X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_model.h;h=2567a83aac42668c46843d73e0cb4519b27536c1;hb=6e9b9e12e1f9da0419cd4d89707c7d599512d3b8;hp=4766c1695951653828931bc91c1a39fcc3478d96;hpb=06e35432f5cf2b4e9ad2f537393511867f64d29a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_model.h b/player_model.h index 4766c16..2567a83 100644 --- a/player_model.h +++ b/player_model.h @@ -5,13 +5,70 @@ #ifndef CHARACTER_H #define CHARACTER_H -#include "player.h" +#define VG_GAME +#include "vg/vg.h" + +#include "model.h" +#include "skeleton.h" #include "player_ragdoll.h" -#include "shaders/viewchar.h" +#include "rigidbody.h" -vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" }; +#include "shaders/model_character_view.h" -static void player_model_init(void) +struct player_avatar +{ + mdl_context meta; + struct skeleton sk; + + u32 id_hip, + id_ik_hand_l, + id_ik_hand_r, + id_ik_elbow_l, + id_ik_elbow_r, + id_head, + id_ik_foot_l, + id_ik_foot_r, + id_ik_knee_l, + id_ik_knee_r, + id_wheel_l, + id_wheel_r, + id_board; +}; + +#if 0 +glmesh player_meshes[3]; +#endif + +VG_STATIC void player_avatar_load( struct player_avatar *av, const char *path ) +{ + /* load in reference player model, with animations and such */ + /* FIXME: This is allocated as un-freeable systems memory */ + + mdl_open( &av->meta, path, vg_mem.rtmemory ); + mdl_load_metadata_block( &av->meta, vg_mem.rtmemory ); + mdl_load_animation_block( &av->meta, vg_mem.rtmemory ); + mdl_close( &av->meta ); + + struct skeleton *sk = &av->sk; + skeleton_setup( sk, vg_mem.rtmemory, &av->meta ); + + av->id_hip = skeleton_bone_id( sk, "hips" ); + av->id_ik_hand_l = skeleton_bone_id( sk, "hand.IK.L" ); + av->id_ik_hand_r = skeleton_bone_id( sk, "hand.IK.R" ); + av->id_ik_elbow_l = skeleton_bone_id( sk, "elbow.L" ); + av->id_ik_elbow_r = skeleton_bone_id( sk, "elbow.R" ); + av->id_head = skeleton_bone_id( sk, "head" ); + av->id_ik_foot_l = skeleton_bone_id( sk, "foot.IK.L" ); + av->id_ik_foot_r = skeleton_bone_id( sk, "foot.IK.R" ); + av->id_board = skeleton_bone_id( sk, "board" ); + av->id_wheel_l = skeleton_bone_id( sk, "wheel.L" ); + av->id_wheel_r = skeleton_bone_id( sk, "wheel.R" ); + av->id_ik_knee_l = skeleton_bone_id( sk, "knee.L" ); + av->id_ik_knee_r = skeleton_bone_id( sk, "knee.R" ); +} + +#if 0 +VG_STATIC void player_load_reference( struct player_model *pmodel ) { shader_viewchar_register(); vg_acquire_thread_sync(); @@ -19,112 +76,110 @@ 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