diff options
Diffstat (limited to 'gltfview/src')
| -rw-r--r-- | gltfview/src/game.c | 279 | ||||
| -rw-r--r-- | gltfview/src/game.h | 16 | ||||
| -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 |
8 files changed, 444 insertions, 196 deletions
diff --git a/gltfview/src/game.c b/gltfview/src/game.c index c80a1b5..6d8430b 100644 --- a/gltfview/src/game.c +++ b/gltfview/src/game.c | |||
| @@ -1,258 +1,157 @@ | |||
| 1 | /* | ||
| 2 | * Main game module with entry point and game loop. | ||
| 3 | * | ||
| 4 | * The game module sets up the window and GL context and defers the core game | ||
| 5 | * logic to a plugin. | ||
| 6 | */ | ||
| 7 | #define _GNU_SOURCE 200112L // For readlink() | ||
| 8 | |||
| 1 | #include "game.h" | 9 | #include "game.h" |
| 10 | #include "plugins/plugin.h" | ||
| 2 | 11 | ||
| 3 | #include <gfx/error.h> | 12 | #include <gfx/error.h> |
| 4 | #include <gfx/render_backend.h> | 13 | #include <gfx/render_backend.h> |
| 5 | #include <gfx/scene/camera.h> | 14 | #include <gfx/scene/camera.h> |
| 6 | #include <gfx/scene/material.h> | ||
| 7 | #include <gfx/scene/mesh.h> | ||
| 8 | #include <gfx/scene/node.h> | ||
| 9 | #include <gfx/scene/object.h> | 15 | #include <gfx/scene/object.h> |
| 10 | #include <gfx/util/geometry.h> | ||
| 11 | #include <gfx/util/scene.h> | ||
| 12 | #include <gfx/util/shader.h> | ||
| 13 | #include <gfx/util/skyquad.h> | ||
| 14 | #include <gfx/util/texture.h> | ||
| 15 | 16 | ||
| 16 | #include <log/log.h> | 17 | #include <log/log.h> |
| 17 | #include <math/camera.h> | 18 | #include <math/camera.h> |
| 19 | #include <plugin.h> | ||
| 18 | 20 | ||
| 19 | #include <assert.h> | 21 | #include <assert.h> |
| 20 | #include <stdbool.h> | 22 | #include <stdbool.h> |
| 21 | #include <stdio.h> | 23 | #include <stdio.h> |
| 22 | 24 | ||
| 23 | // Paths to various scene files. | 25 | #include <linux/limits.h> |
| 24 | static const char* BOX = "/assets/models/box.gltf"; | ||
| 25 | static const char* SUZANNE = "/assets/models/suzanne.gltf"; | ||
| 26 | static const char* SPONZA = | ||
| 27 | "/assets/glTF-Sample-Models/2.0/Sponza/glTF/Sponza.gltf"; | ||
| 28 | static const char* FLIGHT_HELMET = | ||
| 29 | "/assets/glTF-Sample-Models/2.0/FlightHelmet/glTF/FlightHelmet.gltf"; | ||
| 30 | static const char* DAMAGED_HELMET = | ||
| 31 | "/assets/glTF-Sample-Models/2.0/DamagedHelmet/glTF/DamagedHelmet.gltf"; | ||
| 32 | static const char* GIRL = | ||
| 33 | "/home/jeanne/Nextcloud/assets/models/girl/girl-with-ground.gltf"; | ||
| 34 | |||
| 35 | #define DEFAULT_SCENE_FILE GIRL | ||
| 36 | 26 | ||
| 37 | static const char* CLOUDS1_TEXTURE = "/assets/skybox/clouds1/clouds1_west.bmp"; | 27 | #include <unistd.h> |
| 38 | 28 | ||
| 39 | /// Load the skyquad texture. | 29 | #undef _GNU_SOURCE |
| 40 | static Texture* load_environment_map(RenderBackend* render_backend) { | ||
| 41 | return gfx_load_texture( | ||
| 42 | render_backend, | ||
| 43 | &(LoadTextureCmd){ | ||
| 44 | .origin = TextureFromFile, | ||
| 45 | .type = LoadCubemap, | ||
| 46 | .colour_space = sRGB, | ||
| 47 | .filtering = NearestFiltering, | ||
| 48 | .mipmaps = false, | ||
| 49 | .data.cubemap.filepaths = { | ||
| 50 | mstring_make("/assets/skybox/clouds1/clouds1_east.bmp"), | ||
| 51 | mstring_make("/assets/skybox/clouds1/clouds1_west.bmp"), | ||
| 52 | mstring_make("/assets/skybox/clouds1/clouds1_up.bmp"), | ||
| 53 | mstring_make("/assets/skybox/clouds1/clouds1_down.bmp"), | ||
| 54 | mstring_make("/assets/skybox/clouds1/clouds1_south.bmp"), | ||
| 55 | mstring_make("/assets/skybox/clouds1/clouds1_north.bmp")} | ||
| 56 | }); | ||
| 57 | } | ||
| 58 | 30 | ||
| 59 | /// Load the skyquad and return the environment light node. | 31 | // Plugin to load if no plugin is provided. |
| 60 | static SceneNode* load_skyquad(Game* game) { | 32 | static const char* DEFAULT_PLUGIN = "texture_view"; |
| 61 | assert(game); | ||
| 62 | 33 | ||
| 63 | Texture* environment_map = load_environment_map(game->render_backend); | 34 | static bool validate_plugin(const Plugin* plugin) { |
| 64 | if (!environment_map) { | 35 | #define CHECK_FUNCTION(name, signature) \ |
| 65 | return 0; | 36 | if (!plugin_resolve(plugin, signature, name)) { \ |
| 37 | LOGE("Plugin is missing function: " #name); \ | ||
| 38 | return false; \ | ||
| 66 | } | 39 | } |
| 67 | 40 | CHECK_FUNCTION("init", plugin_init); | |
| 68 | return gfx_setup_skyquad( | 41 | CHECK_FUNCTION("boot", plugin_boot); |
| 69 | game->gfx, gfx_get_scene_root(game->scene), environment_map); | 42 | CHECK_FUNCTION("update", plugin_update); |
| 70 | } | 43 | CHECK_FUNCTION("render", plugin_render); |
| 71 | 44 | return true; | |
| 72 | /// Load the 3D scene. | ||
| 73 | static SceneNode* load_scene( | ||
| 74 | Game* game, const char* scene_filepath, const char* view_mode) { | ||
| 75 | assert(game); | ||
| 76 | |||
| 77 | game->camera = gfx_make_camera(); | ||
| 78 | if (!game->camera) { | ||
| 79 | return 0; | ||
| 80 | } | ||
| 81 | Camera* camera = gfx_get_camera_camera(game->camera); | ||
| 82 | spatial3_set_position(&camera->spatial, vec3_make(0, 0, 2)); | ||
| 83 | |||
| 84 | SceneNode* sky_light_node = load_skyquad(game); | ||
| 85 | if (!sky_light_node) { | ||
| 86 | return 0; | ||
| 87 | } | ||
| 88 | |||
| 89 | SceneNode* scene_node = gfx_load_scene( | ||
| 90 | game->gfx, sky_light_node, | ||
| 91 | &(LoadSceneCmd){.origin = SceneFromFile, .filepath = scene_filepath}); | ||
| 92 | if (!scene_node) { | ||
| 93 | return 0; | ||
| 94 | } | ||
| 95 | |||
| 96 | gfx_log_node_hierarchy(gfx_get_scene_root(game->scene)); | ||
| 97 | |||
| 98 | return scene_node; | ||
| 99 | } | 45 | } |
| 100 | 46 | ||
| 101 | /// Load a scene for debugging textures. | 47 | bool game_new(Game* game, int argc, const char** argv) { |
| 102 | static bool load_texture_debugger_scene(Game* game) { | ||
| 103 | assert(game); | 48 | assert(game); |
| 104 | 49 | ||
| 105 | Texture* texture = gfx_load_texture( | 50 | // Syntax: game [plugin] <plugin args> |
| 106 | game->render_backend, | 51 | // |
| 107 | &(LoadTextureCmd){ | 52 | // Here we consume the [plugin] arg so that plugins receive the remainder |
| 108 | .origin = TextureFromFile, | 53 | // args starting from 0. |
| 109 | .type = LoadTexture, | 54 | game->argc = argc - 1; |
| 110 | .filtering = LinearFiltering, | 55 | game->argv = argv + 1; |
| 111 | .mipmaps = false, | ||
| 112 | .data.texture.filepath = mstring_make(CLOUDS1_TEXTURE)}); | ||
| 113 | 56 | ||
| 114 | game->camera = gfx_make_camera(); | 57 | char exe_path_buf[NAME_MAX] = {0}; |
| 115 | if (!game->camera) { | 58 | if (readlink("/proc/self/exe", exe_path_buf, sizeof(exe_path_buf)) == -1) { |
| 116 | return false; | 59 | LOGE("readlink(/proc/self/exe) failed"); |
| 60 | goto cleanup; | ||
| 117 | } | 61 | } |
| 118 | Camera* camera = gfx_get_camera_camera(game->camera); | ||
| 119 | spatial3_set_position(&camera->spatial, vec3_make(0, 0, 1)); | ||
| 120 | 62 | ||
| 121 | ShaderProgram* shader = gfx_make_view_texture_shader(game->render_backend); | 63 | // Replace the last / with a null terminator to remove the exe file from the |
| 122 | if (!shader) { | 64 | // path. This gets the file's parent directory. |
| 123 | return false; | 65 | *strrchr(exe_path_buf, '/') = 0; |
| 124 | } | ||
| 125 | 66 | ||
| 126 | Geometry* geometry = gfx_make_quad_11(game->render_backend); | 67 | const mstring exe_dir = mstring_make(exe_path_buf); |
| 127 | if (!geometry) { | 68 | const mstring plugins_path = mstring_concat_cstr(exe_dir, "/src/plugins"); |
| 128 | return false; | ||
| 129 | } | ||
| 130 | 69 | ||
| 131 | MaterialDesc material_desc = (MaterialDesc){0}; | 70 | if (!(game->plugin_engine = new_plugin_engine( |
| 132 | material_desc.uniforms[0] = (ShaderUniform){ | 71 | &(PluginEngineDesc){.plugins_dir = mstring_cstr(&plugins_path)}))) { |
| 133 | .type = UniformTexture, | 72 | goto cleanup; |
| 134 | .value.texture = texture, | ||
| 135 | .name = sstring_make("Texture")}; | ||
| 136 | material_desc.num_uniforms = 1; | ||
| 137 | Material* material = gfx_make_material(&material_desc); | ||
| 138 | if (!material) { | ||
| 139 | return false; | ||
| 140 | } | 73 | } |
| 141 | 74 | ||
| 142 | MeshDesc mesh_desc = (MeshDesc){0}; | 75 | const char* plugin = argc > 1 ? argv[1] : DEFAULT_PLUGIN; |
| 143 | mesh_desc.geometry = geometry; | 76 | if (!(game->plugin = load_plugin(game->plugin_engine, plugin))) { |
| 144 | mesh_desc.material = material; | 77 | goto cleanup; |
| 145 | mesh_desc.shader = shader; | ||
| 146 | Mesh* mesh = gfx_make_mesh(&mesh_desc); | ||
| 147 | if (!mesh) { | ||
| 148 | return false; | ||
| 149 | } | 78 | } |
| 150 | 79 | if (!validate_plugin(game->plugin)) { | |
| 151 | SceneObject* object = gfx_make_object(); | 80 | goto cleanup; |
| 152 | if (!object) { | ||
| 153 | return false; | ||
| 154 | } | 81 | } |
| 155 | gfx_add_object_mesh(object, mesh); | ||
| 156 | 82 | ||
| 157 | SceneNode* node = gfx_make_object_node(object); | 83 | if (!(game->gfx = gfx_init())) { |
| 158 | SceneNode* root = gfx_get_scene_root(game->scene); | 84 | goto cleanup; |
| 159 | gfx_set_node_parent(node, root); | ||
| 160 | |||
| 161 | return true; | ||
| 162 | } | ||
| 163 | |||
| 164 | /// Render the bounding boxes of all scene objects. | ||
| 165 | static void render_bounding_boxes(ImmRenderer* imm, const SceneNode* node) { | ||
| 166 | if (gfx_get_node_type(node) == ObjectNode) { | ||
| 167 | // 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 | ||
| 169 | // here. Anima needs to animate boxes? Use OOBB in addition to AABB? | ||
| 170 | const mat4 model = gfx_get_node_global_transform(node); | ||
| 171 | const SceneObject* obj = gfx_get_node_object(node); | ||
| 172 | const aabb3 box = gfx_calc_object_aabb(obj); | ||
| 173 | gfx_imm_set_model_matrix(imm, &model); | ||
| 174 | gfx_imm_draw_aabb(imm, box); | ||
| 175 | } | 85 | } |
| 176 | 86 | if (!(game->scene = gfx_make_scene())) { | |
| 177 | // Render children's boxes. | 87 | goto cleanup; |
| 178 | for (NodeIter it = gfx_get_node_child(node); it; | ||
| 179 | it = gfx_get_next_child(it)) { | ||
| 180 | render_bounding_boxes(imm, gfx_get_iter_node(it)); | ||
| 181 | } | 88 | } |
| 182 | } | 89 | if (!(game->camera = gfx_make_camera())) { |
| 183 | |||
| 184 | bool game_new(Game* game, int argc, const char** argv) { | ||
| 185 | // TODO: getopt() to implement proper argument parsing. | ||
| 186 | const char* scene_filepath = argc > 1 ? argv[1] : DEFAULT_SCENE_FILE; | ||
| 187 | const char* view_mode = argc > 2 ? argv[2] : ""; | ||
| 188 | |||
| 189 | game->gfx = gfx_init(); | ||
| 190 | if (!game->gfx) { | ||
| 191 | goto cleanup; | 90 | goto cleanup; |
| 192 | } | 91 | } |
| 193 | 92 | ||
| 194 | game->render_backend = gfx_get_render_backend(game->gfx); | 93 | void* plugin_state = plugin_call(game->plugin, plugin_init, "init", game); |
| 195 | game->renderer = gfx_get_renderer(game->gfx); | 94 | if (!plugin_state) { |
| 196 | |||
| 197 | game->scene = gfx_make_scene(); | ||
| 198 | if (!game->scene) { | ||
| 199 | goto cleanup; | 95 | goto cleanup; |
| 200 | } | 96 | } |
| 97 | set_plugin_state(game->plugin, plugin_state); | ||
| 201 | 98 | ||
| 202 | game->root_node = load_scene(game, scene_filepath, view_mode); | 99 | bool boot_success = |
| 203 | if (!game->root_node) { | 100 | plugin_call(game->plugin, plugin_boot, "boot", plugin_state, game); |
| 101 | if (!boot_success) { | ||
| 204 | goto cleanup; | 102 | goto cleanup; |
| 205 | } | 103 | } |
| 206 | /*if (!load_texture_debugger_scene(game)) { | ||
| 207 | goto cleanup; | ||
| 208 | }*/ | ||
| 209 | |||
| 210 | Anima* anima = gfx_get_node_anima(game->root_node); | ||
| 211 | |||
| 212 | gfx_play_animation( | ||
| 213 | anima, &(AnimationPlaySettings){.name = "Walk", .loop = true}); | ||
| 214 | 104 | ||
| 215 | return true; | 105 | return true; |
| 216 | 106 | ||
| 217 | cleanup: | 107 | cleanup: |
| 218 | LOGE("Gfx error: %s", gfx_get_error()); | 108 | LOGE("Gfx error: %s", gfx_get_error()); |
| 109 | game_end(game); | ||
| 110 | return false; | ||
| 111 | } | ||
| 112 | |||
| 113 | void game_end(Game* game) { | ||
| 114 | assert(game); | ||
| 219 | if (game->gfx) { | 115 | if (game->gfx) { |
| 220 | gfx_destroy(&game->gfx); | 116 | gfx_destroy(&game->gfx); |
| 221 | } | 117 | } |
| 222 | return false; | 118 | if (game->plugin) { |
| 119 | delete_plugin(&game->plugin); | ||
| 120 | } | ||
| 121 | if (game->plugin_engine) { | ||
| 122 | delete_plugin_engine(&game->plugin_engine); | ||
| 123 | } | ||
| 223 | } | 124 | } |
| 224 | 125 | ||
| 225 | void game_end(Game* game) { gfx_destroy(&game->gfx); } | ||
| 226 | |||
| 227 | void game_update(Game* game, double t, double dt) { | 126 | void game_update(Game* game, double t, double dt) { |
| 228 | gfx_animate_scene(game->scene, (R)t); | 127 | plugin_engine_update(game->plugin_engine); |
| 128 | if (plugin_reloaded(game->plugin)) { | ||
| 129 | void* plugin_state = plugin_call(game->plugin, plugin_init, "init", game); | ||
| 130 | assert(plugin_state); // TODO: handle error better. | ||
| 131 | set_plugin_state(game->plugin, plugin_state); | ||
| 132 | } | ||
| 229 | 133 | ||
| 230 | const vec3 orbit_point = vec3_make(0, 2, 0); | 134 | void* plugin_state = get_plugin_state(game->plugin); |
| 231 | Camera* camera = gfx_get_camera_camera(game->camera); | 135 | assert(plugin_state); |
| 232 | spatial3_orbit( | 136 | plugin_call(game->plugin, plugin_update, "update", plugin_state, game, t, dt); |
| 233 | &camera->spatial, orbit_point, | ||
| 234 | /*radius=*/2.5, | ||
| 235 | /*azimuth=*/t * 0.5, /*zenith=*/0); | ||
| 236 | spatial3_lookat(&camera->spatial, orbit_point); | ||
| 237 | } | 137 | } |
| 238 | 138 | ||
| 239 | void game_render(const Game* game) { | 139 | void game_render(const Game* game) { |
| 140 | Renderer* renderer = gfx_get_renderer(game->gfx); | ||
| 141 | |||
| 240 | gfx_render_scene( | 142 | gfx_render_scene( |
| 241 | game->renderer, | 143 | renderer, |
| 242 | &(RenderSceneParams){ | 144 | &(RenderSceneParams){ |
| 243 | .mode = RenderDefault, .scene = game->scene, .camera = game->camera}); | 145 | .mode = RenderDefault, .scene = game->scene, .camera = game->camera}); |
| 244 | 146 | ||
| 245 | ImmRenderer* imm = gfx_get_imm_renderer(game->gfx); | 147 | void* plugin_state = get_plugin_state(game->plugin); |
| 246 | assert(imm); | 148 | assert(plugin_state); |
| 247 | gfx_imm_start(imm); | 149 | plugin_call(game->plugin, plugin_render, "render", plugin_state, game); |
| 248 | gfx_imm_set_camera(imm, gfx_get_camera_camera(game->camera)); | ||
| 249 | gfx_imm_set_colour(imm, vec4_make(0.2, 0.2, 1.0, 0.3)); | ||
| 250 | render_bounding_boxes(imm, gfx_get_scene_root(game->scene)); | ||
| 251 | gfx_imm_end(imm); | ||
| 252 | } | 150 | } |
| 253 | 151 | ||
| 254 | void game_set_viewport(Game* game, int width, int height) { | 152 | void game_set_viewport(Game* game, int width, int height) { |
| 255 | gfx_set_viewport(game->render_backend, width, height); | 153 | RenderBackend* render_backend = gfx_get_render_backend(game->gfx); |
| 154 | gfx_set_viewport(render_backend, width, height); | ||
| 256 | 155 | ||
| 257 | const R fovy = 90 * TO_RAD; | 156 | const R fovy = 90 * TO_RAD; |
| 258 | const R aspect = (R)width / (R)height; | 157 | const R aspect = (R)width / (R)height; |
diff --git a/gltfview/src/game.h b/gltfview/src/game.h index 4aeb5ea..2a7b7ef 100644 --- a/gltfview/src/game.h +++ b/gltfview/src/game.h | |||
| @@ -9,17 +9,21 @@ | |||
| 9 | 9 | ||
| 10 | #include <stdbool.h> | 10 | #include <stdbool.h> |
| 11 | 11 | ||
| 12 | typedef struct Plugin Plugin; | ||
| 13 | typedef struct PluginEngine PluginEngine; | ||
| 14 | |||
| 12 | /// The delta time the game should be updated with. | 15 | /// The delta time the game should be updated with. |
| 13 | static const double game_dt = 1.0 / 60.0; | 16 | static const double game_dt = 1.0 / 60.0; |
| 14 | 17 | ||
| 15 | /// Game state. | 18 | /// Game state. |
| 16 | typedef struct { | 19 | typedef struct { |
| 17 | Gfx* gfx; | 20 | int argc; |
| 18 | RenderBackend* render_backend; | 21 | const char** argv; |
| 19 | Renderer* renderer; | 22 | PluginEngine* plugin_engine; |
| 20 | Scene* scene; | 23 | Plugin* plugin; |
| 21 | SceneCamera* camera; | 24 | Gfx* gfx; |
| 22 | SceneNode* root_node; | 25 | Scene* scene; |
| 26 | SceneCamera* camera; | ||
| 23 | } Game; | 27 | } Game; |
| 24 | 28 | ||
| 25 | bool game_new(Game*, int argc, const char** argv); | 29 | bool game_new(Game*, int argc, const char** argv); |
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; | ||
