summaryrefslogtreecommitdiff
path: root/gltfview/src/game.c
diff options
context:
space:
mode:
author3gg <3gg@shellblade.net>2023-02-04 14:36:02 -0800
committer3gg <3gg@shellblade.net>2023-02-04 14:36:02 -0800
commit8068d0a816b3efd17ebb0dcf468c6d333e3577d3 (patch)
treef88f0845c34efbb1c43f88ea71fcbf32ea5adae9 /gltfview/src/game.c
parentf319f0bb59f5e05bd06dcd160699f2b0f2f14e8a (diff)
Add support for skeletal animation.
Diffstat (limited to 'gltfview/src/game.c')
-rw-r--r--gltfview/src/game.c41
1 files changed, 25 insertions, 16 deletions
diff --git a/gltfview/src/game.c b/gltfview/src/game.c
index 612ec67..1db7cba 100644
--- a/gltfview/src/game.c
+++ b/gltfview/src/game.c
@@ -89,13 +89,13 @@ static SceneNode* load_skyquad(Game* game) {
89} 89}
90 90
91/// Load the 3D scene. 91/// Load the 3D scene.
92static bool load_scene( 92static SceneNode* load_scene(
93 Game* game, const char* scene_filepath, const char* view_mode) { 93 Game* game, const char* scene_filepath, const char* view_mode) {
94 assert(game); 94 assert(game);
95 95
96 game->camera = gfx_make_camera(); 96 game->camera = gfx_make_camera();
97 if (!game->camera) { 97 if (!game->camera) {
98 return false; 98 return 0;
99 } 99 }
100 Camera* camera = gfx_get_camera_camera(game->camera); 100 Camera* camera = gfx_get_camera_camera(game->camera);
101 // Sponza. 101 // Sponza.
@@ -105,7 +105,7 @@ static bool load_scene(
105 105
106 SceneNode* sky_light_node = load_skyquad(game); 106 SceneNode* sky_light_node = load_skyquad(game);
107 if (!sky_light_node) { 107 if (!sky_light_node) {
108 return false; 108 return 0;
109 } 109 }
110 110
111 // TODO: Move the debug rendering to the renderer. 111 // TODO: Move the debug rendering to the renderer.
@@ -114,16 +114,16 @@ static bool load_scene(
114 // return false; 114 // return false;
115 // } 115 // }
116 116
117 if (!gfx_load_scene( 117 SceneNode* scene_node = gfx_load_scene(
118 game->gfx, sky_light_node, 118 game->gfx, sky_light_node,
119 &(LoadSceneCmd){ 119 &(LoadSceneCmd){.origin = SceneFromFile, .filepath = scene_filepath});
120 .origin = SceneFromFile, .filepath = scene_filepath})) { 120 if (!scene_node) {
121 return false; 121 return 0;
122 } 122 }
123 123
124 gfx_log_node_hierarchy(gfx_get_scene_root(game->scene)); 124 gfx_log_node_hierarchy(gfx_get_scene_root(game->scene));
125 125
126 return true; 126 return scene_node;
127} 127}
128 128
129/// Load a scene for debugging textures. 129/// Load a scene for debugging textures.
@@ -207,13 +207,23 @@ bool game_new(Game* game, int argc, const char** argv) {
207 goto cleanup; 207 goto cleanup;
208 } 208 }
209 209
210 if (!load_scene(game, scene_filepath, view_mode)) { 210 game->root_node = load_scene(game, scene_filepath, view_mode);
211 if (!game->root_node) {
211 goto cleanup; 212 goto cleanup;
212 } 213 }
213 /*if (!load_texture_debugger_scene(game)) { 214 /*if (!load_texture_debugger_scene(game)) {
214 goto cleanup; 215 goto cleanup;
215 }*/ 216 }*/
216 217
218 Anima* anima = gfx_get_node_anima(game->root_node);
219
220 // const bool play_result = gfx_play_animation(
221 // anima, &(AnimationPlaySettings){.name = "Defiant stance", .loop =
222 // false});
223 const bool play_result = gfx_play_animation(
224 anima, &(AnimationPlaySettings){.name = "Walk", .loop = true});
225 assert(play_result);
226
217 return true; 227 return true;
218 228
219cleanup: 229cleanup:
@@ -227,12 +237,11 @@ cleanup:
227void game_end(Game* game) { gfx_destroy(&game->gfx); } 237void game_end(Game* game) { gfx_destroy(&game->gfx); }
228 238
229void game_update(Game* game, double t, double dt) { 239void game_update(Game* game, double t, double dt) {
230 game->elapsed += dt; 240 // LOGD("Tick");
231 while (game->elapsed >= 1.0) { 241
232 // LOGD("Tick"); 242 Anima* anima = gfx_get_node_anima(game->root_node);
233 usleep(1000); 243 gfx_update_animation(anima, t);
234 game->elapsed -= 1.0; 244
235 }
236 // TODO: Compute bounding boxes to then find a good orbit point and radius 245 // TODO: Compute bounding boxes to then find a good orbit point and radius
237 // for each scene. 246 // for each scene.
238 const vec3 orbit_point = vec3_make(0, 2, 0); 247 const vec3 orbit_point = vec3_make(0, 2, 0);