diff options
Diffstat (limited to 'game/src/plugins/viewer.c')
-rw-r--r-- | game/src/plugins/viewer.c | 366 |
1 files changed, 0 insertions, 366 deletions
diff --git a/game/src/plugins/viewer.c b/game/src/plugins/viewer.c deleted file mode 100644 index 5fc4be7..0000000 --- a/game/src/plugins/viewer.c +++ /dev/null | |||
@@ -1,366 +0,0 @@ | |||
1 | #include "plugin.h" | ||
2 | |||
3 | #include <gfx/app.h> | ||
4 | #include <gfx/asset.h> | ||
5 | #include <gfx/renderer.h> | ||
6 | #include <gfx/scene.h> | ||
7 | #include <gfx/util/skyquad.h> | ||
8 | #include <math/camera.h> | ||
9 | #include <math/spatial3.h> | ||
10 | |||
11 | #include <log/log.h> | ||
12 | |||
13 | #include <stdlib.h> | ||
14 | |||
15 | // Paths to various scene files. | ||
16 | static const char* BOX = "/assets/models/box.gltf"; | ||
17 | static const char* SUZANNE = "/assets/models/suzanne.gltf"; | ||
18 | static const char* SPONZA = | ||
19 | "/assets/glTF-Sample-Models/2.0/Sponza/glTF/Sponza.gltf"; | ||
20 | static const char* FLIGHT_HELMET = | ||
21 | "/assets/glTF-Sample-Models/2.0/FlightHelmet/glTF/FlightHelmet.gltf"; | ||
22 | static const char* DAMAGED_HELMET = | ||
23 | "/assets/glTF-Sample-Models/2.0/DamagedHelmet/glTF/DamagedHelmet.gltf"; | ||
24 | static const char* GIRL = | ||
25 | "/home/jeanne/Nextcloud/assets/models/girl/girl-with-ground.gltf"; | ||
26 | static const char* BOXES = | ||
27 | "/home/jeanne/Nextcloud/assets/models/boxes/boxes.gltf"; | ||
28 | |||
29 | #define DEFAULT_SCENE_FILE GIRL | ||
30 | |||
31 | static const bool RenderBoundingBoxes = false; | ||
32 | static const R DefaultCameraSpeed = (R)6.0; | ||
33 | static const R DefaultMouseSensitivity = (R)(10 * TO_RAD); | ||
34 | static const vec3 DefaultCameraPosition = (vec3){0, 2, 5}; | ||
35 | |||
36 | typedef struct CameraCommand { | ||
37 | bool CameraMoveLeft : 1; | ||
38 | bool CameraMoveRight : 1; | ||
39 | bool CameraMoveForward : 1; | ||
40 | bool CameraMoveBackward : 1; | ||
41 | } CameraCommand; | ||
42 | |||
43 | typedef struct CameraController { | ||
44 | R camera_speed; // Camera movement speed. | ||
45 | R mouse_sensitivity; // Controls the degree with which mouse movements | ||
46 | // rotate the camera. | ||
47 | vec2 prev_mouse_position; // Mouse position in the previous frame. | ||
48 | bool rotating; // When true, subsequent mouse movements cause the | ||
49 | // camera to rotate. | ||
50 | } CameraController; | ||
51 | |||
52 | typedef struct State { | ||
53 | Scene* scene; | ||
54 | Model* model; | ||
55 | SceneCamera* camera; | ||
56 | CameraController camera_controller; | ||
57 | } State; | ||
58 | |||
59 | /// Load the skyquad texture. | ||
60 | static const Texture* load_environment_map(Gfx* gfx) { | ||
61 | assert(gfx); | ||
62 | return gfx_load_texture( | ||
63 | gfx, &(LoadTextureCmd){ | ||
64 | .origin = AssetFromFile, | ||
65 | .type = LoadCubemap, | ||
66 | .colour_space = sRGB, | ||
67 | .filtering = NearestFiltering, | ||
68 | .mipmaps = false, | ||
69 | .data.cubemap.filepaths = { | ||
70 | mstring_make("/assets/skybox/clouds1/clouds1_east.bmp"), | ||
71 | mstring_make("/assets/skybox/clouds1/clouds1_west.bmp"), | ||
72 | mstring_make("/assets/skybox/clouds1/clouds1_up.bmp"), | ||
73 | mstring_make("/assets/skybox/clouds1/clouds1_down.bmp"), | ||
74 | mstring_make("/assets/skybox/clouds1/clouds1_south.bmp"), | ||
75 | mstring_make("/assets/skybox/clouds1/clouds1_north.bmp")} | ||
76 | }); | ||
77 | } | ||
78 | |||
79 | /// Load the skyquad and return the environment light node. | ||
80 | static SceneNode* load_skyquad(Gfx* gfx, SceneNode* root) { | ||
81 | assert(gfx); | ||
82 | assert(root); | ||
83 | |||
84 | GfxCore* gfxcore = gfx_get_core(gfx); | ||
85 | |||
86 | const Texture* environment_map = load_environment_map(gfx); | ||
87 | if (!environment_map) { | ||
88 | return 0; | ||
89 | } | ||
90 | |||
91 | return gfx_setup_skyquad(gfxcore, root, environment_map); | ||
92 | } | ||
93 | |||
94 | /// Load the 3D scene. | ||
95 | /// Return the loaded model. | ||
96 | static Model* load_scene(Game* game, State* state, const char* scene_filepath) { | ||
97 | assert(game); | ||
98 | assert(game->gfx); | ||
99 | assert(state); | ||
100 | assert(state->scene); | ||
101 | |||
102 | Camera* camera = gfx_get_camera_camera(state->camera); | ||
103 | spatial3_set_position(&camera->spatial, vec3_make(0, 0, 2)); | ||
104 | |||
105 | SceneNode* root = gfx_get_scene_root(state->scene); | ||
106 | SceneNode* sky_light_node = load_skyquad(game->gfx, root); | ||
107 | if (!sky_light_node) { | ||
108 | return 0; // test | ||
109 | } | ||
110 | |||
111 | Model* model = gfx_load_model( | ||
112 | game->gfx, | ||
113 | &(LoadModelCmd){ | ||
114 | .origin = AssetFromFile, .filepath = mstring_make(scene_filepath)}); | ||
115 | if (!model) { | ||
116 | return 0; | ||
117 | } | ||
118 | SceneNode* model_node = gfx_make_model_node(model); | ||
119 | if (!model_node) { | ||
120 | return 0; | ||
121 | } | ||
122 | gfx_set_node_parent(model_node, sky_light_node); | ||
123 | |||
124 | gfx_log_node_hierarchy(root); | ||
125 | |||
126 | return model; | ||
127 | } | ||
128 | |||
129 | bool init(Game* game, State** pp_state) { | ||
130 | assert(game); | ||
131 | |||
132 | // Usage: <scene file> | ||
133 | const char* scene_filepath = | ||
134 | game->argc > 1 ? game->argv[1] : DEFAULT_SCENE_FILE; | ||
135 | |||
136 | State* state = calloc(1, sizeof(State)); | ||
137 | if (!state) { | ||
138 | goto cleanup; | ||
139 | } | ||
140 | |||
141 | if (!(state->scene = gfx_make_scene())) { | ||
142 | goto cleanup; | ||
143 | } | ||
144 | if (!(state->camera = gfx_make_camera())) { | ||
145 | goto cleanup; | ||
146 | } | ||
147 | |||
148 | state->model = load_scene(game, state, scene_filepath); | ||
149 | if (!state->model) { | ||
150 | goto cleanup; | ||
151 | } | ||
152 | |||
153 | Anima* anima = gfx_get_model_anima(state->model); | ||
154 | if (anima) { | ||
155 | gfx_play_animation( | ||
156 | anima, &(AnimationPlaySettings){.name = "Walk", .loop = true}); | ||
157 | // TODO: Interpolate animations. | ||
158 | /*gfx_play_animation( | ||
159 | anima, | ||
160 | &(AnimationPlaySettings){.name = "Jumping-jack-lower", .loop = true}); | ||
161 | gfx_play_animation( | ||
162 | anima, &(AnimationPlaySettings){ | ||
163 | .name = "Jumping-jack-arms-mid", .loop = true});*/ | ||
164 | } | ||
165 | |||
166 | spatial3_set_position( | ||
167 | &gfx_get_camera_camera(state->camera)->spatial, DefaultCameraPosition); | ||
168 | |||
169 | state->camera_controller.camera_speed = DefaultCameraSpeed; | ||
170 | state->camera_controller.mouse_sensitivity = DefaultMouseSensitivity; | ||
171 | |||
172 | *pp_state = state; | ||
173 | return true; | ||
174 | |||
175 | cleanup: | ||
176 | shutdown(game, state); | ||
177 | if (state) { | ||
178 | free(state); | ||
179 | } | ||
180 | return false; | ||
181 | } | ||
182 | |||
183 | void shutdown(Game* game, State* state) { | ||
184 | assert(game); | ||
185 | if (state) { | ||
186 | gfx_destroy_camera(&state->camera); | ||
187 | gfx_destroy_scene(&state->scene); | ||
188 | // State freed by plugin engine. | ||
189 | } | ||
190 | } | ||
191 | |||
192 | static void update_camera( | ||
193 | CameraController* controller, R dt, vec2 mouse_position, | ||
194 | CameraCommand command, Spatial3* camera) { | ||
195 | assert(controller); | ||
196 | assert(camera); | ||
197 | |||
198 | // Translation. | ||
199 | const R move_x = (R)(command.CameraMoveLeft ? -1 : 0) + | ||
200 | (R)(command.CameraMoveRight ? 1 : 0); | ||
201 | const R move_y = (R)(command.CameraMoveForward ? 1 : 0) + | ||
202 | (R)(command.CameraMoveBackward ? -1 : 0); | ||
203 | const vec2 translation = | ||
204 | vec2_scale(vec2_make(move_x, move_y), controller->camera_speed * dt); | ||
205 | spatial3_move_right(camera, translation.x); | ||
206 | spatial3_move_forwards(camera, translation.y); | ||
207 | |||
208 | // Rotation. | ||
209 | if (controller->rotating) { | ||
210 | const vec2 mouse_delta = | ||
211 | vec2_sub(mouse_position, controller->prev_mouse_position); | ||
212 | |||
213 | const vec2 rotation = | ||
214 | vec2_scale(mouse_delta, controller->mouse_sensitivity * dt); | ||
215 | |||
216 | spatial3_global_yaw(camera, -rotation.x); | ||
217 | spatial3_pitch(camera, -rotation.y); | ||
218 | } | ||
219 | |||
220 | // Update controller state. | ||
221 | controller->prev_mouse_position = mouse_position; | ||
222 | } | ||
223 | |||
224 | void update(Game* game, State* state, double t, double dt) { | ||
225 | assert(game); | ||
226 | assert(state); | ||
227 | assert(state->scene); | ||
228 | assert(state->camera); | ||
229 | |||
230 | double mouse_x, mouse_y; | ||
231 | gfx_app_get_mouse_position(&mouse_x, &mouse_y); | ||
232 | const vec2 mouse_position = {(R)mouse_x, (R)mouse_y}; | ||
233 | |||
234 | const CameraCommand camera_command = (CameraCommand){ | ||
235 | .CameraMoveLeft = gfx_app_is_key_pressed(KeyA), | ||
236 | .CameraMoveRight = gfx_app_is_key_pressed(KeyD), | ||
237 | .CameraMoveForward = gfx_app_is_key_pressed(KeyW), | ||
238 | .CameraMoveBackward = gfx_app_is_key_pressed(KeyS), | ||
239 | }; | ||
240 | |||
241 | state->camera_controller.rotating = gfx_app_is_mouse_button_pressed(LMB); | ||
242 | |||
243 | update_camera( | ||
244 | &state->camera_controller, (R)dt, mouse_position, camera_command, | ||
245 | &gfx_get_camera_camera(state->camera)->spatial); | ||
246 | |||
247 | // const vec3 orbit_point = vec3_make(0, 2, 0); | ||
248 | // Camera* camera = gfx_get_camera_camera(state->camera); | ||
249 | // spatial3_orbit( | ||
250 | // &camera->spatial, orbit_point, | ||
251 | // /*radius=*/5, | ||
252 | // /*azimuth=*/(R)(t * 0.5), /*zenith=*/0); | ||
253 | // spatial3_lookat(&camera->spatial, orbit_point); | ||
254 | |||
255 | gfx_update(state->scene, state->camera, (R)t); | ||
256 | } | ||
257 | |||
258 | /// Render the bounding boxes of all scene objects. | ||
259 | static void render_bounding_boxes_rec( | ||
260 | ImmRenderer* imm, const Anima* anima, const mat4* parent_model_matrix, | ||
261 | const SceneNode* node) { | ||
262 | assert(imm); | ||
263 | assert(node); | ||
264 | |||
265 | const mat4 model_matrix = | ||
266 | mat4_mul(*parent_model_matrix, gfx_get_node_transform(node)); | ||
267 | |||
268 | const NodeType node_type = gfx_get_node_type(node); | ||
269 | |||
270 | if (node_type == ModelNode) { | ||
271 | const Model* model = gfx_get_node_model(node); | ||
272 | const SceneNode* root = gfx_get_model_root(model); | ||
273 | render_bounding_boxes_rec(imm, anima, &model_matrix, root); | ||
274 | } else if (node_type == AnimaNode) { | ||
275 | anima = gfx_get_node_anima(node); | ||
276 | } else if (node_type == ObjectNode) { | ||
277 | gfx_imm_set_model_matrix(imm, &model_matrix); | ||
278 | |||
279 | const SceneObject* obj = gfx_get_node_object(node); | ||
280 | const Skeleton* skeleton = gfx_get_object_skeleton(obj); | ||
281 | |||
282 | if (skeleton) { // Animated model. | ||
283 | assert(anima); | ||
284 | const size_t num_joints = gfx_get_skeleton_num_joints(skeleton); | ||
285 | for (size_t i = 0; i < num_joints; ++i) { | ||
286 | if (gfx_joint_has_box(anima, skeleton, i)) { | ||
287 | const Box box = gfx_get_joint_box(anima, skeleton, i); | ||
288 | gfx_imm_draw_box3(imm, box.vertices); | ||
289 | } | ||
290 | } | ||
291 | } else { // Static model. | ||
292 | const aabb3 box = gfx_get_object_aabb(obj); | ||
293 | gfx_imm_draw_aabb3(imm, box); | ||
294 | } | ||
295 | } | ||
296 | |||
297 | // Render children's boxes. | ||
298 | const SceneNode* child = gfx_get_node_child(node); | ||
299 | while (child) { | ||
300 | render_bounding_boxes_rec(imm, anima, &model_matrix, child); | ||
301 | child = gfx_get_node_sibling(child); | ||
302 | } | ||
303 | } | ||
304 | |||
305 | /// Render the bounding boxes of all scene objects. | ||
306 | static void render_bounding_boxes(const Game* game, const State* state) { | ||
307 | assert(game); | ||
308 | assert(state); | ||
309 | |||
310 | GfxCore* gfxcore = gfx_get_core(game->gfx); | ||
311 | ImmRenderer* imm = gfx_get_imm_renderer(game->gfx); | ||
312 | assert(gfxcore); | ||
313 | assert(imm); | ||
314 | |||
315 | const mat4 id = mat4_id(); | ||
316 | Anima* anima = 0; | ||
317 | |||
318 | gfx_set_blending(gfxcore, true); | ||
319 | gfx_set_depth_mask(gfxcore, false); | ||
320 | gfx_set_polygon_offset(gfxcore, -1.5f, -1.0f); | ||
321 | |||
322 | gfx_imm_start(imm); | ||
323 | gfx_imm_set_camera(imm, gfx_get_camera_camera(state->camera)); | ||
324 | gfx_imm_set_colour(imm, vec4_make(0.3, 0.3, 0.9, 0.1)); | ||
325 | render_bounding_boxes_rec(imm, anima, &id, gfx_get_scene_root(state->scene)); | ||
326 | gfx_imm_end(imm); | ||
327 | |||
328 | gfx_reset_polygon_offset(gfxcore); | ||
329 | gfx_set_depth_mask(gfxcore, true); | ||
330 | gfx_set_blending(gfxcore, false); | ||
331 | } | ||
332 | |||
333 | void render(const Game* game, const State* state) { | ||
334 | assert(state); | ||
335 | assert(game); | ||
336 | assert(game->gfx); | ||
337 | assert(state->scene); | ||
338 | assert(state->camera); | ||
339 | |||
340 | Renderer* renderer = gfx_get_renderer(game->gfx); | ||
341 | assert(renderer); | ||
342 | |||
343 | gfx_render_scene( | ||
344 | renderer, &(RenderSceneParams){ | ||
345 | .mode = RenderDefault, | ||
346 | .scene = state->scene, | ||
347 | .camera = state->camera}); | ||
348 | |||
349 | if (RenderBoundingBoxes) { | ||
350 | render_bounding_boxes(game, state); | ||
351 | } | ||
352 | } | ||
353 | |||
354 | void resize(Game* game, State* state, int width, int height) { | ||
355 | assert(game); | ||
356 | assert(state); | ||
357 | |||
358 | const R fovy = 60 * TO_RAD; | ||
359 | const R aspect = (R)width / (R)height; | ||
360 | const R near = 0.1; | ||
361 | const R far = 1000; | ||
362 | const mat4 projection = mat4_perspective(fovy, aspect, near, far); | ||
363 | |||
364 | Camera* camera = gfx_get_camera_camera(state->camera); | ||
365 | camera->projection = projection; | ||
366 | } | ||