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 | } | ||
