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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/plugins/gltf_view.c | |
parent | 14e6edd6bfe94089d52b5c4b6899dea23923e9be (diff) |
New plugin architecture.
Diffstat (limited to 'gltfview/src/plugins/gltf_view.c')
-rw-r--r-- | gltfview/src/plugins/gltf_view.c | 167 |
1 files changed, 167 insertions, 0 deletions
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 | } | ||