-VG_STATIC mdl_array *mdl_find_array( mdl_context *mdl, const char *name )
-{
- for( u32 i=0; i<mdl_arrcount(&mdl->index); i++ ){
- mdl_array *arr = mdl_arritm( &mdl->index, i );
-
- if( !strncmp(arr->name,name,16) ){
- return arr;
- }
- }
-
- return NULL;
-}
-
-VG_STATIC int mdl_load_array( mdl_context *mdl, mdl_array_ptr *ptr,
- const char *name, void *lin_alloc )
-{
- mdl_array *arr = mdl_find_array( mdl, name );
-
- if( arr ){
- mdl_load_array_file( mdl, ptr, arr, lin_alloc );
- return 1;
- }
- else{
- ptr->data = NULL;
- ptr->count = 0;
- ptr->stride = 0;
- return 0;
- }
-}
-
-VG_STATIC int mdl_load_mesh_block( mdl_context *mdl, void *lin_alloc )
-{
- int success = 1;
-
- success &= mdl_load_array( mdl, &mdl->verts, "mdl_vert", lin_alloc );
- success &= mdl_load_array( mdl, &mdl->indices, "mdl_indice", lin_alloc );
-
- return success;
-}
-
-VG_STATIC int mdl_load_metadata_block( mdl_context *mdl, void *lin_alloc )
-{
- int success = 1;
-
- success &= mdl_load_array( mdl, &mdl->strings, "strings", lin_alloc );
- success &= mdl_load_array( mdl, &mdl->meshs, "mdl_mesh", lin_alloc );
- success &= mdl_load_array( mdl, &mdl->submeshs, "mdl_submesh", lin_alloc );
- success &= mdl_load_array( mdl, &mdl->materials, "mdl_material", lin_alloc );
- success &= mdl_load_array( mdl, &mdl->textures, "mdl_texture", lin_alloc );
- success &= mdl_load_array( mdl, &mdl->armatures, "mdl_armature", lin_alloc );
- success &= mdl_load_array( mdl, &mdl->bones, "mdl_bone", lin_alloc );
- success &= mdl_load_array( mdl, &mdl->animations,"mdl_animation",lin_alloc );
-
- return success;
-}
-
-VG_STATIC int mdl_load_animation_block( mdl_context *mdl, void *lin_alloc )
-{
- return mdl_load_array( mdl, &mdl->keyframes, "mdl_keyframe", lin_alloc );
-}
-
-/*
- * if calling mdl_open, and the file does not exist, the game will fatal quit
- */
-VG_STATIC void mdl_open( mdl_context *mdl, const char *path, void *lin_alloc )
-{
- memset( mdl, 0, sizeof( mdl_context ) );
- mdl->file = fopen( path, "rb" );
-
- if( !mdl->file ){
- vg_error( "mdl_open('%s'): %s\n", path, strerror(errno) );
- vg_fatal_exit_loop( "see above for details" );
- }
-
- u64 l = fread( &mdl->info, sizeof(mdl_header), 1, mdl->file );
- if( l != 1 )
- mdl_load_fatal_corrupt( mdl );
-
- mdl_load_array_file( mdl, &mdl->index, &mdl->info.index, lin_alloc );
-
- mdl_array *pack = mdl_find_array( mdl, "pack" );
- if( pack ) mdl->pack_base_offset = pack->file_offset;
- else mdl->pack_base_offset = 0;
-}
-
-/*
- * close file handle
- */
-VG_STATIC void mdl_close( mdl_context *mdl )
-{
- fclose( mdl->file );
- mdl->file = NULL;
-}
-
-/* useful things you can do with the model */
-
-VG_STATIC void mdl_transform_m4x3( mdl_transform *transform, m4x3f mtx )
-{
- q_m3x3( transform->q, mtx );
- v3_muls( mtx[0], transform->s[0], mtx[0] );
- v3_muls( mtx[1], transform->s[1], mtx[1] );
- v3_muls( mtx[2], transform->s[2], mtx[2] );
- v3_copy( transform->co, mtx[3] );
-}
-
-VG_STATIC const char *mdl_pstr( mdl_context *mdl, u32 pstr )
-{
- return mdl_arritm( &mdl->strings, pstr );
-}
-
-/*
- * Simple mesh interface for OpenGL
- * ----------------------------------------------------------------------------
- */
-
-typedef struct glmesh glmesh;
-struct glmesh
-{
- GLuint vao, vbo, ebo;
- u32 indice_count;
- u32 loaded;