diff options
Diffstat (limited to 'gltfview/src/plugins')
-rw-r--r-- | gltfview/src/plugins/CMakeLists.txt | 17 | ||||
-rw-r--r-- | gltfview/src/plugins/gltf_view.c | 167 | ||||
-rw-r--r-- | gltfview/src/plugins/gltf_view.h | 9 | ||||
-rw-r--r-- | gltfview/src/plugins/plugin.h | 49 | ||||
-rw-r--r-- | gltfview/src/plugins/texture_view.c | 94 | ||||
-rw-r--r-- | gltfview/src/plugins/texture_view.h | 9 |
6 files changed, 345 insertions, 0 deletions
diff --git a/gltfview/src/plugins/CMakeLists.txt b/gltfview/src/plugins/CMakeLists.txt new file mode 100644 index 0000000..ecb2a45 --- /dev/null +++ b/gltfview/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/gltfview/src/plugins/gltf_view.c b/gltfview/src/plugins/gltf_view.c new file mode 100644 index 0000000..511c2e8 --- /dev/null +++ b/gltfview/src/plugins/gltf_view.c | |||
@@ -0,0 +1,167 @@ | |||
1 | #include "gltf_view.h" | ||
2 | |||
3 | #include <gfx/renderer.h> | ||
4 | #include <gfx/util/scene.h> | ||
5 | #include <gfx/util/skyquad.h> | ||
6 | #include <gfx/util/texture.h> | ||
7 | #include <math/camera.h> | ||
8 | #include <math/spatial3.h> | ||
9 | |||
10 | #include <stdlib.h> | ||
11 | |||
12 | // Paths to various scene files. | ||
13 | /*static const char* BOX = "/assets/models/box.gltf"; | ||
14 | static const char* SUZANNE = "/assets/models/suzanne.gltf"; | ||
15 | static const char* SPONZA = | ||
16 | "/assets/glTF-Sample-Models/2.0/Sponza/glTF/Sponza.gltf"; | ||
17 | static const char* FLIGHT_HELMET = | ||
18 | "/assets/glTF-Sample-Models/2.0/FlightHelmet/glTF/FlightHelmet.gltf"; | ||
19 | static const char* DAMAGED_HELMET = | ||
20 | "/assets/glTF-Sample-Models/2.0/DamagedHelmet/glTF/DamagedHelmet.gltf";*/ | ||
21 | static const char* GIRL = | ||
22 | "/home/jeanne/Nextcloud/assets/models/girl/girl-with-ground.gltf"; | ||
23 | |||
24 | #define DEFAULT_SCENE_FILE GIRL | ||
25 | |||
26 | /// Load the skyquad texture. | ||
27 | static Texture* load_environment_map(RenderBackend* render_backend) { | ||
28 | return gfx_load_texture( | ||
29 | render_backend, | ||
30 | &(LoadTextureCmd){ | ||
31 | .origin = TextureFromFile, | ||
32 | .type = LoadCubemap, | ||
33 | .colour_space = sRGB, | ||
34 | .filtering = NearestFiltering, | ||
35 | .mipmaps = false, | ||
36 | .data.cubemap.filepaths = { | ||
37 | mstring_make("/assets/skybox/clouds1/clouds1_east.bmp"), | ||
38 | mstring_make("/assets/skybox/clouds1/clouds1_west.bmp"), | ||
39 | mstring_make("/assets/skybox/clouds1/clouds1_up.bmp"), | ||
40 | mstring_make("/assets/skybox/clouds1/clouds1_down.bmp"), | ||
41 | mstring_make("/assets/skybox/clouds1/clouds1_south.bmp"), | ||
42 | mstring_make("/assets/skybox/clouds1/clouds1_north.bmp")} | ||
43 | }); | ||
44 | } | ||
45 | |||
46 | /// Load the skyquad and return the environment light node. | ||
47 | static SceneNode* load_skyquad(RenderBackend* render_backend, SceneNode* root) { | ||
48 | assert(render_backend); | ||
49 | assert(root); | ||
50 | |||
51 | Texture* environment_map = load_environment_map(render_backend); | ||
52 | if (!environment_map) { | ||
53 | return 0; | ||
54 | } | ||
55 | |||
56 | return gfx_setup_skyquad(render_backend, root, environment_map); | ||
57 | } | ||
58 | |||
59 | /// Load the 3D scene. | ||
60 | static SceneNode* load_scene(Game* game, const char* scene_filepath) { | ||
61 | assert(game); | ||
62 | assert(game->gfx); | ||
63 | assert(game->scene); | ||
64 | |||
65 | SceneNode* root = gfx_get_scene_root(game->scene); | ||
66 | RenderBackend* render_backend = gfx_get_render_backend(game->gfx); | ||
67 | |||
68 | Camera* camera = gfx_get_camera_camera(game->camera); | ||
69 | spatial3_set_position(&camera->spatial, vec3_make(0, 0, 2)); | ||
70 | |||
71 | SceneNode* sky_light_node = load_skyquad(render_backend, root); | ||
72 | if (!sky_light_node) { | ||
73 | return 0; | ||
74 | } | ||
75 | |||
76 | SceneNode* scene_node = gfx_load_scene( | ||
77 | game->gfx, sky_light_node, | ||
78 | &(LoadSceneCmd){.origin = SceneFromFile, .filepath = scene_filepath}); | ||
79 | if (!scene_node) { | ||
80 | return 0; | ||
81 | } | ||
82 | |||
83 | gfx_log_node_hierarchy(root); | ||
84 | |||
85 | return scene_node; | ||
86 | } | ||
87 | |||
88 | State* init(Game* game) { | ||
89 | assert(game); | ||
90 | |||
91 | State* state = calloc(1, sizeof(State)); | ||
92 | return state; | ||
93 | } | ||
94 | |||
95 | bool boot(State* state, Game* game) { | ||
96 | assert(state); | ||
97 | assert(game); | ||
98 | |||
99 | const int argc = game->argc; | ||
100 | const char** argv = game->argv; | ||
101 | |||
102 | // Usage: <scene file> | ||
103 | const char* scene_filepath = argc > 1 ? argv[1] : DEFAULT_SCENE_FILE; | ||
104 | |||
105 | SceneNode* node = load_scene(game, scene_filepath); | ||
106 | if (!node) { | ||
107 | return false; | ||
108 | } | ||
109 | Anima* anima = gfx_get_node_anima(node); | ||
110 | gfx_play_animation( | ||
111 | anima, &(AnimationPlaySettings){.name = "Walk", .loop = true}); | ||
112 | |||
113 | return true; | ||
114 | } | ||
115 | |||
116 | void update(State* state, Game* game, double t, double dt) { | ||
117 | assert(state); | ||
118 | assert(game); | ||
119 | assert(game->scene); | ||
120 | assert(game->camera); | ||
121 | |||
122 | gfx_animate_scene(game->scene, (R)t); | ||
123 | |||
124 | const vec3 orbit_point = vec3_make(0, 2, 0); | ||
125 | Camera* camera = gfx_get_camera_camera(game->camera); | ||
126 | spatial3_orbit( | ||
127 | &camera->spatial, orbit_point, | ||
128 | /*radius=*/2.5, | ||
129 | /*azimuth=*/t * 0.5, /*zenith=*/0); | ||
130 | spatial3_lookat(&camera->spatial, orbit_point); | ||
131 | } | ||
132 | |||
133 | /// Render the bounding boxes of all scene objects. | ||
134 | static void render_bounding_boxes(ImmRenderer* imm, const SceneNode* node) { | ||
135 | if (gfx_get_node_type(node) == ObjectNode) { | ||
136 | // TODO: Look at the scene log. The JointNodes are detached from the | ||
137 | // ObjectNodes. This is why the boxes are not being transformed as expected | ||
138 | // here. Anima needs to animate boxes? Use OOBB in addition to AABB? | ||
139 | const mat4 model = gfx_get_node_global_transform(node); | ||
140 | const SceneObject* obj = gfx_get_node_object(node); | ||
141 | const aabb3 box = gfx_calc_object_aabb(obj); | ||
142 | gfx_imm_set_model_matrix(imm, &model); | ||
143 | gfx_imm_draw_aabb(imm, box); | ||
144 | } | ||
145 | |||
146 | // Render children's boxes. | ||
147 | for (NodeIter it = gfx_get_node_child(node); it; | ||
148 | it = gfx_get_next_child(it)) { | ||
149 | render_bounding_boxes(imm, gfx_get_iter_node(it)); | ||
150 | } | ||
151 | } | ||
152 | |||
153 | void render(State* state, const Game* game) { | ||
154 | assert(state); | ||
155 | assert(game); | ||
156 | assert(game->gfx); | ||
157 | assert(game->scene); | ||
158 | assert(game->camera); | ||
159 | |||
160 | ImmRenderer* imm = gfx_get_imm_renderer(game->gfx); | ||
161 | assert(imm); | ||
162 | gfx_imm_start(imm); | ||
163 | gfx_imm_set_camera(imm, gfx_get_camera_camera(game->camera)); | ||
164 | gfx_imm_set_colour(imm, vec4_make(0.2, 0.2, 1.0, 0.3)); | ||
165 | render_bounding_boxes(imm, gfx_get_scene_root(game->scene)); | ||
166 | gfx_imm_end(imm); | ||
167 | } | ||
diff --git a/gltfview/src/plugins/gltf_view.h b/gltfview/src/plugins/gltf_view.h new file mode 100644 index 0000000..670d88d --- /dev/null +++ b/gltfview/src/plugins/gltf_view.h | |||
@@ -0,0 +1,9 @@ | |||
1 | #pragma once | ||
2 | |||
3 | #include "plugin.h" | ||
4 | |||
5 | #include <gfx/scene.h> | ||
6 | |||
7 | typedef struct State { | ||
8 | int unused; | ||
9 | } State; | ||
diff --git a/gltfview/src/plugins/plugin.h b/gltfview/src/plugins/plugin.h new file mode 100644 index 0000000..0e0e12c --- /dev/null +++ b/gltfview/src/plugins/plugin.h | |||
@@ -0,0 +1,49 @@ | |||
1 | /* | ||
2 | * Game plugin. | ||
3 | * | ||
4 | * A game plugin exposes three functions: | ||
5 | * - boot(): called once when the plugin is first loaded during the lifetime of | ||
6 | * the game. | ||
7 | * - init() -> state: creates and returns the plugin's state. | ||
8 | * - update(state): takes and updates the state, possibly with side effects. | ||
9 | * - render(): performs custom rendering. | ||
10 | * | ||
11 | * boot() is convenient for one-time initialization of the scene. | ||
12 | * | ||
13 | * init() is called every time the plugin is loaded. It is assumed that the | ||
14 | * plugin's state is encapsulated in the object returned. | ||
15 | * | ||
16 | * update() updates the plugin state and has side effects on the scene. It is | ||
17 | * assumed that update does not reference any global, mutable state outside of | ||
18 | * the scene and the plugin state returned by init(). | ||
19 | */ | ||
20 | #pragma once | ||
21 | |||
22 | #include "../game.h" | ||
23 | |||
24 | #include <gfx/gfx.h> | ||
25 | #include <gfx/scene.h> | ||
26 | |||
27 | #include <stdbool.h> | ||
28 | |||
29 | typedef struct State State; | ||
30 | |||
31 | /// Initialize the plugin's state. | ||
32 | State* init(Game*); | ||
33 | |||
34 | /// Function called the first time the plugin is loaded throughout the | ||
35 | /// application's lifetime. Allows the plugin to do one-time initialization of | ||
36 | /// the game state. | ||
37 | bool boot(State*, Game*); | ||
38 | |||
39 | /// Update the plugin's and the game's state. | ||
40 | void update(State*, Game*, double t, double dt); | ||
41 | |||
42 | /// Optional plugin rendering hook. | ||
43 | void render(State*, const Game*); | ||
44 | |||
45 | // Signatures for the plugin's exposed functions. | ||
46 | typedef void* (*plugin_init)(Game*); | ||
47 | typedef bool (*plugin_boot)(State*, Game*); | ||
48 | typedef void (*plugin_update)(State*, Game*, double t, double dt); | ||
49 | typedef void (*plugin_render)(State*, const Game*); | ||
diff --git a/gltfview/src/plugins/texture_view.c b/gltfview/src/plugins/texture_view.c new file mode 100644 index 0000000..f2c650f --- /dev/null +++ b/gltfview/src/plugins/texture_view.c | |||
@@ -0,0 +1,94 @@ | |||
1 | #include "texture_view.h" | ||
2 | |||
3 | #include <gfx/render_backend.h> | ||
4 | #include <gfx/util/geometry.h> | ||
5 | #include <gfx/util/shader.h> | ||
6 | #include <gfx/util/texture.h> | ||
7 | |||
8 | #include <math/camera.h> | ||
9 | |||
10 | #include <assert.h> | ||
11 | #include <stdlib.h> | ||
12 | |||
13 | // Default texture to load if no texture is provided. | ||
14 | static const char* CLOUDS1_TEXTURE = "/assets/skybox/clouds1/clouds1_west.bmp"; | ||
15 | |||
16 | State* init(Game* game) { | ||
17 | assert(game); | ||
18 | |||
19 | State* state = calloc(1, sizeof(State)); | ||
20 | return state; | ||
21 | } | ||
22 | |||
23 | bool boot(State* state, Game* game) { | ||
24 | assert(state); | ||
25 | assert(game); | ||
26 | |||
27 | // Usage: [texture file] | ||
28 | const char* texture_file = game->argc > 1 ? game->argv[1] : CLOUDS1_TEXTURE; | ||
29 | |||
30 | RenderBackend* render_backend = gfx_get_render_backend(game->gfx); | ||
31 | |||
32 | Texture* texture = gfx_load_texture( | ||
33 | render_backend, &(LoadTextureCmd){ | ||
34 | .origin = TextureFromFile, | ||
35 | .type = LoadTexture, | ||
36 | .filtering = LinearFiltering, | ||
37 | .mipmaps = false, | ||
38 | .data.texture.filepath = mstring_make(texture_file)}); | ||
39 | |||
40 | Camera* camera = gfx_get_camera_camera(game->camera); | ||
41 | spatial3_set_position(&camera->spatial, vec3_make(0, 0, 1)); | ||
42 | |||
43 | ShaderProgram* shader = gfx_make_view_texture_shader(render_backend); | ||
44 | if (!shader) { | ||
45 | return false; | ||
46 | } | ||
47 | |||
48 | Geometry* geometry = gfx_make_quad_11(render_backend); | ||
49 | if (!geometry) { | ||
50 | return false; | ||
51 | } | ||
52 | |||
53 | MaterialDesc material_desc = (MaterialDesc){0}; | ||
54 | material_desc.uniforms[0] = (ShaderUniform){ | ||
55 | .type = UniformTexture, | ||
56 | .value.texture = texture, | ||
57 | .name = sstring_make("Texture")}; | ||
58 | material_desc.num_uniforms = 1; | ||
59 | Material* material = gfx_make_material(&material_desc); | ||
60 | if (!material) { | ||
61 | return false; | ||
62 | } | ||
63 | |||
64 | MeshDesc mesh_desc = (MeshDesc){0}; | ||
65 | mesh_desc.geometry = geometry; | ||
66 | mesh_desc.material = material; | ||
67 | mesh_desc.shader = shader; | ||
68 | Mesh* mesh = gfx_make_mesh(&mesh_desc); | ||
69 | if (!mesh) { | ||
70 | return false; | ||
71 | } | ||
72 | |||
73 | SceneObject* object = gfx_make_object(); | ||
74 | if (!object) { | ||
75 | return false; | ||
76 | } | ||
77 | gfx_add_object_mesh(object, mesh); | ||
78 | |||
79 | SceneNode* node = gfx_make_object_node(object); | ||
80 | SceneNode* root = gfx_get_scene_root(game->scene); | ||
81 | gfx_set_node_parent(node, root); | ||
82 | |||
83 | return true; | ||
84 | } | ||
85 | |||
86 | void update(State* state, Game* game, double t, double dt) { | ||
87 | assert(state); | ||
88 | assert(game); | ||
89 | } | ||
90 | |||
91 | void render(State* state, const Game* game) { | ||
92 | assert(state); | ||
93 | assert(game); | ||
94 | } | ||
diff --git a/gltfview/src/plugins/texture_view.h b/gltfview/src/plugins/texture_view.h new file mode 100644 index 0000000..670d88d --- /dev/null +++ b/gltfview/src/plugins/texture_view.h | |||
@@ -0,0 +1,9 @@ | |||
1 | #pragma once | ||
2 | |||
3 | #include "plugin.h" | ||
4 | |||
5 | #include <gfx/scene.h> | ||
6 | |||
7 | typedef struct State { | ||
8 | int unused; | ||
9 | } State; | ||