refactor(1)
[carveJwlIkooP6JGAAIwe30JlM.git] / player_render.c
index 20d9a706262e1b11e9515e95c155174e6f9e53d3..17eb34200aa3453053152b77587334e21de29091 100644 (file)
@@ -39,60 +39,45 @@ VG_STATIC void player_avatar_load( struct player_avatar *av, const char *path )
 
 /* 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 );
@@ -111,26 +96,31 @@ VG_STATIC void player_board_load( struct player_board *mdl, const char *path ){
 
       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 ] ){
@@ -162,7 +152,9 @@ VG_STATIC void player__pre_render( player_instance *player )
       _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;
 
@@ -292,7 +284,7 @@ VG_STATIC void render_board( camera *cam, world_instance *world,
    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();
@@ -334,7 +326,7 @@ VG_STATIC void render_board( camera *cam, world_instance *world,
                                  _uniform_model_entity_uLightsIndex, 4 );
    }
 
-   mesh_bind( &board->mesh );
+   mesh_bind( &board->mdl.mesh );
 
    m4x4f m4mdl;
 
@@ -408,7 +400,7 @@ VG_STATIC void render_playermodel( camera *cam, world_instance *world,
    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 );
@@ -436,21 +428,28 @@ VG_STATIC void render_playermodel( camera *cam, world_instance *world,
                          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 */