performance measurements
[carveJwlIkooP6JGAAIwe30JlM.git] / player_model.h
index 4766c1695951653828931bc91c1a39fcc3478d96..1d462f6377485280db4eea7c7323439d60128ea7 100644 (file)
 #ifndef CHARACTER_H 
 #define CHARACTER_H
 
-#include "player.h"
-#include "player_ragdoll.h"
-#include "shaders/viewchar.h"
-
-vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" };
-
-static void player_model_init(void)
-{
-   shader_viewchar_register();
-   vg_acquire_thread_sync();
-   {
-      vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
-   }
-   vg_release_thread_sync();
-}
-
-static void player_model_free(void *_)
-{
-   mesh_free( &player.mdl.mesh );
-   vg_tex2d_free( (vg_tex2d *[]){ &tex_characters }, 1 );
-}
-
-/*
- * Load model from file (.mdl)
- */
-static void player_load_model( const char *name, int replace_mode )
-{
-   char buf[64];
-
-   snprintf( buf, sizeof(buf)-1, "models/%s.mdl", name );
-   mdl_header *src = mdl_load( buf );
+#define VG_GAME
+#include "vg/vg.h"
 
-   if( !src )
-   {
-      vg_error( "Could not load model\n" );
-      return;
-   }
-
-   mesh_free( &player.mdl.mesh );
-   mdl_unpack_glmesh( src, &player.mdl.mesh );
-
-   if( !replace_mode )
-   {
-      if( !skeleton_setup( &player.mdl.sk, src ) )
-      {
-         vg_error( "Model: %s\n", buf );
-         vg_fatal_exit_loop( "No skeleton" );
-      }
-
-      /* 
-       * Link animations
-       */
-      struct _load_anim
-      {
-         const char *name;
-         struct skeleton_anim **anim;
-      }
-      anims[] = {
-         { "pose_stand",   &player.mdl.anim_stand },
-         { "pose_highg",   &player.mdl.anim_highg },
-         { "pose_slide",   &player.mdl.anim_slide },
-         { "pose_air",     &player.mdl.anim_air   },
-         { "push",         &player.mdl.anim_push  },
-         { "push_reverse", &player.mdl.anim_push_reverse },
-         { "ollie",        &player.mdl.anim_ollie },
-         { "ollie_reverse",&player.mdl.anim_ollie_reverse },
-         { "grabs",        &player.mdl.anim_grabs },
-         { "walk",         &player.mdl.anim_walk  },
-         { "run",          &player.mdl.anim_run   },
-         { "idle_cycle",   &player.mdl.anim_idle  },
-         { "jump",         &player.mdl.anim_jump  }
-      };
-      
-      for( int i=0; i<vg_list_size(anims); i++ )
-      {
-         *anims[i].anim = skeleton_get_anim( &player.mdl.sk, anims[i].name );
-         
-         if( !(*anims[i].anim) )
-         {
-            vg_error( "Animation '%s' is missing from character '%s'\n",
-                        anims[i].name, name );
-            vg_free( src );
-            return;
-         }
-      }
-
-      /* 
-       * Link bones
-       */
-      struct _load_bone
-      {
-         const char *name;
-         u32 *bone_id;
-      }
-      bones[] = {
-         { "hips",      &player.mdl.id_hip },
-         { "hand.IK.L", &player.mdl.id_ik_hand_l },
-         { "hand.IK.R", &player.mdl.id_ik_hand_r },
-         { "elbow.L",   &player.mdl.id_ik_elbow_l },
-         { "elbow.R",   &player.mdl.id_ik_elbow_r },
-         { "head",      &player.mdl.id_head }
-      };
-
-      for( int i=0; i<vg_list_size(bones); i++ )
-      {
-         *bones[i].bone_id = skeleton_bone_id( &player.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 );
-            vg_free( src );
-            return;
-         }
-      }
-
-      player_init_ragdoll( src );
-   }
+#include "model.h"
+#include "skeleton.h"
+#include "player_ragdoll.h"
+#include "rigidbody.h"
 
-   vg_free( src );
-}
+#include "shaders/model_character_view.h"
 
 #endif