diff options
author | 3gg <3gg@shellblade.net> | 2023-06-16 09:38:15 -0700 |
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committer | 3gg <3gg@shellblade.net> | 2023-06-16 09:38:15 -0700 |
commit | 520e4e67cd9ff53f3c3512c80d07193625e07e3e (patch) | |
tree | f2f8acfc2eb0d2aa279263d93af00beef7e93a1b /gltfview/src/game.c | |
parent | 14e6edd6bfe94089d52b5c4b6899dea23923e9be (diff) |
New plugin architecture.
Diffstat (limited to 'gltfview/src/game.c')
-rw-r--r-- | gltfview/src/game.c | 279 |
1 files changed, 89 insertions, 190 deletions
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; |