well yeah i guess
[carveJwlIkooP6JGAAIwe30JlM.git] / player_model.h
index 4766c1695951653828931bc91c1a39fcc3478d96..cab438e9d7c24afebffb36045a8486e0d5c441c1 100644 (file)
@@ -11,7 +11,7 @@
 
 vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" };
 
-static void player_model_init(void)
+VG_STATIC void player_model_init(void)
 {
    shader_viewchar_register();
    vg_acquire_thread_sync();
@@ -19,112 +19,106 @@ static void player_model_init(void)
       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 );
 
-   if( !src )
+   /* load in reference player model, with animations and such */
+   mdl_open( &player.mdl.meta, "models/ch_new.mdl" );
+   mdl_load_metadata( &player.mdl.meta, vg_mem.rtmemory );
+   mdl_load_anim_data( &player.mdl.meta, vg_mem.rtmemory );
+
+   vg_linear_clear( vg_mem.scratch );
+   mdl_load_mesh_data( &player.mdl.meta, vg_mem.scratch );
+   mdl_close( &player.mdl.meta );
+
+   /* 
+    * load in other player models. This may need to be more sophisticated in
+    * the futre if we have more of these guys
+    */
+   mdl_context ctx_outlaw,
+               ctx_jordan;
+
+   mdl_open( &ctx_outlaw, "models/ch_outlaw.mdl" );
+   mdl_load_metadata( &ctx_outlaw, vg_mem.scratch );
+   mdl_load_mesh_data( &ctx_outlaw, vg_mem.scratch );
+   mdl_close( &ctx_outlaw );
+
+   mdl_open( &ctx_jordan, "models/ch_jordan.mdl" );
+   mdl_load_metadata( &ctx_jordan, vg_mem.scratch );
+   mdl_load_mesh_data( &ctx_jordan, vg_mem.scratch );
+   mdl_close( &ctx_jordan );
+   
+   vg_acquire_thread_sync();
    {
-      vg_error( "Could not load model\n" );
-      return;
+      mdl_unpack_glmesh( &player.mdl.meta, &player.mdl.player_meshes[0] );
+      mdl_unpack_glmesh( &ctx_outlaw, &player.mdl.player_meshes[1] );
+      mdl_unpack_glmesh( &ctx_jordan, &player.mdl.player_meshes[2] );
    }
+   vg_release_thread_sync();
 
-   mesh_free( &player.mdl.mesh );
-   mdl_unpack_glmesh( src, &player.mdl.mesh );
+   skeleton_setup( &player.mdl.sk, vg_mem.rtmemory, &player.mdl.meta );
+   player_init_ragdoll();
 
-   if( !replace_mode )
+   /* 
+    * Link animations
+    */
+   struct _load_anim
    {
-      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  }
-      };
+      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 );
       
-      for( int i=0; i<vg_list_size(anims); i++ )
+      if( !(*anims[i].anim) )
       {
-         *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;
-         }
+         vg_error( "Animation '%s' is missing\n", anims[i].name );
+         vg_fatal_exit_loop( "Invalid character file" );
       }
+   }
 
-      /* 
-       * 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 }
-      };
+   /* 
+    * 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 );
 
-      for( int i=0; i<vg_list_size(bones); i++ )
+      if( !(*bones[i].bone_id) )
       {
-         *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;
-         }
+         vg_error( "Required bone '%s' is missing\n", bones[i].name );
+         vg_fatal_exit_loop( "Invalid character file" );
       }
-
-      player_init_ragdoll( src );
    }
-
-   vg_free( src );
 }
 
 #endif