diff options
author | 3gg <3gg@shellblade.net> | 2023-06-16 09:38:15 -0700 |
---|---|---|
committer | 3gg <3gg@shellblade.net> | 2023-06-16 09:38:15 -0700 |
commit | 520e4e67cd9ff53f3c3512c80d07193625e07e3e (patch) | |
tree | f2f8acfc2eb0d2aa279263d93af00beef7e93a1b | |
parent | 14e6edd6bfe94089d52b5c4b6899dea23923e9be (diff) |
New plugin architecture.
-rw-r--r-- | gfx/CMakeLists.txt | 2 | ||||
-rw-r--r-- | gfx/include/gfx/scene.h | 10 | ||||
-rw-r--r-- | gltfview/CMakeLists.txt | 7 | ||||
-rw-r--r-- | gltfview/src/game.c | 279 | ||||
-rw-r--r-- | gltfview/src/game.h | 16 | ||||
-rw-r--r-- | gltfview/src/plugins/CMakeLists.txt | 17 | ||||
-rw-r--r-- | gltfview/src/plugins/gltf_view.c | 167 | ||||
-rw-r--r-- | gltfview/src/plugins/gltf_view.h | 9 | ||||
-rw-r--r-- | gltfview/src/plugins/plugin.h | 49 | ||||
-rw-r--r-- | gltfview/src/plugins/texture_view.c | 94 | ||||
-rw-r--r-- | gltfview/src/plugins/texture_view.h | 9 |
11 files changed, 461 insertions, 198 deletions
diff --git a/gfx/CMakeLists.txt b/gfx/CMakeLists.txt index 8a9bc8f..f5c9b5a 100644 --- a/gfx/CMakeLists.txt +++ b/gfx/CMakeLists.txt | |||
@@ -32,7 +32,7 @@ add_shader_library(shaders | |||
32 | shaders/view_texture.frag | 32 | shaders/view_texture.frag |
33 | shaders/view_texture.vert) | 33 | shaders/view_texture.vert) |
34 | 34 | ||
35 | add_library(gfx | 35 | add_library(gfx SHARED |
36 | src/render/buffer.c | 36 | src/render/buffer.c |
37 | src/render/framebuffer.c | 37 | src/render/framebuffer.c |
38 | src/render/geometry.c | 38 | src/render/geometry.c |
diff --git a/gfx/include/gfx/scene.h b/gfx/include/gfx/scene.h new file mode 100644 index 0000000..1d74679 --- /dev/null +++ b/gfx/include/gfx/scene.h | |||
@@ -0,0 +1,10 @@ | |||
1 | #pragma once | ||
2 | |||
3 | #include <gfx/scene/animation.h> | ||
4 | #include <gfx/scene/camera.h> | ||
5 | #include <gfx/scene/light.h> | ||
6 | #include <gfx/scene/material.h> | ||
7 | #include <gfx/scene/mesh.h> | ||
8 | #include <gfx/scene/node.h> | ||
9 | #include <gfx/scene/object.h> | ||
10 | #include <gfx/scene/scene.h> | ||
diff --git a/gltfview/CMakeLists.txt b/gltfview/CMakeLists.txt index 19ea0e5..0b0c3cc 100644 --- a/gltfview/CMakeLists.txt +++ b/gltfview/CMakeLists.txt | |||
@@ -1,5 +1,7 @@ | |||
1 | cmake_minimum_required(VERSION 3.0) | 1 | cmake_minimum_required(VERSION 3.0) |
2 | 2 | ||
3 | add_subdirectory(src/plugins) | ||
4 | |||
3 | project(gltfview) | 5 | project(gltfview) |
4 | 6 | ||
5 | add_executable(gltfview | 7 | add_executable(gltfview |
@@ -10,8 +12,11 @@ target_include_directories(gltfview PRIVATE | |||
10 | src/) | 12 | src/) |
11 | 13 | ||
12 | target_link_libraries(gltfview PRIVATE | 14 | target_link_libraries(gltfview PRIVATE |
15 | cstring | ||
13 | gfx | 16 | gfx |
14 | gfx-app | 17 | gfx-app |
18 | list | ||
15 | log | 19 | log |
16 | math | 20 | math |
17 | mempool) | 21 | mempool |
22 | plugin) | ||
diff --git a/gltfview/src/game.c b/gltfview/src/game.c index c80a1b5..6d8430b 100644 --- a/gltfview/src/game.c +++ b/gltfview/src/game.c | |||
@@ -1,258 +1,157 @@ | |||
1 | /* | ||
2 | * Main game module with entry point and game loop. | ||
3 | * | ||
4 | * The game module sets up the window and GL context and defers the core game | ||
5 | * logic to a plugin. | ||
6 | */ | ||
7 | #define _GNU_SOURCE 200112L // For readlink() | ||
8 | |||
1 | #include "game.h" | 9 | #include "game.h" |
10 | #include "plugins/plugin.h" | ||
2 | 11 | ||
3 | #include <gfx/error.h> | 12 | #include <gfx/error.h> |
4 | #include <gfx/render_backend.h> | 13 | #include <gfx/render_backend.h> |
5 | #include <gfx/scene/camera.h> | 14 | #include <gfx/scene/camera.h> |
6 | #include <gfx/scene/material.h> | ||
7 | #include <gfx/scene/mesh.h> | ||
8 | #include <gfx/scene/node.h> | ||
9 | #include <gfx/scene/object.h> | 15 | #include <gfx/scene/object.h> |
10 | #include <gfx/util/geometry.h> | ||
11 | #include <gfx/util/scene.h> | ||
12 | #include <gfx/util/shader.h> | ||
13 | #include <gfx/util/skyquad.h> | ||
14 | #include <gfx/util/texture.h> | ||
15 | 16 | ||
16 | #include <log/log.h> | 17 | #include <log/log.h> |
17 | #include <math/camera.h> | 18 | #include <math/camera.h> |
19 | #include <plugin.h> | ||
18 | 20 | ||
19 | #include <assert.h> | 21 | #include <assert.h> |
20 | #include <stdbool.h> | 22 | #include <stdbool.h> |
21 | #include <stdio.h> | 23 | #include <stdio.h> |
22 | 24 | ||
23 | // Paths to various scene files. | 25 | #include <linux/limits.h> |
24 | static const char* BOX = "/assets/models/box.gltf"; | ||
25 | static const char* SUZANNE = "/assets/models/suzanne.gltf"; | ||
26 | static const char* SPONZA = | ||
27 | "/assets/glTF-Sample-Models/2.0/Sponza/glTF/Sponza.gltf"; | ||
28 | static const char* FLIGHT_HELMET = | ||
29 | "/assets/glTF-Sample-Models/2.0/FlightHelmet/glTF/FlightHelmet.gltf"; | ||
30 | static const char* DAMAGED_HELMET = | ||
31 | "/assets/glTF-Sample-Models/2.0/DamagedHelmet/glTF/DamagedHelmet.gltf"; | ||
32 | static const char* GIRL = | ||
33 | "/home/jeanne/Nextcloud/assets/models/girl/girl-with-ground.gltf"; | ||
34 | |||
35 | #define DEFAULT_SCENE_FILE GIRL | ||
36 | 26 | ||
37 | static const char* CLOUDS1_TEXTURE = "/assets/skybox/clouds1/clouds1_west.bmp"; | 27 | #include <unistd.h> |
38 | 28 | ||
39 | /// Load the skyquad texture. | 29 | #undef _GNU_SOURCE |
40 | static Texture* load_environment_map(RenderBackend* render_backend) { | ||
41 | return gfx_load_texture( | ||
42 | render_backend, | ||
43 | &(LoadTextureCmd){ | ||
44 | .origin = TextureFromFile, | ||
45 | .type = LoadCubemap, | ||
46 | .colour_space = sRGB, | ||
47 | .filtering = NearestFiltering, | ||
48 | .mipmaps = false, | ||
49 | .data.cubemap.filepaths = { | ||
50 | mstring_make("/assets/skybox/clouds1/clouds1_east.bmp"), | ||
51 | mstring_make("/assets/skybox/clouds1/clouds1_west.bmp"), | ||
52 | mstring_make("/assets/skybox/clouds1/clouds1_up.bmp"), | ||
53 | mstring_make("/assets/skybox/clouds1/clouds1_down.bmp"), | ||
54 | mstring_make("/assets/skybox/clouds1/clouds1_south.bmp"), | ||
55 | mstring_make("/assets/skybox/clouds1/clouds1_north.bmp")} | ||
56 | }); | ||
57 | } | ||
58 | 30 | ||
59 | /// Load the skyquad and return the environment light node. | 31 | // Plugin to load if no plugin is provided. |
60 | static SceneNode* load_skyquad(Game* game) { | 32 | static const char* DEFAULT_PLUGIN = "texture_view"; |
61 | assert(game); | ||
62 | 33 | ||
63 | Texture* environment_map = load_environment_map(game->render_backend); | 34 | static bool validate_plugin(const Plugin* plugin) { |
64 | if (!environment_map) { | 35 | #define CHECK_FUNCTION(name, signature) \ |
65 | return 0; | 36 | if (!plugin_resolve(plugin, signature, name)) { \ |
37 | LOGE("Plugin is missing function: " #name); \ | ||
38 | return false; \ | ||
66 | } | 39 | } |
67 | 40 | CHECK_FUNCTION("init", plugin_init); | |
68 | return gfx_setup_skyquad( | 41 | CHECK_FUNCTION("boot", plugin_boot); |
69 | game->gfx, gfx_get_scene_root(game->scene), environment_map); | 42 | CHECK_FUNCTION("update", plugin_update); |
70 | } | 43 | CHECK_FUNCTION("render", plugin_render); |
71 | 44 | return true; | |
72 | /// Load the 3D scene. | ||
73 | static SceneNode* load_scene( | ||
74 | Game* game, const char* scene_filepath, const char* view_mode) { | ||
75 | assert(game); | ||
76 | |||
77 | game->camera = gfx_make_camera(); | ||
78 | if (!game->camera) { | ||
79 | return 0; | ||
80 | } | ||
81 | Camera* camera = gfx_get_camera_camera(game->camera); | ||
82 | spatial3_set_position(&camera->spatial, vec3_make(0, 0, 2)); | ||
83 | |||
84 | SceneNode* sky_light_node = load_skyquad(game); | ||
85 | if (!sky_light_node) { | ||
86 | return 0; | ||
87 | } | ||
88 | |||
89 | SceneNode* scene_node = gfx_load_scene( | ||
90 | game->gfx, sky_light_node, | ||
91 | &(LoadSceneCmd){.origin = SceneFromFile, .filepath = scene_filepath}); | ||
92 | if (!scene_node) { | ||
93 | return 0; | ||
94 | } | ||
95 | |||
96 | gfx_log_node_hierarchy(gfx_get_scene_root(game->scene)); | ||
97 | |||
98 | return scene_node; | ||
99 | } | 45 | } |
100 | 46 | ||
101 | /// Load a scene for debugging textures. | 47 | bool game_new(Game* game, int argc, const char** argv) { |
102 | static bool load_texture_debugger_scene(Game* game) { | ||
103 | assert(game); | 48 | assert(game); |
104 | 49 | ||
105 | Texture* texture = gfx_load_texture( | 50 | // Syntax: game [plugin] <plugin args> |
106 | game->render_backend, | 51 | // |
107 | &(LoadTextureCmd){ | 52 | // Here we consume the [plugin] arg so that plugins receive the remainder |
108 | .origin = TextureFromFile, | 53 | // args starting from 0. |
109 | .type = LoadTexture, | 54 | game->argc = argc - 1; |
110 | .filtering = LinearFiltering, | 55 | game->argv = argv + 1; |
111 | .mipmaps = false, | ||
112 | .data.texture.filepath = mstring_make(CLOUDS1_TEXTURE)}); | ||
113 | 56 | ||
114 | game->camera = gfx_make_camera(); | 57 | char exe_path_buf[NAME_MAX] = {0}; |
115 | if (!game->camera) { | 58 | if (readlink("/proc/self/exe", exe_path_buf, sizeof(exe_path_buf)) == -1) { |
116 | return false; | 59 | LOGE("readlink(/proc/self/exe) failed"); |
60 | goto cleanup; | ||
117 | } | 61 | } |
118 | Camera* camera = gfx_get_camera_camera(game->camera); | ||
119 | spatial3_set_position(&camera->spatial, vec3_make(0, 0, 1)); | ||
120 | 62 | ||
121 | ShaderProgram* shader = gfx_make_view_texture_shader(game->render_backend); | 63 | // Replace the last / with a null terminator to remove the exe file from the |
122 | if (!shader) { | 64 | // path. This gets the file's parent directory. |
123 | return false; | 65 | *strrchr(exe_path_buf, '/') = 0; |
124 | } | ||
125 | 66 | ||
126 | Geometry* geometry = gfx_make_quad_11(game->render_backend); | 67 | const mstring exe_dir = mstring_make(exe_path_buf); |
127 | if (!geometry) { | 68 | const mstring plugins_path = mstring_concat_cstr(exe_dir, "/src/plugins"); |
128 | return false; | ||
129 | } | ||
130 | 69 | ||
131 | MaterialDesc material_desc = (MaterialDesc){0}; | 70 | if (!(game->plugin_engine = new_plugin_engine( |
132 | material_desc.uniforms[0] = (ShaderUniform){ | 71 | &(PluginEngineDesc){.plugins_dir = mstring_cstr(&plugins_path)}))) { |
133 | .type = UniformTexture, | 72 | goto cleanup; |
134 | .value.texture = texture, | ||
135 | .name = sstring_make("Texture")}; | ||
136 | material_desc.num_uniforms = 1; | ||
137 | Material* material = gfx_make_material(&material_desc); | ||
138 | if (!material) { | ||
139 | return false; | ||
140 | } | 73 | } |
141 | 74 | ||
142 | MeshDesc mesh_desc = (MeshDesc){0}; | 75 | const char* plugin = argc > 1 ? argv[1] : DEFAULT_PLUGIN; |
143 | mesh_desc.geometry = geometry; | 76 | if (!(game->plugin = load_plugin(game->plugin_engine, plugin))) { |
144 | mesh_desc.material = material; | 77 | goto cleanup; |
145 | mesh_desc.shader = shader; | ||
146 | Mesh* mesh = gfx_make_mesh(&mesh_desc); | ||
147 | if (!mesh) { | ||
148 | return false; | ||
149 | } | 78 | } |
150 | 79 | if (!validate_plugin(game->plugin)) { | |
151 | SceneObject* object = gfx_make_object(); | 80 | goto cleanup; |
152 | if (!object) { | ||
153 | return false; | ||
154 | } | 81 | } |
155 | gfx_add_object_mesh(object, mesh); | ||
156 | 82 | ||
157 | SceneNode* node = gfx_make_object_node(object); | 83 | if (!(game->gfx = gfx_init())) { |
158 | SceneNode* root = gfx_get_scene_root(game->scene); | 84 | goto cleanup; |
159 | gfx_set_node_parent(node, root); | ||
160 | |||
161 | return true; | ||
162 | } | ||
163 | |||
164 | /// Render the bounding boxes of all scene objects. | ||
165 | static void render_bounding_boxes(ImmRenderer* imm, const SceneNode* node) { | ||
166 | if (gfx_get_node_type(node) == ObjectNode) { | ||
167 | // TODO: Look at the scene log. The JointNodes are detached from the | ||
168 | // ObjectNodes. This is why the boxes are not being transformed as expected | ||
169 | // here. Anima needs to animate boxes? Use OOBB in addition to AABB? | ||
170 | const mat4 model = gfx_get_node_global_transform(node); | ||
171 | const SceneObject* obj = gfx_get_node_object(node); | ||
172 | const aabb3 box = gfx_calc_object_aabb(obj); | ||
173 | gfx_imm_set_model_matrix(imm, &model); | ||
174 | gfx_imm_draw_aabb(imm, box); | ||
175 | } | 85 | } |
176 | 86 | if (!(game->scene = gfx_make_scene())) { | |
177 | // Render children's boxes. | 87 | goto cleanup; |
178 | for (NodeIter it = gfx_get_node_child(node); it; | ||
179 | it = gfx_get_next_child(it)) { | ||
180 | render_bounding_boxes(imm, gfx_get_iter_node(it)); | ||
181 | } | 88 | } |
182 | } | 89 | if (!(game->camera = gfx_make_camera())) { |
183 | |||
184 | bool game_new(Game* game, int argc, const char** argv) { | ||
185 | // TODO: getopt() to implement proper argument parsing. | ||
186 | const char* scene_filepath = argc > 1 ? argv[1] : DEFAULT_SCENE_FILE; | ||
187 | const char* view_mode = argc > 2 ? argv[2] : ""; | ||
188 | |||
189 | game->gfx = gfx_init(); | ||
190 | if (!game->gfx) { | ||
191 | goto cleanup; | 90 | goto cleanup; |
192 | } | 91 | } |
193 | 92 | ||
194 | game->render_backend = gfx_get_render_backend(game->gfx); | 93 | void* plugin_state = plugin_call(game->plugin, plugin_init, "init", game); |
195 | game->renderer = gfx_get_renderer(game->gfx); | 94 | if (!plugin_state) { |
196 | |||
197 | game->scene = gfx_make_scene(); | ||
198 | if (!game->scene) { | ||
199 | goto cleanup; | 95 | goto cleanup; |
200 | } | 96 | } |
97 | set_plugin_state(game->plugin, plugin_state); | ||
201 | 98 | ||
202 | game->root_node = load_scene(game, scene_filepath, view_mode); | 99 | bool boot_success = |
203 | if (!game->root_node) { | 100 | plugin_call(game->plugin, plugin_boot, "boot", plugin_state, game); |
101 | if (!boot_success) { | ||
204 | goto cleanup; | 102 | goto cleanup; |
205 | } | 103 | } |
206 | /*if (!load_texture_debugger_scene(game)) { | ||
207 | goto cleanup; | ||
208 | }*/ | ||
209 | |||
210 | Anima* anima = gfx_get_node_anima(game->root_node); | ||
211 | |||
212 | gfx_play_animation( | ||
213 | anima, &(AnimationPlaySettings){.name = "Walk", .loop = true}); | ||
214 | 104 | ||
215 | return true; | 105 | return true; |
216 | 106 | ||
217 | cleanup: | 107 | cleanup: |
218 | LOGE("Gfx error: %s", gfx_get_error()); | 108 | LOGE("Gfx error: %s", gfx_get_error()); |
109 | game_end(game); | ||
110 | return false; | ||
111 | } | ||
112 | |||
113 | void game_end(Game* game) { | ||
114 | assert(game); | ||
219 | if (game->gfx) { | 115 | if (game->gfx) { |
220 | gfx_destroy(&game->gfx); | 116 | gfx_destroy(&game->gfx); |
221 | } | 117 | } |
222 | return false; | 118 | if (game->plugin) { |
119 | delete_plugin(&game->plugin); | ||
120 | } | ||
121 | if (game->plugin_engine) { | ||
122 | delete_plugin_engine(&game->plugin_engine); | ||
123 | } | ||
223 | } | 124 | } |
224 | 125 | ||
225 | void game_end(Game* game) { gfx_destroy(&game->gfx); } | ||
226 | |||
227 | void game_update(Game* game, double t, double dt) { | 126 | void game_update(Game* game, double t, double dt) { |
228 | gfx_animate_scene(game->scene, (R)t); | 127 | plugin_engine_update(game->plugin_engine); |
128 | if (plugin_reloaded(game->plugin)) { | ||
129 | void* plugin_state = plugin_call(game->plugin, plugin_init, "init", game); | ||
130 | assert(plugin_state); // TODO: handle error better. | ||
131 | set_plugin_state(game->plugin, plugin_state); | ||
132 | } | ||
229 | 133 | ||
230 | const vec3 orbit_point = vec3_make(0, 2, 0); | 134 | void* plugin_state = get_plugin_state(game->plugin); |
231 | Camera* camera = gfx_get_camera_camera(game->camera); | 135 | assert(plugin_state); |
232 | spatial3_orbit( | 136 | plugin_call(game->plugin, plugin_update, "update", plugin_state, game, t, dt); |
233 | &camera->spatial, orbit_point, | ||
234 | /*radius=*/2.5, | ||
235 | /*azimuth=*/t * 0.5, /*zenith=*/0); | ||
236 | spatial3_lookat(&camera->spatial, orbit_point); | ||
237 | } | 137 | } |
238 | 138 | ||
239 | void game_render(const Game* game) { | 139 | void game_render(const Game* game) { |
140 | Renderer* renderer = gfx_get_renderer(game->gfx); | ||
141 | |||
240 | gfx_render_scene( | 142 | gfx_render_scene( |
241 | game->renderer, | 143 | renderer, |
242 | &(RenderSceneParams){ | 144 | &(RenderSceneParams){ |
243 | .mode = RenderDefault, .scene = game->scene, .camera = game->camera}); | 145 | .mode = RenderDefault, .scene = game->scene, .camera = game->camera}); |
244 | 146 | ||
245 | ImmRenderer* imm = gfx_get_imm_renderer(game->gfx); | 147 | void* plugin_state = get_plugin_state(game->plugin); |
246 | assert(imm); | 148 | assert(plugin_state); |
247 | gfx_imm_start(imm); | 149 | plugin_call(game->plugin, plugin_render, "render", plugin_state, game); |
248 | gfx_imm_set_camera(imm, gfx_get_camera_camera(game->camera)); | ||
249 | gfx_imm_set_colour(imm, vec4_make(0.2, 0.2, 1.0, 0.3)); | ||
250 | render_bounding_boxes(imm, gfx_get_scene_root(game->scene)); | ||
251 | gfx_imm_end(imm); | ||
252 | } | 150 | } |
253 | 151 | ||
254 | void game_set_viewport(Game* game, int width, int height) { | 152 | void game_set_viewport(Game* game, int width, int height) { |
255 | gfx_set_viewport(game->render_backend, width, height); | 153 | RenderBackend* render_backend = gfx_get_render_backend(game->gfx); |
154 | gfx_set_viewport(render_backend, width, height); | ||
256 | 155 | ||
257 | const R fovy = 90 * TO_RAD; | 156 | const R fovy = 90 * TO_RAD; |
258 | const R aspect = (R)width / (R)height; | 157 | const R aspect = (R)width / (R)height; |
diff --git a/gltfview/src/game.h b/gltfview/src/game.h index 4aeb5ea..2a7b7ef 100644 --- a/gltfview/src/game.h +++ b/gltfview/src/game.h | |||
@@ -9,17 +9,21 @@ | |||
9 | 9 | ||
10 | #include <stdbool.h> | 10 | #include <stdbool.h> |
11 | 11 | ||
12 | typedef struct Plugin Plugin; | ||
13 | typedef struct PluginEngine PluginEngine; | ||
14 | |||
12 | /// The delta time the game should be updated with. | 15 | /// The delta time the game should be updated with. |
13 | static const double game_dt = 1.0 / 60.0; | 16 | static const double game_dt = 1.0 / 60.0; |
14 | 17 | ||
15 | /// Game state. | 18 | /// Game state. |
16 | typedef struct { | 19 | typedef struct { |
17 | Gfx* gfx; | 20 | int argc; |
18 | RenderBackend* render_backend; | 21 | const char** argv; |
19 | Renderer* renderer; | 22 | PluginEngine* plugin_engine; |
20 | Scene* scene; | 23 | Plugin* plugin; |
21 | SceneCamera* camera; | 24 | Gfx* gfx; |
22 | SceneNode* root_node; | 25 | Scene* scene; |
26 | SceneCamera* camera; | ||
23 | } Game; | 27 | } Game; |
24 | 28 | ||
25 | bool game_new(Game*, int argc, const char** argv); | 29 | bool game_new(Game*, int argc, const char** argv); |
diff --git a/gltfview/src/plugins/CMakeLists.txt b/gltfview/src/plugins/CMakeLists.txt new file mode 100644 index 0000000..ecb2a45 --- /dev/null +++ b/gltfview/src/plugins/CMakeLists.txt | |||
@@ -0,0 +1,17 @@ | |||
1 | cmake_minimum_required(VERSION 3.0) | ||
2 | |||
3 | project(plugins) | ||
4 | |||
5 | set(LINK_LIBRARIES cstring math gfx) | ||
6 | |||
7 | add_library(gltf_view SHARED | ||
8 | gltf_view.c) | ||
9 | |||
10 | add_library(texture_view SHARED | ||
11 | texture_view.c) | ||
12 | |||
13 | target_link_libraries(gltf_view PUBLIC | ||
14 | ${LINK_LIBRARIES}) | ||
15 | |||
16 | target_link_libraries(texture_view PUBLIC | ||
17 | ${LINK_LIBRARIES}) | ||
diff --git a/gltfview/src/plugins/gltf_view.c b/gltfview/src/plugins/gltf_view.c new file mode 100644 index 0000000..511c2e8 --- /dev/null +++ b/gltfview/src/plugins/gltf_view.c | |||
@@ -0,0 +1,167 @@ | |||
1 | #include "gltf_view.h" | ||
2 | |||
3 | #include <gfx/renderer.h> | ||
4 | #include <gfx/util/scene.h> | ||
5 | #include <gfx/util/skyquad.h> | ||
6 | #include <gfx/util/texture.h> | ||
7 | #include <math/camera.h> | ||
8 | #include <math/spatial3.h> | ||
9 | |||
10 | #include <stdlib.h> | ||
11 | |||
12 | // Paths to various scene files. | ||
13 | /*static const char* BOX = "/assets/models/box.gltf"; | ||
14 | static const char* SUZANNE = "/assets/models/suzanne.gltf"; | ||
15 | static const char* SPONZA = | ||
16 | "/assets/glTF-Sample-Models/2.0/Sponza/glTF/Sponza.gltf"; | ||
17 | static const char* FLIGHT_HELMET = | ||
18 | "/assets/glTF-Sample-Models/2.0/FlightHelmet/glTF/FlightHelmet.gltf"; | ||
19 | static const char* DAMAGED_HELMET = | ||
20 | "/assets/glTF-Sample-Models/2.0/DamagedHelmet/glTF/DamagedHelmet.gltf";*/ | ||
21 | static const char* GIRL = | ||
22 | "/home/jeanne/Nextcloud/assets/models/girl/girl-with-ground.gltf"; | ||
23 | |||
24 | #define DEFAULT_SCENE_FILE GIRL | ||
25 | |||
26 | /// Load the skyquad texture. | ||
27 | static Texture* load_environment_map(RenderBackend* render_backend) { | ||
28 | return gfx_load_texture( | ||
29 | render_backend, | ||
30 | &(LoadTextureCmd){ | ||
31 | .origin = TextureFromFile, | ||
32 | .type = LoadCubemap, | ||
33 | .colour_space = sRGB, | ||
34 | .filtering = NearestFiltering, | ||
35 | .mipmaps = false, | ||
36 | .data.cubemap.filepaths = { | ||
37 | mstring_make("/assets/skybox/clouds1/clouds1_east.bmp"), | ||
38 | mstring_make("/assets/skybox/clouds1/clouds1_west.bmp"), | ||
39 | mstring_make("/assets/skybox/clouds1/clouds1_up.bmp"), | ||
40 | mstring_make("/assets/skybox/clouds1/clouds1_down.bmp"), | ||
41 | mstring_make("/assets/skybox/clouds1/clouds1_south.bmp"), | ||
42 | mstring_make("/assets/skybox/clouds1/clouds1_north.bmp")} | ||
43 | }); | ||
44 | } | ||
45 | |||
46 | /// Load the skyquad and return the environment light node. | ||
47 | static SceneNode* load_skyquad(RenderBackend* render_backend, SceneNode* root) { | ||
48 | assert(render_backend); | ||
49 | assert(root); | ||
50 | |||
51 | Texture* environment_map = load_environment_map(render_backend); | ||
52 | if (!environment_map) { | ||
53 | return 0; | ||
54 | } | ||
55 | |||
56 | return gfx_setup_skyquad(render_backend, root, environment_map); | ||
57 | } | ||
58 | |||
59 | /// Load the 3D scene. | ||
60 | static SceneNode* load_scene(Game* game, const char* scene_filepath) { | ||
61 | assert(game); | ||
62 | assert(game->gfx); | ||
63 | assert(game->scene); | ||
64 | |||
65 | SceneNode* root = gfx_get_scene_root(game->scene); | ||
66 | RenderBackend* render_backend = gfx_get_render_backend(game->gfx); | ||
67 | |||
68 | Camera* camera = gfx_get_camera_camera(game->camera); | ||
69 | spatial3_set_position(&camera->spatial, vec3_make(0, 0, 2)); | ||
70 | |||
71 | SceneNode* sky_light_node = load_skyquad(render_backend, root); | ||
72 | if (!sky_light_node) { | ||
73 | return 0; | ||
74 | } | ||
75 | |||
76 | SceneNode* scene_node = gfx_load_scene( | ||
77 | game->gfx, sky_light_node, | ||
78 | &(LoadSceneCmd){.origin = SceneFromFile, .filepath = scene_filepath}); | ||
79 | if (!scene_node) { | ||
80 | return 0; | ||
81 | } | ||
82 | |||
83 | gfx_log_node_hierarchy(root); | ||
84 | |||
85 | return scene_node; | ||
86 | } | ||
87 | |||
88 | State* init(Game* game) { | ||
89 | assert(game); | ||
90 | |||
91 | State* state = calloc(1, sizeof(State)); | ||
92 | return state; | ||
93 | } | ||
94 | |||
95 | bool boot(State* state, Game* game) { | ||
96 | assert(state); | ||
97 | assert(game); | ||
98 | |||
99 | const int argc = game->argc; | ||
100 | const char** argv = game->argv; | ||
101 | |||
102 | // Usage: <scene file> | ||
103 | const char* scene_filepath = argc > 1 ? argv[1] : DEFAULT_SCENE_FILE; | ||
104 | |||
105 | SceneNode* node = load_scene(game, scene_filepath); | ||
106 | if (!node) { | ||
107 | return false; | ||
108 | } | ||
109 | Anima* anima = gfx_get_node_anima(node); | ||
110 | gfx_play_animation( | ||
111 | anima, &(AnimationPlaySettings){.name = "Walk", .loop = true}); | ||
112 | |||
113 | return true; | ||
114 | } | ||
115 | |||
116 | void update(State* state, Game* game, double t, double dt) { | ||
117 | assert(state); | ||
118 | assert(game); | ||
119 | assert(game->scene); | ||
120 | assert(game->camera); | ||
121 | |||
122 | gfx_animate_scene(game->scene, (R)t); | ||
123 | |||
124 | const vec3 orbit_point = vec3_make(0, 2, 0); | ||
125 | Camera* camera = gfx_get_camera_camera(game->camera); | ||
126 | spatial3_orbit( | ||
127 | &camera->spatial, orbit_point, | ||
128 | /*radius=*/2.5, | ||
129 | /*azimuth=*/t * 0.5, /*zenith=*/0); | ||
130 | spatial3_lookat(&camera->spatial, orbit_point); | ||
131 | } | ||
132 | |||
133 | /// Render the bounding boxes of all scene objects. | ||
134 | static void render_bounding_boxes(ImmRenderer* imm, const SceneNode* node) { | ||
135 | if (gfx_get_node_type(node) == ObjectNode) { | ||
136 | // TODO: Look at the scene log. The JointNodes are detached from the | ||
137 | // ObjectNodes. This is why the boxes are not being transformed as expected | ||
138 | // here. Anima needs to animate boxes? Use OOBB in addition to AABB? | ||
139 | const mat4 model = gfx_get_node_global_transform(node); | ||
140 | const SceneObject* obj = gfx_get_node_object(node); | ||
141 | const aabb3 box = gfx_calc_object_aabb(obj); | ||
142 | gfx_imm_set_model_matrix(imm, &model); | ||
143 | gfx_imm_draw_aabb(imm, box); | ||
144 | } | ||
145 | |||
146 | // Render children's boxes. | ||
147 | for (NodeIter it = gfx_get_node_child(node); it; | ||
148 | it = gfx_get_next_child(it)) { | ||
149 | render_bounding_boxes(imm, gfx_get_iter_node(it)); | ||
150 | } | ||
151 | } | ||
152 | |||
153 | void render(State* state, const Game* game) { | ||
154 | assert(state); | ||
155 | assert(game); | ||
156 | assert(game->gfx); | ||
157 | assert(game->scene); | ||
158 | assert(game->camera); | ||
159 | |||
160 | ImmRenderer* imm = gfx_get_imm_renderer(game->gfx); | ||
161 | assert(imm); | ||
162 | gfx_imm_start(imm); | ||
163 | gfx_imm_set_camera(imm, gfx_get_camera_camera(game->camera)); | ||
164 | gfx_imm_set_colour(imm, vec4_make(0.2, 0.2, 1.0, 0.3)); | ||
165 | render_bounding_boxes(imm, gfx_get_scene_root(game->scene)); | ||
166 | gfx_imm_end(imm); | ||
167 | } | ||
diff --git a/gltfview/src/plugins/gltf_view.h b/gltfview/src/plugins/gltf_view.h new file mode 100644 index 0000000..670d88d --- /dev/null +++ b/gltfview/src/plugins/gltf_view.h | |||
@@ -0,0 +1,9 @@ | |||
1 | #pragma once | ||
2 | |||
3 | #include "plugin.h" | ||
4 | |||
5 | #include <gfx/scene.h> | ||
6 | |||
7 | typedef struct State { | ||
8 | int unused; | ||
9 | } State; | ||
diff --git a/gltfview/src/plugins/plugin.h b/gltfview/src/plugins/plugin.h new file mode 100644 index 0000000..0e0e12c --- /dev/null +++ b/gltfview/src/plugins/plugin.h | |||
@@ -0,0 +1,49 @@ | |||
1 | /* | ||
2 | * Game plugin. | ||
3 | * | ||
4 | * A game plugin exposes three functions: | ||
5 | * - boot(): called once when the plugin is first loaded during the lifetime of | ||
6 | * the game. | ||
7 | * - init() -> state: creates and returns the plugin's state. | ||
8 | * - update(state): takes and updates the state, possibly with side effects. | ||
9 | * - render(): performs custom rendering. | ||
10 | * | ||
11 | * boot() is convenient for one-time initialization of the scene. | ||
12 | * | ||
13 | * init() is called every time the plugin is loaded. It is assumed that the | ||
14 | * plugin's state is encapsulated in the object returned. | ||
15 | * | ||
16 | * update() updates the plugin state and has side effects on the scene. It is | ||
17 | * assumed that update does not reference any global, mutable state outside of | ||
18 | * the scene and the plugin state returned by init(). | ||
19 | */ | ||
20 | #pragma once | ||
21 | |||
22 | #include "../game.h" | ||
23 | |||
24 | #include <gfx/gfx.h> | ||
25 | #include <gfx/scene.h> | ||
26 | |||
27 | #include <stdbool.h> | ||
28 | |||
29 | typedef struct State State; | ||
30 | |||
31 | /// Initialize the plugin's state. | ||
32 | State* init(Game*); | ||
33 | |||
34 | /// Function called the first time the plugin is loaded throughout the | ||
35 | /// application's lifetime. Allows the plugin to do one-time initialization of | ||
36 | /// the game state. | ||
37 | bool boot(State*, Game*); | ||
38 | |||
39 | /// Update the plugin's and the game's state. | ||
40 | void update(State*, Game*, double t, double dt); | ||
41 | |||
42 | /// Optional plugin rendering hook. | ||
43 | void render(State*, const Game*); | ||
44 | |||
45 | // Signatures for the plugin's exposed functions. | ||
46 | typedef void* (*plugin_init)(Game*); | ||
47 | typedef bool (*plugin_boot)(State*, Game*); | ||
48 | typedef void (*plugin_update)(State*, Game*, double t, double dt); | ||
49 | typedef void (*plugin_render)(State*, const Game*); | ||
diff --git a/gltfview/src/plugins/texture_view.c b/gltfview/src/plugins/texture_view.c new file mode 100644 index 0000000..f2c650f --- /dev/null +++ b/gltfview/src/plugins/texture_view.c | |||
@@ -0,0 +1,94 @@ | |||
1 | #include "texture_view.h" | ||
2 | |||
3 | #include <gfx/render_backend.h> | ||
4 | #include <gfx/util/geometry.h> | ||
5 | #include <gfx/util/shader.h> | ||
6 | #include <gfx/util/texture.h> | ||
7 | |||
8 | #include <math/camera.h> | ||
9 | |||
10 | #include <assert.h> | ||
11 | #include <stdlib.h> | ||
12 | |||
13 | // Default texture to load if no texture is provided. | ||
14 | static const char* CLOUDS1_TEXTURE = "/assets/skybox/clouds1/clouds1_west.bmp"; | ||
15 | |||
16 | State* init(Game* game) { | ||
17 | assert(game); | ||
18 | |||
19 | State* state = calloc(1, sizeof(State)); | ||
20 | return state; | ||
21 | } | ||
22 | |||
23 | bool boot(State* state, Game* game) { | ||
24 | assert(state); | ||
25 | assert(game); | ||
26 | |||
27 | // Usage: [texture file] | ||
28 | const char* texture_file = game->argc > 1 ? game->argv[1] : CLOUDS1_TEXTURE; | ||
29 | |||
30 | RenderBackend* render_backend = gfx_get_render_backend(game->gfx); | ||
31 | |||
32 | Texture* texture = gfx_load_texture( | ||
33 | render_backend, &(LoadTextureCmd){ | ||
34 | .origin = TextureFromFile, | ||
35 | .type = LoadTexture, | ||
36 | .filtering = LinearFiltering, | ||
37 | .mipmaps = false, | ||
38 | .data.texture.filepath = mstring_make(texture_file)}); | ||
39 | |||
40 | Camera* camera = gfx_get_camera_camera(game->camera); | ||
41 | spatial3_set_position(&camera->spatial, vec3_make(0, 0, 1)); | ||
42 | |||
43 | ShaderProgram* shader = gfx_make_view_texture_shader(render_backend); | ||
44 | if (!shader) { | ||
45 | return false; | ||
46 | } | ||
47 | |||
48 | Geometry* geometry = gfx_make_quad_11(render_backend); | ||
49 | if (!geometry) { | ||
50 | return false; | ||
51 | } | ||
52 | |||
53 | MaterialDesc material_desc = (MaterialDesc){0}; | ||
54 | material_desc.uniforms[0] = (ShaderUniform){ | ||
55 | .type = UniformTexture, | ||
56 | .value.texture = texture, | ||
57 | .name = sstring_make("Texture")}; | ||
58 | material_desc.num_uniforms = 1; | ||
59 | Material* material = gfx_make_material(&material_desc); | ||
60 | if (!material) { | ||
61 | return false; | ||
62 | } | ||
63 | |||
64 | MeshDesc mesh_desc = (MeshDesc){0}; | ||
65 | mesh_desc.geometry = geometry; | ||
66 | mesh_desc.material = material; | ||
67 | mesh_desc.shader = shader; | ||
68 | Mesh* mesh = gfx_make_mesh(&mesh_desc); | ||
69 | if (!mesh) { | ||
70 | return false; | ||
71 | } | ||
72 | |||
73 | SceneObject* object = gfx_make_object(); | ||
74 | if (!object) { | ||
75 | return false; | ||
76 | } | ||
77 | gfx_add_object_mesh(object, mesh); | ||
78 | |||
79 | SceneNode* node = gfx_make_object_node(object); | ||
80 | SceneNode* root = gfx_get_scene_root(game->scene); | ||
81 | gfx_set_node_parent(node, root); | ||
82 | |||
83 | return true; | ||
84 | } | ||
85 | |||
86 | void update(State* state, Game* game, double t, double dt) { | ||
87 | assert(state); | ||
88 | assert(game); | ||
89 | } | ||
90 | |||
91 | void render(State* state, const Game* game) { | ||
92 | assert(state); | ||
93 | assert(game); | ||
94 | } | ||
diff --git a/gltfview/src/plugins/texture_view.h b/gltfview/src/plugins/texture_view.h new file mode 100644 index 0000000..670d88d --- /dev/null +++ b/gltfview/src/plugins/texture_view.h | |||
@@ -0,0 +1,9 @@ | |||
1 | #pragma once | ||
2 | |||
3 | #include "plugin.h" | ||
4 | |||
5 | #include <gfx/scene.h> | ||
6 | |||
7 | typedef struct State { | ||
8 | int unused; | ||
9 | } State; | ||