diff options
| author | 3gg <3gg@shellblade.net> | 2023-01-03 08:49:54 -0800 |
|---|---|---|
| committer | 3gg <3gg@shellblade.net> | 2023-01-03 08:49:54 -0800 |
| commit | 1e3fcf5b38d67fb54102786be74af42be5c6792f (patch) | |
| tree | 88bff4e24121c50d0e3c62f5ddb4eff6a3dfa238 /gltfview | |
Initial commit.
Diffstat (limited to 'gltfview')
| -rw-r--r-- | gltfview/CMakeLists.txt | 17 | ||||
| -rw-r--r-- | gltfview/src/game.c | 295 | ||||
| -rw-r--r-- | gltfview/src/game.h | 32 | ||||
| -rw-r--r-- | gltfview/src/main.c | 65 |
4 files changed, 409 insertions, 0 deletions
diff --git a/gltfview/CMakeLists.txt b/gltfview/CMakeLists.txt new file mode 100644 index 0000000..19ea0e5 --- /dev/null +++ b/gltfview/CMakeLists.txt | |||
| @@ -0,0 +1,17 @@ | |||
| 1 | cmake_minimum_required(VERSION 3.0) | ||
| 2 | |||
| 3 | project(gltfview) | ||
| 4 | |||
| 5 | add_executable(gltfview | ||
| 6 | src/game.c | ||
| 7 | src/main.c) | ||
| 8 | |||
| 9 | target_include_directories(gltfview PRIVATE | ||
| 10 | src/) | ||
| 11 | |||
| 12 | target_link_libraries(gltfview PRIVATE | ||
| 13 | gfx | ||
| 14 | gfx-app | ||
| 15 | log | ||
| 16 | math | ||
| 17 | mempool) | ||
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 | } | ||
