diff options
author | 3gg <3gg@shellblade.net> | 2023-01-03 08:49:54 -0800 |
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committer | 3gg <3gg@shellblade.net> | 2023-01-03 08:49:54 -0800 |
commit | 1e3fcf5b38d67fb54102786be74af42be5c6792f (patch) | |
tree | 88bff4e24121c50d0e3c62f5ddb4eff6a3dfa238 /gltfview/src |
Initial commit.
Diffstat (limited to 'gltfview/src')
-rw-r--r-- | gltfview/src/game.c | 295 | ||||
-rw-r--r-- | gltfview/src/game.h | 32 | ||||
-rw-r--r-- | gltfview/src/main.c | 65 |
3 files changed, 392 insertions, 0 deletions
diff --git a/gltfview/src/game.c b/gltfview/src/game.c new file mode 100644 index 0000000..d7352d4 --- /dev/null +++ b/gltfview/src/game.c | |||
@@ -0,0 +1,295 @@ | |||
1 | #include "game.h" | ||
2 | |||
3 | #include <gfx/error.h> | ||
4 | #include <gfx/render_backend.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/util/geometry.h> | ||
11 | #include <gfx/util/ibl.h> | ||
12 | #include <gfx/util/scene.h> | ||
13 | #include <gfx/util/shader.h> | ||
14 | #include <gfx/util/skyquad.h> | ||
15 | #include <gfx/util/texture.h> | ||
16 | |||
17 | #include <log/log.h> | ||
18 | #include <math/camera.h> | ||
19 | |||
20 | #include <assert.h> | ||
21 | #include <stdbool.h> | ||
22 | #include <stdio.h> | ||
23 | #include <string.h> | ||
24 | #include <unistd.h> // usleep; TODO Remove. | ||
25 | |||
26 | // Paths to various scene files. | ||
27 | static const char* BOX = "/assets/models/box.gltf"; | ||
28 | static const char* SUZANNE = "/assets/models/suzanne.gltf"; | ||
29 | static const char* SPONZA = | ||
30 | "/assets/glTF-Sample-Models/2.0/Sponza/glTF/Sponza.gltf"; | ||
31 | static const char* FLIGHT_HELMET = | ||
32 | "/assets/glTF-Sample-Models/2.0/FlightHelmet/glTF/FlightHelmet.gltf"; | ||
33 | static const char* DAMAGED_HELMET = | ||
34 | "/assets/glTF-Sample-Models/2.0/DamagedHelmet/glTF/DamagedHelmet.gltf"; | ||
35 | |||
36 | #define DEFAULT_SCENE_FILE DAMAGED_HELMET | ||
37 | |||
38 | static const char* CLOUDS1_TEXTURE = "/assets/skybox/clouds1/clouds1_west.bmp"; | ||
39 | |||
40 | static ShaderProgram* load_shader(RenderBackend* render_backend, | ||
41 | const char* view_mode) { | ||
42 | ShaderProgram* shader = 0; | ||
43 | if (strcmp(view_mode, "debug") == 0) { | ||
44 | shader = gfx_make_debug3d_shader(render_backend); | ||
45 | } else if (strcmp(view_mode, "normals") == 0) { | ||
46 | shader = gfx_make_view_normals_shader(render_backend); | ||
47 | } else if (strcmp(view_mode, "normal_mapped_normals") == 0) { | ||
48 | shader = gfx_make_view_normal_mapped_normals_shader(render_backend); | ||
49 | } else if (strcmp(view_mode, "tangents") == 0) { | ||
50 | shader = gfx_make_view_tangents_shader(render_backend); | ||
51 | } else { | ||
52 | shader = gfx_make_cook_torrance_shader(render_backend); | ||
53 | } | ||
54 | return shader; | ||
55 | } | ||
56 | |||
57 | /// Loads the skyquad texture. | ||
58 | static Texture* load_environment_map(RenderBackend* render_backend) { | ||
59 | return gfx_load_texture( | ||
60 | render_backend, | ||
61 | &(LoadTextureCmd){ | ||
62 | .origin = TextureFromFile, | ||
63 | .type = LoadCubemap, | ||
64 | .colour_space = sRGB, | ||
65 | .filtering = NearestFiltering, | ||
66 | .mipmaps = false, | ||
67 | .data.cubemap.filepaths = { | ||
68 | mstring_make("/assets/skybox/clouds1/clouds1_east.bmp"), | ||
69 | mstring_make("/assets/skybox/clouds1/clouds1_west.bmp"), | ||
70 | mstring_make("/assets/skybox/clouds1/clouds1_up.bmp"), | ||
71 | mstring_make("/assets/skybox/clouds1/clouds1_down.bmp"), | ||
72 | mstring_make("/assets/skybox/clouds1/clouds1_north.bmp"), | ||
73 | mstring_make("/assets/skybox/clouds1/clouds1_south.bmp")}}); | ||
74 | } | ||
75 | |||
76 | /// Creates an object to render the skyquad in the background. | ||
77 | static SceneNode* make_skyquad_object_node(Game* game, | ||
78 | const Texture* environment_map) { | ||
79 | assert(game); | ||
80 | |||
81 | SceneObject* skyquad_object = | ||
82 | gfx_make_skyquad(game->gfx, game->scene, environment_map); | ||
83 | if (!skyquad_object) { | ||
84 | return 0; | ||
85 | } | ||
86 | SceneNode* skyquad_node = gfx_make_object_node(skyquad_object); | ||
87 | if (!skyquad_node) { | ||
88 | return 0; | ||
89 | } | ||
90 | gfx_set_node_parent(skyquad_node, gfx_get_scene_root(game->scene)); | ||
91 | return skyquad_node; | ||
92 | } | ||
93 | |||
94 | /// Creates an environment light. | ||
95 | static SceneNode* make_environment_light(Game* game, | ||
96 | const Texture* environment_light) { | ||
97 | assert(game); | ||
98 | |||
99 | Light* light = gfx_make_light(&(LightDesc){ | ||
100 | .type = EnvironmentLightType, | ||
101 | .light = (EnvironmentLightDesc){.environment_map = environment_light}}); | ||
102 | if (!light) { | ||
103 | return 0; | ||
104 | } | ||
105 | SceneNode* light_node = gfx_make_light_node(light); | ||
106 | if (!light_node) { | ||
107 | return 0; | ||
108 | } | ||
109 | gfx_set_node_parent(light_node, gfx_get_scene_root(game->scene)); | ||
110 | return light_node; | ||
111 | } | ||
112 | |||
113 | /// Loads the skyquad and returns the SceneNode with the environment light. | ||
114 | static bool load_skyquad(Game* game, SceneNode** node) { | ||
115 | assert(game); | ||
116 | assert(node); | ||
117 | |||
118 | Texture* environment_map = load_environment_map(game->render_backend); | ||
119 | if (!environment_map) { | ||
120 | return false; | ||
121 | } | ||
122 | |||
123 | make_skyquad_object_node(game, environment_map); | ||
124 | *node = make_environment_light(game, environment_map); | ||
125 | |||
126 | return true; | ||
127 | } | ||
128 | |||
129 | /// Loads the 3D scene. | ||
130 | static bool load_scene(Game* game, const char* scene_filepath, | ||
131 | const char* view_mode) { | ||
132 | assert(game); | ||
133 | |||
134 | game->camera = gfx_make_camera(); | ||
135 | if (!game->camera) { | ||
136 | return false; | ||
137 | } | ||
138 | Camera* camera = gfx_get_camera_camera(game->camera); | ||
139 | // Sponza. | ||
140 | // spatial3_set_position(&camera->spatial, vec3_make(0, 100, 50)); | ||
141 | // Damaged helmet. | ||
142 | spatial3_set_position(&camera->spatial, vec3_make(0, 0, 2)); | ||
143 | |||
144 | SceneNode* sky_node = 0; | ||
145 | if (!load_skyquad(game, &sky_node) || !sky_node) { | ||
146 | return false; | ||
147 | } | ||
148 | |||
149 | ShaderProgram* shader = load_shader(game->render_backend, view_mode); | ||
150 | if (!shader) { | ||
151 | return false; | ||
152 | } | ||
153 | |||
154 | if (!gfx_load_scene(game->gfx, sky_node, shader, | ||
155 | &(LoadSceneCmd){.origin = SceneFromFile, | ||
156 | .filepath = scene_filepath})) { | ||
157 | return false; | ||
158 | } | ||
159 | |||
160 | return true; | ||
161 | } | ||
162 | |||
163 | /// Loads a scene for debugging textures. | ||
164 | static bool load_texture_debugger_scene(Game* game) { | ||
165 | assert(game); | ||
166 | |||
167 | Texture* texture = | ||
168 | gfx_load_texture(game->render_backend, | ||
169 | &(LoadTextureCmd){.origin = TextureFromFile, | ||
170 | .type = LoadTexture, | ||
171 | .filtering = LinearFiltering, | ||
172 | .mipmaps = false, | ||
173 | .data.texture.filepath = | ||
174 | mstring_make(CLOUDS1_TEXTURE)}); | ||
175 | |||
176 | game->camera = gfx_make_camera(); | ||
177 | if (!game->camera) { | ||
178 | return false; | ||
179 | } | ||
180 | Camera* camera = gfx_get_camera_camera(game->camera); | ||
181 | spatial3_set_position(&camera->spatial, vec3_make(0, 0, 1)); | ||
182 | |||
183 | ShaderProgram* shader = gfx_make_view_texture_shader(game->render_backend); | ||
184 | if (!shader) { | ||
185 | return false; | ||
186 | } | ||
187 | |||
188 | Geometry* geometry = gfx_make_quad_11(game->render_backend); | ||
189 | if (!geometry) { | ||
190 | return false; | ||
191 | } | ||
192 | |||
193 | MaterialDesc material_desc = (MaterialDesc){0}; | ||
194 | material_desc.shader = shader; | ||
195 | material_desc.uniforms[0] = (ShaderUniform){.type = UniformTexture, | ||
196 | .value.texture = texture, | ||
197 | .name = sstring_make("Texture")}; | ||
198 | material_desc.num_uniforms = 1; | ||
199 | Material* material = gfx_make_material(&material_desc); | ||
200 | if (!material) { | ||
201 | return false; | ||
202 | } | ||
203 | |||
204 | MeshDesc mesh_desc = (MeshDesc){0}; | ||
205 | mesh_desc.geometry = geometry; | ||
206 | mesh_desc.material = material; | ||
207 | Mesh* mesh = gfx_make_mesh(&mesh_desc); | ||
208 | if (!mesh) { | ||
209 | return false; | ||
210 | } | ||
211 | |||
212 | SceneObject* object = gfx_make_object(); | ||
213 | if (!object) { | ||
214 | return false; | ||
215 | } | ||
216 | gfx_add_object_mesh(object, mesh); | ||
217 | |||
218 | SceneNode* node = gfx_make_object_node(object); | ||
219 | SceneNode* root = gfx_get_scene_root(game->scene); | ||
220 | gfx_set_node_parent(node, root); | ||
221 | |||
222 | return true; | ||
223 | } | ||
224 | |||
225 | bool game_new(Game* game, int argc, const char** argv) { | ||
226 | // TODO: getopt() to implement proper argument parsing. | ||
227 | const char* view_mode = argc > 1 ? argv[1] : ""; | ||
228 | const char* scene_filepath = argc > 2 ? argv[2] : DEFAULT_SCENE_FILE; | ||
229 | |||
230 | game->gfx = gfx_init(); | ||
231 | if (!game->gfx) { | ||
232 | goto cleanup; | ||
233 | } | ||
234 | |||
235 | game->render_backend = gfx_get_render_backend(game->gfx); | ||
236 | game->renderer = gfx_get_renderer(game->gfx); | ||
237 | |||
238 | game->scene = gfx_make_scene(game->gfx); | ||
239 | if (!game->scene) { | ||
240 | goto cleanup; | ||
241 | } | ||
242 | |||
243 | if (!load_scene(game, scene_filepath, view_mode)) { | ||
244 | goto cleanup; | ||
245 | } | ||
246 | /*if (!load_texture_debugger_scene(game)) { | ||
247 | goto cleanup; | ||
248 | }*/ | ||
249 | |||
250 | return true; | ||
251 | |||
252 | cleanup: | ||
253 | LOGE("Gfx error: %s", gfx_get_error()); | ||
254 | if (game->scene) { | ||
255 | gfx_destroy_scene(game->gfx, &game->scene); | ||
256 | } | ||
257 | if (game->gfx) { | ||
258 | gfx_destroy(&game->gfx); | ||
259 | } | ||
260 | return false; | ||
261 | } | ||
262 | |||
263 | void game_end(Game* game) { gfx_destroy(&game->gfx); } | ||
264 | |||
265 | void game_update(Game* game, double t, double dt) { | ||
266 | game->elapsed += dt; | ||
267 | while (game->elapsed >= 1.0) { | ||
268 | // LOGD("Tick"); | ||
269 | usleep(1000); | ||
270 | game->elapsed -= 1.0; | ||
271 | } | ||
272 | Camera* camera = gfx_get_camera_camera(game->camera); | ||
273 | spatial3_orbit(&camera->spatial, vec3_make(0, 0, 0), | ||
274 | /*radius=*/2, | ||
275 | /*azimuth=*/t * 0.5, /*zenith=*/0); | ||
276 | spatial3_lookat(&camera->spatial, vec3_make(0, 0, 0)); | ||
277 | } | ||
278 | |||
279 | void game_render(const Game* game) { | ||
280 | gfx_render_scene(game->renderer, game->render_backend, game->scene, | ||
281 | game->camera); | ||
282 | } | ||
283 | |||
284 | void game_set_viewport(Game* game, int width, int height) { | ||
285 | gfx_set_viewport(game->render_backend, width, height); | ||
286 | |||
287 | const R fovy = 90 * TO_RAD; | ||
288 | const R aspect = (R)width / (R)height; | ||
289 | const R near = 0.1; | ||
290 | const R far = 1000; | ||
291 | const mat4 projection = mat4_perspective(fovy, aspect, near, far); | ||
292 | |||
293 | Camera* camera = gfx_get_camera_camera(game->camera); | ||
294 | camera->projection = projection; | ||
295 | } | ||
diff --git a/gltfview/src/game.h b/gltfview/src/game.h new file mode 100644 index 0000000..92c0885 --- /dev/null +++ b/gltfview/src/game.h | |||
@@ -0,0 +1,32 @@ | |||
1 | #pragma once | ||
2 | |||
3 | #include <gfx/gfx.h> | ||
4 | #include <gfx/render_backend.h> | ||
5 | #include <gfx/renderer.h> | ||
6 | #include <gfx/scene/camera.h> | ||
7 | #include <gfx/scene/scene.h> | ||
8 | |||
9 | #include <stdbool.h> | ||
10 | |||
11 | /// The delta time the game should be updated with. | ||
12 | static const double game_dt = 1.0 / 60.0; | ||
13 | |||
14 | /// Game state. | ||
15 | typedef struct { | ||
16 | Gfx* gfx; | ||
17 | RenderBackend* render_backend; | ||
18 | Renderer* renderer; | ||
19 | Scene* scene; | ||
20 | SceneCamera* camera; | ||
21 | double elapsed; | ||
22 | } Game; | ||
23 | |||
24 | bool game_new(Game*, int argc, const char** argv); | ||
25 | |||
26 | void game_end(Game*); | ||
27 | |||
28 | void game_update(Game*, double t, double dt); | ||
29 | |||
30 | void game_render(const Game*); | ||
31 | |||
32 | void game_set_viewport(Game*, int width, int height); | ||
diff --git a/gltfview/src/main.c b/gltfview/src/main.c new file mode 100644 index 0000000..f7c372c --- /dev/null +++ b/gltfview/src/main.c | |||
@@ -0,0 +1,65 @@ | |||
1 | #include "game.h" | ||
2 | |||
3 | #include <gfx/gfx_app.h> | ||
4 | #include <log/log.h> | ||
5 | |||
6 | #include <stdlib.h> | ||
7 | |||
8 | static bool init(const GfxAppDesc* desc, void** app_state) { | ||
9 | Game* game = calloc(1, sizeof(Game)); | ||
10 | if (!game) { | ||
11 | LOGE("Failed to allocate game state"); | ||
12 | return false; | ||
13 | } | ||
14 | if (!game_new(game, desc->argc, desc->argv)) { | ||
15 | LOGE("Failed to initialize game\n"); | ||
16 | return false; | ||
17 | } | ||
18 | *app_state = game; | ||
19 | return true; | ||
20 | } | ||
21 | |||
22 | static void shutdown(void* app_state) { | ||
23 | assert(app_state); | ||
24 | Game* game = (Game*)(app_state); | ||
25 | game_end(game); | ||
26 | } | ||
27 | |||
28 | static void update(void* app_state, double t, double dt) { | ||
29 | assert(app_state); | ||
30 | Game* game = (Game*)(app_state); | ||
31 | game_update(game, t, dt); | ||
32 | } | ||
33 | |||
34 | static void render(void* app_state) { | ||
35 | assert(app_state); | ||
36 | Game* game = (Game*)(app_state); | ||
37 | game_render(game); | ||
38 | } | ||
39 | |||
40 | static void resize(void* app_state, int width, int height) { | ||
41 | assert(app_state); | ||
42 | Game* game = (Game*)(app_state); | ||
43 | game_set_viewport(game, width, height); | ||
44 | } | ||
45 | |||
46 | int main(int argc, const char** argv) { | ||
47 | const int initial_width = 1350; | ||
48 | const int initial_height = 900; | ||
49 | const int max_fps = 60; | ||
50 | |||
51 | gfx_app_run(&(GfxAppDesc){.argc = argc, | ||
52 | .argv = argv, | ||
53 | .width = initial_width, | ||
54 | .height = initial_height, | ||
55 | .max_fps = max_fps, | ||
56 | .update_delta_time = | ||
57 | max_fps > 0 ? 1.0 / (double)max_fps : 0.0}, | ||
58 | &(GfxAppCallbacks){.init = init, | ||
59 | .update = update, | ||
60 | .render = render, | ||
61 | .resize = resize, | ||
62 | .shutdown = shutdown}); | ||
63 | |||
64 | return 0; | ||
65 | } | ||