#ifndef MODEL_H #define MODEL_H #include "HandmadeMath.h" #include "transform.h" #include "sokol/sokol_gfx.h" #include "gameobject.h" #include "anim.h" #include "texture.h" #define MAT_POS 0 #define MAT_UV 1 #define MAT_NORM 2 #define MAT_BONE 3 #define MAT_WEIGHT 4 #define MAT_COLOR 5 #define MAT_TAN 6 typedef struct material { texture *diffuse; texture *metalrough; float metal; float rough; texture *normal; float nrm; texture *occlusion; float occl; texture *emissive; HMM_Vec3 emis; } material; struct model; typedef struct primitive { sg_buffer pos; sg_buffer norm; sg_buffer uv; sg_buffer bone; sg_buffer weight; sg_buffer color; sg_buffer idx; material *mat; uint32_t idx_count; } primitive; /* A single mesh */ typedef struct mesh { primitive *primitives; HMM_Mat4 *m; } mesh; typedef struct joint { int me; struct joint *children; } joint_t; typedef struct md5joint { struct md5joint *parent; HMM_Vec4 pos; HMM_Quat rot; HMM_Vec4 scale; HMM_Mat4 t; } md5joint; typedef struct skin { md5joint **joints; HMM_Mat4 *invbind; HMM_Mat4 binds[50]; /* binds = joint * invbind */ md5joint *root; } skin; /* A collection of meshes which create a full figure */ typedef struct model { struct mesh *meshes; md5joint *nodes; material *mats; skin skin; struct animation anim; } model; /* Make a Model struct */ struct model *model_make(const char *path); void model_free(model *m); void model_draw_go(model *m, gameobject *go, gameobject *cam); material *material_make(); void material_free(material *mat); #endif