unload( struct player_board *board ){
+ dynamic_model_unload( &board->mdl );
+}
+
VG_STATIC void player__pre_render( player_instance *player )
{
if( _player_animate[ player->subsystem ] ){
_player_post_animate[ player->subsystem ]( player );
struct player_avatar *av = player->playeravatar;
- struct player_board *board = player_get_player_board( player );
+ struct player_board *board =
+ addon_cache_item_if_loaded( k_workshop_file_type_board,
+ player->board_view_slot );
v3f vp0, vp1;
v3f inverse;
glActiveTexture( GL_TEXTURE0 );
- glBindTexture( GL_TEXTURE_2D, board->texture );
+ glBindTexture( GL_TEXTURE_2D, board->mdl.texture );
if( shader == k_board_shader_player ){
shader_model_board_view_use();
_uniform_model_entity_uLightsIndex, 4 );
}
- mesh_bind( &board->mesh );
+ mesh_bind( &board->mdl.mesh );
m4x4f m4mdl;
shader_model_character_view_use();
glActiveTexture( GL_TEXTURE0 );
- glBindTexture( GL_TEXTURE_2D, model->texture );
+ glBindTexture( GL_TEXTURE_2D, model->mdl.texture );
shader_model_character_view_uTexMain( 0 );
shader_model_character_view_uCamera( cam->transform[3] );
shader_model_character_view_uPv( cam->mtx.pv );
0,
(float *)skeleton->final_mtx );
- mesh_bind( &model->mesh );
- mesh_draw( &model->mesh );
+ mesh_bind( &model->mdl.mesh );
+ mesh_draw( &model->mdl.mesh );
}
PLAYER_API void player__render( camera *cam, player_instance *player )
{
world_instance *world = world_current_instance();
+ SDL_AtomicLock( &addon_system.sl_cache_using_resources );
- struct player_model *model = player_get_player_model( player );
+ struct player_model *model =
+ addon_cache_item_if_loaded( k_workshop_file_type_player,
+ player->playermodel_view_slot );
render_playermodel( cam, world, model, &player->playeravatar->sk );
- struct player_board *board = player_get_player_board( player );
+ struct player_board *board =
+ addon_cache_item_if_loaded( k_workshop_file_type_board,
+ player->board_view_slot );
render_board( cam, world, board, player->playeravatar->sk.final_mtx[
player->playeravatar->id_board],
k_board_shader_player );
+
+ SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
}
#endif /* PLAYER_RENDER_C */