summaryrefslogtreecommitdiff
path: root/game/src/plugins/viewer.c
diff options
context:
space:
mode:
Diffstat (limited to 'game/src/plugins/viewer.c')
-rw-r--r--game/src/plugins/viewer.c69
1 files changed, 43 insertions, 26 deletions
diff --git a/game/src/plugins/viewer.c b/game/src/plugins/viewer.c
index 83fc8ed..1ed3b9d 100644
--- a/game/src/plugins/viewer.c
+++ b/game/src/plugins/viewer.c
@@ -30,31 +30,33 @@ struct State {
30}; 30};
31 31
32/// Load the skyquad texture. 32/// Load the skyquad texture.
33static Texture* load_environment_map(RenderBackend* render_backend) { 33static Texture* load_environment_map(Gfx* gfx) {
34 assert(gfx);
34 return gfx_load_texture( 35 return gfx_load_texture(
35 render_backend, 36 gfx, &(LoadTextureCmd){
36 &(LoadTextureCmd){ 37 .origin = AssetFromFile,
37 .origin = TextureFromFile, 38 .type = LoadCubemap,
38 .type = LoadCubemap, 39 .colour_space = sRGB,
39 .colour_space = sRGB, 40 .filtering = NearestFiltering,
40 .filtering = NearestFiltering, 41 .mipmaps = false,
41 .mipmaps = false, 42 .data.cubemap.filepaths = {
42 .data.cubemap.filepaths = { 43 mstring_make("/assets/skybox/clouds1/clouds1_east.bmp"),
43 mstring_make("/assets/skybox/clouds1/clouds1_east.bmp"), 44 mstring_make("/assets/skybox/clouds1/clouds1_west.bmp"),
44 mstring_make("/assets/skybox/clouds1/clouds1_west.bmp"), 45 mstring_make("/assets/skybox/clouds1/clouds1_up.bmp"),
45 mstring_make("/assets/skybox/clouds1/clouds1_up.bmp"), 46 mstring_make("/assets/skybox/clouds1/clouds1_down.bmp"),
46 mstring_make("/assets/skybox/clouds1/clouds1_down.bmp"), 47 mstring_make("/assets/skybox/clouds1/clouds1_south.bmp"),
47 mstring_make("/assets/skybox/clouds1/clouds1_south.bmp"), 48 mstring_make("/assets/skybox/clouds1/clouds1_north.bmp")}
48 mstring_make("/assets/skybox/clouds1/clouds1_north.bmp")}
49 }); 49 });
50} 50}
51 51
52/// Load the skyquad and return the environment light node. 52/// Load the skyquad and return the environment light node.
53static SceneNode* load_skyquad(RenderBackend* render_backend, SceneNode* root) { 53static SceneNode* load_skyquad(Gfx* gfx, SceneNode* root) {
54 assert(render_backend); 54 assert(gfx);
55 assert(root); 55 assert(root);
56 56
57 Texture* environment_map = load_environment_map(render_backend); 57 RenderBackend* render_backend = gfx_get_render_backend(gfx);
58
59 Texture* environment_map = load_environment_map(gfx);
58 if (!environment_map) { 60 if (!environment_map) {
59 return 0; 61 return 0;
60 } 62 }
@@ -70,20 +72,19 @@ static SceneNode* load_scene(
70 assert(state); 72 assert(state);
71 assert(state->scene); 73 assert(state->scene);
72 74
73 SceneNode* root = gfx_get_scene_root(state->scene);
74 RenderBackend* render_backend = gfx_get_render_backend(game->gfx);
75
76 Camera* camera = gfx_get_camera_camera(state->camera); 75 Camera* camera = gfx_get_camera_camera(state->camera);
77 spatial3_set_position(&camera->spatial, vec3_make(0, 0, 2)); 76 spatial3_set_position(&camera->spatial, vec3_make(0, 0, 2));
78 77
79 SceneNode* sky_light_node = load_skyquad(render_backend, root); 78 SceneNode* root = gfx_get_scene_root(state->scene);
79 SceneNode* sky_light_node = load_skyquad(game->gfx, root);
80 if (!sky_light_node) { 80 if (!sky_light_node) {
81 return 0; 81 return 0; // test
82 } 82 }
83 83
84 SceneNode* scene_node = gfx_load_scene( 84 SceneNode* scene_node = gfx_load_scene(
85 game->gfx, sky_light_node, 85 game->gfx, sky_light_node,
86 &(LoadSceneCmd){.origin = SceneFromFile, .filepath = scene_filepath}); 86 &(LoadSceneCmd){
87 .origin = AssetFromFile, .filepath = mstring_make(scene_filepath)});
87 if (!scene_node) { 88 if (!scene_node) {
88 return 0; 89 return 0;
89 } 90 }
@@ -136,6 +137,10 @@ cleanup:
136void shutdown(Game* game, State* state) { 137void shutdown(Game* game, State* state) {
137 assert(game); 138 assert(game);
138 if (state) { 139 if (state) {
140 // TODO: Destroying the scene here currently does not play well with asset
141 // reloading. The issue is that we expect to mutate the scene/model during
142 // animation. This needs to change if we want to be able to cache assets
143 // in memory.
139 gfx_destroy_camera(&state->camera); 144 gfx_destroy_camera(&state->camera);
140 gfx_destroy_scene(&state->scene); 145 gfx_destroy_scene(&state->scene);
141 // State freed by plugin engine. 146 // State freed by plugin engine.
@@ -165,8 +170,20 @@ static void render_bounding_boxes_rec(ImmRenderer* imm, const SceneNode* node) {
165 assert(node); 170 assert(node);
166 if (gfx_get_node_type(node) == ObjectNode) { 171 if (gfx_get_node_type(node) == ObjectNode) {
167 // TODO: Look at the scene log. The JointNodes are detached from the 172 // TODO: Look at the scene log. The JointNodes are detached from the
168 // ObjectNodes. This is why the boxes are not being transformed as expected 173 // ObjectNodes. This is why the boxes are not being transformed as expected
169 // here. Anima needs to animate boxes? Use OOBB in addition to AABB? 174 // here. Anima needs to animate boxes? Use OOBB in addition to AABB?
175 //
176 // TODO: Idea: when a model is loaded, compute an OOBB per joint using the
177 // vertices that are affected by the joint. Then transform this OOBB when
178 // animating the skeleton. Start with AABB for simplicity. The AABB/OOBB
179 // in the skeleton should be const. The transform AABB/OOBB is derived
180 // on demand. Stack allocator would be best for this kind of per-frame
181 // data.
182 //
183 // TODO: After computing joint AABB/OOBBs, check here whether the node has
184 // a skeleton, and if so, render the skeleton's boxes instead of the
185 // node's (the node's boxes are not animated, but computer from the rest
186 // pose).
170 const mat4 model = gfx_get_node_global_transform(node); 187 const mat4 model = gfx_get_node_global_transform(node);
171 const SceneObject* obj = gfx_get_node_object(node); 188 const SceneObject* obj = gfx_get_node_object(node);
172 const aabb3 box = gfx_calc_object_aabb(obj); 189 const aabb3 box = gfx_calc_object_aabb(obj);