From bd57f345ed9dbed1d81683e48199626de2ea9044 Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Fri, 27 Jun 2025 10:18:39 -0700 Subject: Restructure project --- game/src/plugins/viewer.c | 374 ---------------------------------------------- 1 file changed, 374 deletions(-) delete mode 100644 game/src/plugins/viewer.c (limited to 'game/src/plugins/viewer.c') diff --git a/game/src/plugins/viewer.c b/game/src/plugins/viewer.c deleted file mode 100644 index 23b9ffb..0000000 --- a/game/src/plugins/viewer.c +++ /dev/null @@ -1,374 +0,0 @@ -#include "plugin.h" - -#include -#include -#include -#include -#include -#include -#include - -#include - -#include - -// Skybox. -static const char* skybox[6] = { - "/home/jeanne/Nextcloud/assets/textures/skybox/clouds1/clouds1_east.bmp", - "/home/jeanne/Nextcloud/assets/textures/skybox/clouds1/clouds1_west.bmp", - "/home/jeanne/Nextcloud/assets/textures/skybox/clouds1/clouds1_up.bmp", - "/home/jeanne/Nextcloud/assets/textures/skybox/clouds1/clouds1_down.bmp", - "/home/jeanne/Nextcloud/assets/textures/skybox/clouds1/clouds1_south.bmp", - "/home/jeanne/Nextcloud/assets/textures/skybox/clouds1/clouds1_north.bmp", -}; - -// Paths to various scene files. -static const char* BOX = "/home/jeanne/Nextcloud/assets/models/box.gltf"; -static const char* SUZANNE = - "/home/jeanne/Nextcloud/assets/models/suzanne.gltf"; -static const char* SPONZA = "/home/jeanne/Nextcloud/assets/glTF-Sample-Models/" - "2.0/Sponza/glTF/Sponza.gltf"; -static const char* FLIGHT_HELMET = - "/home/jeanne/Nextcloud/assets/glTF-Sample-Models/2.0/FlightHelmet/glTF/" - "FlightHelmet.gltf"; -static const char* DAMAGED_HELMET = - "/home/jeanne/Nextcloud/assets/glTF-Sample-Models/2.0/DamagedHelmet/glTF/" - "DamagedHelmet.gltf"; -static const char* GIRL = - "/home/jeanne/Nextcloud/assets/models/girl/girl-with-ground.gltf"; -static const char* BOXES = - "/home/jeanne/Nextcloud/assets/models/boxes/boxes.gltf"; - -#define DEFAULT_SCENE_FILE GIRL - -static const bool RenderBoundingBoxes = false; -static const R DefaultCameraSpeed = (R)6.0; -static const R DefaultMouseSensitivity = (R)(10 * TO_RAD); -static const vec3 DefaultCameraPosition = (vec3){0, 2, 5}; - -typedef struct CameraCommand { - bool CameraMoveLeft : 1; - bool CameraMoveRight : 1; - bool CameraMoveForward : 1; - bool CameraMoveBackward : 1; -} CameraCommand; - -typedef struct CameraController { - R camera_speed; // Camera movement speed. - R mouse_sensitivity; // Controls the degree with which mouse movements - // rotate the camera. - vec2 prev_mouse_position; // Mouse position in the previous frame. - bool rotating; // When true, subsequent mouse movements cause the - // camera to rotate. -} CameraController; - -typedef struct State { - Scene* scene; - Model* model; - SceneCamera* camera; - CameraController camera_controller; -} State; - -/// Load the skyquad texture. -static const Texture* load_environment_map(Gfx* gfx) { - assert(gfx); - return gfx_load_texture( - gfx, &(LoadTextureCmd){ - .origin = AssetFromFile, - .type = LoadCubemap, - .colour_space = sRGB, - .filtering = NearestFiltering, - .mipmaps = false, - .data.cubemap.filepaths = { - mstring_make(skybox[0]), mstring_make(skybox[1]), - mstring_make(skybox[2]), mstring_make(skybox[3]), - mstring_make(skybox[4]), mstring_make(skybox[5])} - }); -} - -/// Load the skyquad and return the environment light node. -static SceneNode* load_skyquad(Gfx* gfx, SceneNode* root) { - assert(gfx); - assert(root); - - GfxCore* gfxcore = gfx_get_core(gfx); - - const Texture* environment_map = load_environment_map(gfx); - if (!environment_map) { - return 0; - } - - return gfx_setup_skyquad(gfxcore, root, environment_map); -} - -/// Load the 3D scene. -/// Return the loaded model. -static Model* load_scene(Game* game, State* state, const char* scene_filepath) { - assert(game); - assert(game->gfx); - assert(state); - assert(state->scene); - - Camera* camera = gfx_get_camera_camera(state->camera); - spatial3_set_position(&camera->spatial, vec3_make(0, 0, 2)); - - SceneNode* root = gfx_get_scene_root(state->scene); - SceneNode* sky_light_node = load_skyquad(game->gfx, root); - if (!sky_light_node) { - return 0; // test - } - - Model* model = gfx_load_model( - game->gfx, &(LoadModelCmd){.origin = AssetFromFile, - .filepath = mstring_make(scene_filepath)}); - if (!model) { - return 0; - } - SceneNode* model_node = gfx_make_model_node(model); - if (!model_node) { - return 0; - } - gfx_set_node_parent(model_node, sky_light_node); - - gfx_log_node_hierarchy(root); - - return model; -} - -bool init(Game* game, State** pp_state) { - assert(game); - - // Usage: - const char* scene_filepath = - game->argc > 1 ? game->argv[1] : DEFAULT_SCENE_FILE; - - State* state = calloc(1, sizeof(State)); - if (!state) { - goto cleanup; - } - - if (!(state->scene = gfx_make_scene())) { - goto cleanup; - } - if (!(state->camera = gfx_make_camera())) { - goto cleanup; - } - - state->model = load_scene(game, state, scene_filepath); - if (!state->model) { - goto cleanup; - } - - Anima* anima = gfx_get_model_anima(state->model); - if (anima) { - gfx_play_animation( - anima, &(AnimationPlaySettings){.name = "Walk", .loop = true}); - // TODO: Interpolate animations. - /*gfx_play_animation( - anima, - &(AnimationPlaySettings){.name = "Jumping-jack-lower", .loop = true}); - gfx_play_animation( - anima, &(AnimationPlaySettings){ - .name = "Jumping-jack-arms-mid", .loop = true});*/ - } - - spatial3_set_position( - &gfx_get_camera_camera(state->camera)->spatial, DefaultCameraPosition); - - state->camera_controller.camera_speed = DefaultCameraSpeed; - state->camera_controller.mouse_sensitivity = DefaultMouseSensitivity; - - *pp_state = state; - return true; - -cleanup: - shutdown(game, state); - if (state) { - free(state); - } - return false; -} - -void shutdown(Game* game, State* state) { - assert(game); - if (state) { - gfx_destroy_camera(&state->camera); - gfx_destroy_scene(&state->scene); - // State freed by plugin engine. - } -} - -static void update_camera( - CameraController* controller, R dt, vec2 mouse_position, - CameraCommand command, Spatial3* camera) { - assert(controller); - assert(camera); - - // Translation. - const R move_x = (R)(command.CameraMoveLeft ? -1 : 0) + - (R)(command.CameraMoveRight ? 1 : 0); - const R move_y = (R)(command.CameraMoveForward ? 1 : 0) + - (R)(command.CameraMoveBackward ? -1 : 0); - const vec2 translation = - vec2_scale(vec2_make(move_x, move_y), controller->camera_speed * dt); - spatial3_move_right(camera, translation.x); - spatial3_move_forwards(camera, translation.y); - - // Rotation. - if (controller->rotating) { - const vec2 mouse_delta = - vec2_sub(mouse_position, controller->prev_mouse_position); - - const vec2 rotation = - vec2_scale(mouse_delta, controller->mouse_sensitivity * dt); - - spatial3_global_yaw(camera, -rotation.x); - spatial3_pitch(camera, -rotation.y); - } - - // Update controller state. - controller->prev_mouse_position = mouse_position; -} - -void update(Game* game, State* state, double t, double dt) { - assert(game); - assert(state); - assert(state->scene); - assert(state->camera); - - double mouse_x, mouse_y; - gfx_app_get_mouse_position(&mouse_x, &mouse_y); - const vec2 mouse_position = {(R)mouse_x, (R)mouse_y}; - - const CameraCommand camera_command = (CameraCommand){ - .CameraMoveLeft = gfx_app_is_key_pressed(KeyA), - .CameraMoveRight = gfx_app_is_key_pressed(KeyD), - .CameraMoveForward = gfx_app_is_key_pressed(KeyW), - .CameraMoveBackward = gfx_app_is_key_pressed(KeyS), - }; - - state->camera_controller.rotating = gfx_app_is_mouse_button_pressed(LMB); - - update_camera( - &state->camera_controller, (R)dt, mouse_position, camera_command, - &gfx_get_camera_camera(state->camera)->spatial); - - // const vec3 orbit_point = vec3_make(0, 2, 0); - // Camera* camera = gfx_get_camera_camera(state->camera); - // spatial3_orbit( - // &camera->spatial, orbit_point, - // /*radius=*/5, - // /*azimuth=*/(R)(t * 0.5), /*zenith=*/0); - // spatial3_lookat(&camera->spatial, orbit_point); - - gfx_update(state->scene, state->camera, (R)t); -} - -/// Render the bounding boxes of all scene objects. -static void render_bounding_boxes_rec( - ImmRenderer* imm, const Anima* anima, const mat4* parent_model_matrix, - const SceneNode* node) { - assert(imm); - assert(node); - - const mat4 model_matrix = - mat4_mul(*parent_model_matrix, gfx_get_node_transform(node)); - - const NodeType node_type = gfx_get_node_type(node); - - if (node_type == ModelNode) { - const Model* model = gfx_get_node_model(node); - const SceneNode* root = gfx_get_model_root(model); - render_bounding_boxes_rec(imm, anima, &model_matrix, root); - } else if (node_type == AnimaNode) { - anima = gfx_get_node_anima(node); - } else if (node_type == ObjectNode) { - gfx_imm_set_model_matrix(imm, &model_matrix); - - const SceneObject* obj = gfx_get_node_object(node); - const Skeleton* skeleton = gfx_get_object_skeleton(obj); - - if (skeleton) { // Animated model. - assert(anima); - const size_t num_joints = gfx_get_skeleton_num_joints(skeleton); - for (size_t i = 0; i < num_joints; ++i) { - if (gfx_joint_has_box(anima, skeleton, i)) { - const Box box = gfx_get_joint_box(anima, skeleton, i); - gfx_imm_draw_box3(imm, box.vertices); - } - } - } else { // Static model. - const aabb3 box = gfx_get_object_aabb(obj); - gfx_imm_draw_aabb3(imm, box); - } - } - - // Render children's boxes. - const SceneNode* child = gfx_get_node_child(node); - while (child) { - render_bounding_boxes_rec(imm, anima, &model_matrix, child); - child = gfx_get_node_sibling(child); - } -} - -/// Render the bounding boxes of all scene objects. -static void render_bounding_boxes(const Game* game, const State* state) { - assert(game); - assert(state); - - GfxCore* gfxcore = gfx_get_core(game->gfx); - ImmRenderer* imm = gfx_get_imm_renderer(game->gfx); - assert(gfxcore); - assert(imm); - - const mat4 id = mat4_id(); - Anima* anima = 0; - - gfx_set_blending(gfxcore, true); - gfx_set_depth_mask(gfxcore, false); - gfx_set_polygon_offset(gfxcore, -1.5f, -1.0f); - - gfx_imm_start(imm); - gfx_imm_set_camera(imm, gfx_get_camera_camera(state->camera)); - gfx_imm_set_colour(imm, vec4_make(0.3, 0.3, 0.9, 0.1)); - render_bounding_boxes_rec(imm, anima, &id, gfx_get_scene_root(state->scene)); - gfx_imm_end(imm); - - gfx_reset_polygon_offset(gfxcore); - gfx_set_depth_mask(gfxcore, true); - gfx_set_blending(gfxcore, false); -} - -void render(const Game* game, const State* state) { - assert(state); - assert(game); - assert(game->gfx); - assert(state->scene); - assert(state->camera); - - Renderer* renderer = gfx_get_renderer(game->gfx); - assert(renderer); - - gfx_render_scene( - renderer, &(RenderSceneParams){.mode = RenderDefault, - .scene = state->scene, - .camera = state->camera}); - - if (RenderBoundingBoxes) { - render_bounding_boxes(game, state); - } -} - -void resize(Game* game, State* state, int width, int height) { - assert(game); - assert(state); - - const R fovy = 60 * TO_RAD; - const R aspect = (R)width / (R)height; - const R near = 0.1; - const R far = 1000; - const mat4 projection = mat4_perspective(fovy, aspect, near, far); - - Camera* camera = gfx_get_camera_camera(state->camera); - camera->projection = projection; -} -- cgit v1.2.3