#ifndef MODEL_H #define MODEL_H #include "HandmadeMath.h" #include "transform.h" #include "sokol/sokol_gfx.h" extern HMM_Vec3 eye; struct shader; typedef struct material { } material; struct model; /* A single mesh */ typedef struct mesh { sg_bindings bind; /* Encapsulates material, norms, etc */ uint32_t face_count; struct model *model; } mesh; /* A collection of meshes which create a full figure */ typedef struct model { struct mesh *meshes; const char *path; HMM_Mat4 matrix; } model; /* A model with draw information */ struct drawmodel { struct model *model; HMM_Mat4 amodel; int go; }; typedef struct bone { transform3d t; struct bone *children; } bone; /* Get the model at a path, or create and return if it doesn't exist */ struct model *GetExistingModel(const char *path); /* Make a Model struct */ struct model *MakeModel(const char *path); /* Load a model from memory into the GPU */ void loadmodel(struct model *model); void model_init(); void draw_model(struct model *model, HMM_Mat4 amodel); void draw_models(struct model *model, struct shader *shader); struct drawmodel *make_drawmodel(int go); void draw_drawmodel(struct drawmodel *dm); void free_drawmodel(struct drawmodel *dm); #endif