diff options
Diffstat (limited to 'game/src/plugins')
-rw-r--r-- | game/src/plugins/CMakeLists.txt | 17 | ||||
-rw-r--r-- | game/src/plugins/gltf_view.c | 196 | ||||
-rw-r--r-- | game/src/plugins/plugin.h | 52 | ||||
-rw-r--r-- | game/src/plugins/texture_view.c | 147 |
4 files changed, 412 insertions, 0 deletions
diff --git a/game/src/plugins/CMakeLists.txt b/game/src/plugins/CMakeLists.txt new file mode 100644 index 0000000..ecb2a45 --- /dev/null +++ b/game/src/plugins/CMakeLists.txt | |||
@@ -0,0 +1,17 @@ | |||
1 | cmake_minimum_required(VERSION 3.0) | ||
2 | |||
3 | project(plugins) | ||
4 | |||
5 | set(LINK_LIBRARIES cstring math gfx) | ||
6 | |||
7 | add_library(gltf_view SHARED | ||
8 | gltf_view.c) | ||
9 | |||
10 | add_library(texture_view SHARED | ||
11 | texture_view.c) | ||
12 | |||
13 | target_link_libraries(gltf_view PUBLIC | ||
14 | ${LINK_LIBRARIES}) | ||
15 | |||
16 | target_link_libraries(texture_view PUBLIC | ||
17 | ${LINK_LIBRARIES}) | ||
diff --git a/game/src/plugins/gltf_view.c b/game/src/plugins/gltf_view.c new file mode 100644 index 0000000..c19d1b8 --- /dev/null +++ b/game/src/plugins/gltf_view.c | |||
@@ -0,0 +1,196 @@ | |||
1 | #include "plugin.h" | ||
2 | |||
3 | #include <gfx/renderer.h> | ||
4 | #include <gfx/scene.h> | ||
5 | #include <gfx/util/scene.h> | ||
6 | #include <gfx/util/skyquad.h> | ||
7 | #include <gfx/util/texture.h> | ||
8 | #include <math/camera.h> | ||
9 | #include <math/spatial3.h> | ||
10 | |||
11 | #include <stdlib.h> | ||
12 | |||
13 | // Paths to various scene files. | ||
14 | static const char* BOX = "/assets/models/box.gltf"; | ||
15 | static const char* SUZANNE = "/assets/models/suzanne.gltf"; | ||
16 | static const char* SPONZA = | ||
17 | "/assets/glTF-Sample-Models/2.0/Sponza/glTF/Sponza.gltf"; | ||
18 | static const char* FLIGHT_HELMET = | ||
19 | "/assets/glTF-Sample-Models/2.0/FlightHelmet/glTF/FlightHelmet.gltf"; | ||
20 | static const char* DAMAGED_HELMET = | ||
21 | "/assets/glTF-Sample-Models/2.0/DamagedHelmet/glTF/DamagedHelmet.gltf"; | ||
22 | static const char* GIRL = | ||
23 | "/home/jeanne/Nextcloud/assets/models/girl/girl-with-ground.gltf"; | ||
24 | |||
25 | #define DEFAULT_SCENE_FILE GIRL | ||
26 | |||
27 | struct State { | ||
28 | Scene* scene; | ||
29 | SceneCamera* camera; | ||
30 | }; | ||
31 | |||
32 | /// Load the skyquad texture. | ||
33 | static Texture* load_environment_map(RenderBackend* render_backend) { | ||
34 | return gfx_load_texture( | ||
35 | render_backend, | ||
36 | &(LoadTextureCmd){ | ||
37 | .origin = TextureFromFile, | ||
38 | .type = LoadCubemap, | ||
39 | .colour_space = sRGB, | ||
40 | .filtering = NearestFiltering, | ||
41 | .mipmaps = false, | ||
42 | .data.cubemap.filepaths = { | ||
43 | mstring_make("/assets/skybox/clouds1/clouds1_east.bmp"), | ||
44 | mstring_make("/assets/skybox/clouds1/clouds1_west.bmp"), | ||
45 | mstring_make("/assets/skybox/clouds1/clouds1_up.bmp"), | ||
46 | mstring_make("/assets/skybox/clouds1/clouds1_down.bmp"), | ||
47 | mstring_make("/assets/skybox/clouds1/clouds1_south.bmp"), | ||
48 | mstring_make("/assets/skybox/clouds1/clouds1_north.bmp")} | ||
49 | }); | ||
50 | } | ||
51 | |||
52 | /// Load the skyquad and return the environment light node. | ||
53 | static SceneNode* load_skyquad(RenderBackend* render_backend, SceneNode* root) { | ||
54 | assert(render_backend); | ||
55 | assert(root); | ||
56 | |||
57 | Texture* environment_map = load_environment_map(render_backend); | ||
58 | if (!environment_map) { | ||
59 | return 0; | ||
60 | } | ||
61 | |||
62 | return gfx_setup_skyquad(render_backend, root, environment_map); | ||
63 | } | ||
64 | |||
65 | /// Load the 3D scene. | ||
66 | static SceneNode* load_scene( | ||
67 | Game* game, State* state, const char* scene_filepath) { | ||
68 | assert(game); | ||
69 | assert(game->gfx); | ||
70 | assert(state); | ||
71 | assert(state->scene); | ||
72 | |||
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); | ||
77 | spatial3_set_position(&camera->spatial, vec3_make(0, 0, 2)); | ||
78 | |||
79 | SceneNode* sky_light_node = load_skyquad(render_backend, root); | ||
80 | if (!sky_light_node) { | ||
81 | return 0; | ||
82 | } | ||
83 | |||
84 | SceneNode* scene_node = gfx_load_scene( | ||
85 | game->gfx, sky_light_node, | ||
86 | &(LoadSceneCmd){.origin = SceneFromFile, .filepath = scene_filepath}); | ||
87 | if (!scene_node) { | ||
88 | return 0; | ||
89 | } | ||
90 | |||
91 | gfx_log_node_hierarchy(root); | ||
92 | |||
93 | return scene_node; | ||
94 | } | ||
95 | |||
96 | bool init(Game* game, State** pp_state) { | ||
97 | assert(game); | ||
98 | |||
99 | State* state = calloc(1, sizeof(State)); | ||
100 | if (!state) { | ||
101 | goto cleanup; | ||
102 | } | ||
103 | |||
104 | if (!(state->scene = gfx_make_scene())) { | ||
105 | goto cleanup; | ||
106 | } | ||
107 | if (!(state->camera = gfx_make_camera())) { | ||
108 | goto cleanup; | ||
109 | } | ||
110 | |||
111 | const int argc = game->argc; | ||
112 | const char** argv = game->argv; | ||
113 | |||
114 | // Usage: <scene file> | ||
115 | const char* scene_filepath = argc > 1 ? argv[1] : DEFAULT_SCENE_FILE; | ||
116 | |||
117 | SceneNode* node = load_scene(game, state, scene_filepath); | ||
118 | if (!node) { | ||
119 | goto cleanup; | ||
120 | } | ||
121 | Anima* anima = gfx_get_node_anima(node); | ||
122 | gfx_play_animation( | ||
123 | anima, &(AnimationPlaySettings){.name = "Walk", .loop = true}); | ||
124 | |||
125 | *pp_state = state; | ||
126 | return true; | ||
127 | |||
128 | cleanup: | ||
129 | shutdown(game, state); | ||
130 | if (state) { | ||
131 | free(state); | ||
132 | } | ||
133 | return false; | ||
134 | } | ||
135 | |||
136 | void shutdown(Game* game, State* state) { | ||
137 | assert(game); | ||
138 | if (state) { | ||
139 | gfx_destroy_camera(&state->camera); | ||
140 | gfx_destroy_scene(&state->scene); | ||
141 | // State freed by plugin engine. | ||
142 | } | ||
143 | } | ||
144 | |||
145 | void update(Game* game, State* state, double t, double dt) { | ||
146 | assert(game); | ||
147 | assert(state); | ||
148 | assert(state->scene); | ||
149 | assert(state->camera); | ||
150 | |||
151 | gfx_animate_scene(state->scene, (R)t); | ||
152 | |||
153 | const vec3 orbit_point = vec3_make(0, 2, 0); | ||
154 | Camera* camera = gfx_get_camera_camera(state->camera); | ||
155 | spatial3_orbit( | ||
156 | &camera->spatial, orbit_point, | ||
157 | /*radius=*/2.5, | ||
158 | /*azimuth=*/t * 0.5, /*zenith=*/0); | ||
159 | spatial3_lookat(&camera->spatial, orbit_point); | ||
160 | } | ||
161 | |||
162 | /// Render the bounding boxes of all scene objects. | ||
163 | static void render_bounding_boxes(ImmRenderer* imm, const SceneNode* node) { | ||
164 | if (gfx_get_node_type(node) == ObjectNode) { | ||
165 | // TODO: Look at the scene log. The JointNodes are detached from the | ||
166 | // ObjectNodes. This is why the boxes are not being transformed as expected | ||
167 | // here. Anima needs to animate boxes? Use OOBB in addition to AABB? | ||
168 | const mat4 model = gfx_get_node_global_transform(node); | ||
169 | const SceneObject* obj = gfx_get_node_object(node); | ||
170 | const aabb3 box = gfx_calc_object_aabb(obj); | ||
171 | gfx_imm_set_model_matrix(imm, &model); | ||
172 | gfx_imm_draw_aabb(imm, box); | ||
173 | } | ||
174 | |||
175 | // Render children's boxes. | ||
176 | for (NodeIter it = gfx_get_node_child(node); it; | ||
177 | it = gfx_get_next_child(it)) { | ||
178 | render_bounding_boxes(imm, gfx_get_iter_node(it)); | ||
179 | } | ||
180 | } | ||
181 | |||
182 | void render(const Game* game, const State* state) { | ||
183 | assert(state); | ||
184 | assert(game); | ||
185 | assert(game->gfx); | ||
186 | assert(state->scene); | ||
187 | assert(state->camera); | ||
188 | |||
189 | ImmRenderer* imm = gfx_get_imm_renderer(game->gfx); | ||
190 | assert(imm); | ||
191 | gfx_imm_start(imm); | ||
192 | gfx_imm_set_camera(imm, gfx_get_camera_camera(state->camera)); | ||
193 | gfx_imm_set_colour(imm, vec4_make(0.2, 0.2, 1.0, 0.3)); | ||
194 | render_bounding_boxes(imm, gfx_get_scene_root(state->scene)); | ||
195 | gfx_imm_end(imm); | ||
196 | } | ||
diff --git a/game/src/plugins/plugin.h b/game/src/plugins/plugin.h new file mode 100644 index 0000000..a2632cd --- /dev/null +++ b/game/src/plugins/plugin.h | |||
@@ -0,0 +1,52 @@ | |||
1 | /* | ||
2 | * Game plugin. | ||
3 | */ | ||
4 | #pragma once | ||
5 | |||
6 | #include "../game.h" | ||
7 | |||
8 | #include <gfx/gfx.h> | ||
9 | #include <gfx/scene.h> | ||
10 | |||
11 | #include <stdbool.h> | ||
12 | |||
13 | typedef struct State State; | ||
14 | |||
15 | /// Initialize the plugin, which may optionally return a state object. | ||
16 | /// | ||
17 | /// This function is called every time the plugin is (re)loaded. | ||
18 | /// | ||
19 | /// It is assumed that the plugin's state is fully encapsulated in the returned | ||
20 | /// state object. The plugin should not store any (mutable) state outside of the | ||
21 | /// returned state object (e.g., no mutable global variables.) | ||
22 | bool init(Game*, State**); | ||
23 | |||
24 | /// Shut down the plugin. | ||
25 | /// | ||
26 | /// This function is called before the plugin is unloaded. | ||
27 | /// | ||
28 | /// The plugin should perform any destruction needed, but not free the state | ||
29 | /// object; freeing the state object's memory is handled by the caller. | ||
30 | void shutdown(Game*, State*); | ||
31 | |||
32 | /// Function called the first time the plugin is loaded throughout the | ||
33 | /// application's lifetime. This allows the plugin to do one-time initialization | ||
34 | /// of the game state. | ||
35 | bool boot(Game*, State*); | ||
36 | |||
37 | /// Update the plugin's and the game's state. | ||
38 | void update(Game*, State*, double t, double dt); | ||
39 | |||
40 | /// Render hook. | ||
41 | void render(const Game*, const State*); | ||
42 | |||
43 | /// Called when the game's window is resized. | ||
44 | void resize(Game* game, State* state, int width, int height); | ||
45 | |||
46 | // Signatures for the plugin's exposed functions. | ||
47 | typedef bool (*plugin_init)(Game*, State**); | ||
48 | typedef bool (*plugin_shutdown)(Game*, State*); | ||
49 | typedef bool (*plugin_boot)(Game*, State*); | ||
50 | typedef void (*plugin_update)(Game*, State*, double t, double dt); | ||
51 | typedef void (*plugin_render)(const Game*, const State*); | ||
52 | typedef void (*plugin_resize)(Game* game, State* state, int width, int height); | ||
diff --git a/game/src/plugins/texture_view.c b/game/src/plugins/texture_view.c new file mode 100644 index 0000000..b424158 --- /dev/null +++ b/game/src/plugins/texture_view.c | |||
@@ -0,0 +1,147 @@ | |||
1 | #include "plugin.h" | ||
2 | |||
3 | #include <gfx/render_backend.h> | ||
4 | #include <gfx/renderer.h> | ||
5 | #include <gfx/scene.h> | ||
6 | #include <gfx/util/geometry.h> | ||
7 | #include <gfx/util/shader.h> | ||
8 | #include <gfx/util/texture.h> | ||
9 | |||
10 | #include <math/camera.h> | ||
11 | |||
12 | #include <assert.h> | ||
13 | #include <stdlib.h> | ||
14 | |||
15 | // Default texture to load if no texture is provided. | ||
16 | static const char* DEFAULT_TEXTURE = "/assets/skybox/clouds1/clouds1_west.bmp"; | ||
17 | // static const char* DEFAULT_TEXTURE = "/assets/checkerboard.jpg"; | ||
18 | |||
19 | struct State { | ||
20 | Scene* scene; | ||
21 | SceneCamera* camera; | ||
22 | }; | ||
23 | |||
24 | bool init(Game* game, State** pp_state) { | ||
25 | assert(game); | ||
26 | assert(pp_state); | ||
27 | |||
28 | State* state = calloc(1, sizeof(State)); | ||
29 | if (!state) { | ||
30 | goto cleanup; | ||
31 | } | ||
32 | |||
33 | // Usage: [texture file] | ||
34 | const char* texture_file = game->argc > 1 ? game->argv[1] : DEFAULT_TEXTURE; | ||
35 | |||
36 | RenderBackend* render_backend = gfx_get_render_backend(game->gfx); | ||
37 | |||
38 | Texture* texture = gfx_load_texture( | ||
39 | render_backend, &(LoadTextureCmd){ | ||
40 | .origin = TextureFromFile, | ||
41 | .type = LoadTexture, | ||
42 | .filtering = LinearFiltering, | ||
43 | .mipmaps = false, | ||
44 | .data.texture.filepath = mstring_make(texture_file)}); | ||
45 | if (!texture) { | ||
46 | goto cleanup; | ||
47 | } | ||
48 | |||
49 | ShaderProgram* shader = gfx_make_view_texture_shader(render_backend); | ||
50 | if (!shader) { | ||
51 | goto cleanup; | ||
52 | } | ||
53 | |||
54 | Geometry* geometry = gfx_make_quad_11(render_backend); | ||
55 | if (!geometry) { | ||
56 | goto cleanup; | ||
57 | } | ||
58 | |||
59 | MaterialDesc material_desc = (MaterialDesc){.num_uniforms = 1}; | ||
60 | material_desc.uniforms[0] = (ShaderUniform){ | ||
61 | .type = UniformTexture, | ||
62 | .value.texture = texture, | ||
63 | .name = sstring_make("Texture")}; | ||
64 | Material* material = gfx_make_material(&material_desc); | ||
65 | if (!material) { | ||
66 | goto cleanup; | ||
67 | } | ||
68 | |||
69 | const MeshDesc mesh_desc = | ||
70 | (MeshDesc){.geometry = geometry, .material = material, .shader = shader}; | ||
71 | Mesh* mesh = gfx_make_mesh(&mesh_desc); | ||
72 | if (!mesh) { | ||
73 | goto cleanup; | ||
74 | } | ||
75 | |||
76 | SceneObject* object = gfx_make_object(); | ||
77 | if (!object) { | ||
78 | goto cleanup; | ||
79 | } | ||
80 | gfx_add_object_mesh(object, mesh); | ||
81 | |||
82 | if (!(state->scene = gfx_make_scene())) { | ||
83 | goto cleanup; | ||
84 | } | ||
85 | |||
86 | SceneNode* node = gfx_make_object_node(object); | ||
87 | if (!node) { | ||
88 | goto cleanup; | ||
89 | } | ||
90 | SceneNode* root = gfx_get_scene_root(state->scene); | ||
91 | if (!root) { | ||
92 | goto cleanup; | ||
93 | } | ||
94 | gfx_set_node_parent(node, root); | ||
95 | |||
96 | if (!(state->camera = gfx_make_camera())) { | ||
97 | goto cleanup; | ||
98 | } | ||
99 | |||
100 | *pp_state = state; | ||
101 | return true; | ||
102 | |||
103 | cleanup: | ||
104 | shutdown(game, state); | ||
105 | if (state) { | ||
106 | free(state); | ||
107 | } | ||
108 | return false; | ||
109 | } | ||
110 | |||
111 | void shutdown(Game* game, State* state) { | ||
112 | assert(game); | ||
113 | if (state) { | ||
114 | gfx_destroy_camera(&state->camera); | ||
115 | gfx_destroy_scene(&state->scene); | ||
116 | // State freed by plugin engine. | ||
117 | } | ||
118 | } | ||
119 | |||
120 | void render(const Game* game, const State* state) { | ||
121 | assert(game); | ||
122 | assert(state); | ||
123 | |||
124 | Renderer* renderer = gfx_get_renderer(game->gfx); | ||
125 | gfx_render_scene( | ||
126 | renderer, &(RenderSceneParams){ | ||
127 | .mode = RenderDefault, | ||
128 | .scene = state->scene, | ||
129 | .camera = state->camera}); | ||
130 | } | ||
131 | |||
132 | void resize(Game* game, State* state, int width, int height) { | ||
133 | assert(game); | ||
134 | assert(state); | ||
135 | |||
136 | RenderBackend* render_backend = gfx_get_render_backend(game->gfx); | ||
137 | gfx_set_viewport(render_backend, width, height); | ||
138 | |||
139 | const R fovy = 90 * TO_RAD; | ||
140 | const R aspect = (R)width / (R)height; | ||
141 | const R near = 0.1; | ||
142 | const R far = 1000; | ||
143 | const mat4 projection = mat4_perspective(fovy, aspect, near, far); | ||
144 | |||
145 | Camera* camera = gfx_get_camera_camera(state->camera); | ||
146 | camera->projection = projection; | ||
147 | } | ||