-#include "shaders/viewchar.h"
-
-vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" };
-
-static int player_model_init(void)
-{
- shader_viewchar_register();
-
- if( vg_acquire_thread_sync(1) )
- {
- vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
- vg_release_thread_sync(1);
- return 1;
- }
- else
- return 0;
-}
-
-static void player_model_free(void *_)
-{
- vg_tex2d_free( (vg_tex2d *[]){ &tex_characters }, 1 );
-}
-
-/*
- * Load model from file (.mdl)
- */
-static int player_load_model( const char *name )
-{
- char buf[64];
-
- snprintf( buf, sizeof(buf)-1, "models/%s.mdl", name );
- mdl_header *src = mdl_load( buf );
-
- if( !src )
- return 0;
-
- struct player_model *mdl = &player.mdl;
-
- if( !mdl_unpack_glmesh( src, &mdl->mesh ) )
- goto il_free_err;
-
- skeleton_setup( &mdl->sk, src );
-
- /*
- * Link animations
- */
- struct _load_anim
- {
- const char *name;
- struct skeleton_anim **anim;
- }
- anims[] = {
- { "pose_stand", &mdl->anim_stand },
- { "pose_highg", &mdl->anim_highg },
- { "pose_slide", &mdl->anim_slide },
- { "pose_air", &mdl->anim_air },
- { "push", &mdl->anim_push },
- { "push_reverse", &mdl->anim_push_reverse },
- { "ollie", &mdl->anim_ollie },
- { "ollie_reverse",&mdl->anim_ollie_reverse },
- { "grabs", &mdl->anim_grabs },
- { "walk", &mdl->anim_walk },
- { "run", &mdl->anim_run },
- { "idle_cycle", &mdl->anim_idle }
- };
-
- for( int i=0; i<vg_list_size(anims); i++ )
- {
- *anims[i].anim = skeleton_get_anim( &mdl->sk, anims[i].name );
-
- if( !(*anims[i].anim) )
- {
- vg_error( "Animation '%s' is missing from character '%s'\n",
- anims[i].name, name );
- goto il_free_err;
- }
- }
-
- /*
- * Link bones
- */
- struct _load_bone
- {
- const char *name;
- u32 *bone_id;
- }
- bones[] = {
- { "hips", &mdl->id_hip },
- { "hand.IK.L", &mdl->id_ik_hand_l },
- { "hand.IK.R", &mdl->id_ik_hand_r },
- { "elbow.L", &mdl->id_ik_elbow_l },
- { "elbow.R", &mdl->id_ik_elbow_r },
- { "head", &mdl->id_head }
- };
-
- for( int i=0; i<vg_list_size(bones); i++ )
- {
- *bones[i].bone_id = skeleton_bone_id( &mdl->sk, bones[i].name );
-
- if( !(*bones[i].bone_id) )
- {
- vg_error( "Required bone '%s' is missing from character '%s'\n",
- bones[i].name, name );
- goto il_free_err;
- }
- }
-
- player_init_ragdoll( src );
- free( src );
- return 1;
-
-il_free_err:
- free( src );
- return 0;
-}