From 520e4e67cd9ff53f3c3512c80d07193625e07e3e Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Fri, 16 Jun 2023 09:38:15 -0700 Subject: New plugin architecture. --- gltfview/src/game.c | 279 +++++++++++++++++----------------------------------- 1 file changed, 89 insertions(+), 190 deletions(-) (limited to 'gltfview/src/game.c') 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 @@ +/* + * Main game module with entry point and game loop. + * + * The game module sets up the window and GL context and defers the core game + * logic to a plugin. + */ +#define _GNU_SOURCE 200112L // For readlink() + #include "game.h" +#include "plugins/plugin.h" #include #include #include -#include -#include -#include #include -#include -#include -#include -#include -#include #include #include +#include #include #include #include -// Paths to various scene files. -static const char* BOX = "/assets/models/box.gltf"; -static const char* SUZANNE = "/assets/models/suzanne.gltf"; -static const char* SPONZA = - "/assets/glTF-Sample-Models/2.0/Sponza/glTF/Sponza.gltf"; -static const char* FLIGHT_HELMET = - "/assets/glTF-Sample-Models/2.0/FlightHelmet/glTF/FlightHelmet.gltf"; -static const char* DAMAGED_HELMET = - "/assets/glTF-Sample-Models/2.0/DamagedHelmet/glTF/DamagedHelmet.gltf"; -static const char* GIRL = - "/home/jeanne/Nextcloud/assets/models/girl/girl-with-ground.gltf"; - -#define DEFAULT_SCENE_FILE GIRL +#include -static const char* CLOUDS1_TEXTURE = "/assets/skybox/clouds1/clouds1_west.bmp"; +#include -/// Load the skyquad texture. -static Texture* load_environment_map(RenderBackend* render_backend) { - return gfx_load_texture( - render_backend, - &(LoadTextureCmd){ - .origin = TextureFromFile, - .type = LoadCubemap, - .colour_space = sRGB, - .filtering = NearestFiltering, - .mipmaps = false, - .data.cubemap.filepaths = { - mstring_make("/assets/skybox/clouds1/clouds1_east.bmp"), - mstring_make("/assets/skybox/clouds1/clouds1_west.bmp"), - mstring_make("/assets/skybox/clouds1/clouds1_up.bmp"), - mstring_make("/assets/skybox/clouds1/clouds1_down.bmp"), - mstring_make("/assets/skybox/clouds1/clouds1_south.bmp"), - mstring_make("/assets/skybox/clouds1/clouds1_north.bmp")} - }); -} +#undef _GNU_SOURCE -/// Load the skyquad and return the environment light node. -static SceneNode* load_skyquad(Game* game) { - assert(game); +// Plugin to load if no plugin is provided. +static const char* DEFAULT_PLUGIN = "texture_view"; - Texture* environment_map = load_environment_map(game->render_backend); - if (!environment_map) { - return 0; +static bool validate_plugin(const Plugin* plugin) { +#define CHECK_FUNCTION(name, signature) \ + if (!plugin_resolve(plugin, signature, name)) { \ + LOGE("Plugin is missing function: " #name); \ + return false; \ } - - return gfx_setup_skyquad( - game->gfx, gfx_get_scene_root(game->scene), environment_map); -} - -/// Load the 3D scene. -static SceneNode* load_scene( - Game* game, const char* scene_filepath, const char* view_mode) { - assert(game); - - game->camera = gfx_make_camera(); - if (!game->camera) { - return 0; - } - Camera* camera = gfx_get_camera_camera(game->camera); - spatial3_set_position(&camera->spatial, vec3_make(0, 0, 2)); - - SceneNode* sky_light_node = load_skyquad(game); - if (!sky_light_node) { - return 0; - } - - SceneNode* scene_node = gfx_load_scene( - game->gfx, sky_light_node, - &(LoadSceneCmd){.origin = SceneFromFile, .filepath = scene_filepath}); - if (!scene_node) { - return 0; - } - - gfx_log_node_hierarchy(gfx_get_scene_root(game->scene)); - - return scene_node; + CHECK_FUNCTION("init", plugin_init); + CHECK_FUNCTION("boot", plugin_boot); + CHECK_FUNCTION("update", plugin_update); + CHECK_FUNCTION("render", plugin_render); + return true; } -/// Load a scene for debugging textures. -static bool load_texture_debugger_scene(Game* game) { +bool game_new(Game* game, int argc, const char** argv) { assert(game); - Texture* texture = gfx_load_texture( - game->render_backend, - &(LoadTextureCmd){ - .origin = TextureFromFile, - .type = LoadTexture, - .filtering = LinearFiltering, - .mipmaps = false, - .data.texture.filepath = mstring_make(CLOUDS1_TEXTURE)}); + // Syntax: game [plugin] + // + // Here we consume the [plugin] arg so that plugins receive the remainder + // args starting from 0. + game->argc = argc - 1; + game->argv = argv + 1; - game->camera = gfx_make_camera(); - if (!game->camera) { - return false; + char exe_path_buf[NAME_MAX] = {0}; + if (readlink("/proc/self/exe", exe_path_buf, sizeof(exe_path_buf)) == -1) { + LOGE("readlink(/proc/self/exe) failed"); + goto cleanup; } - Camera* camera = gfx_get_camera_camera(game->camera); - spatial3_set_position(&camera->spatial, vec3_make(0, 0, 1)); - ShaderProgram* shader = gfx_make_view_texture_shader(game->render_backend); - if (!shader) { - return false; - } + // Replace the last / with a null terminator to remove the exe file from the + // path. This gets the file's parent directory. + *strrchr(exe_path_buf, '/') = 0; - Geometry* geometry = gfx_make_quad_11(game->render_backend); - if (!geometry) { - return false; - } + const mstring exe_dir = mstring_make(exe_path_buf); + const mstring plugins_path = mstring_concat_cstr(exe_dir, "/src/plugins"); - MaterialDesc material_desc = (MaterialDesc){0}; - material_desc.uniforms[0] = (ShaderUniform){ - .type = UniformTexture, - .value.texture = texture, - .name = sstring_make("Texture")}; - material_desc.num_uniforms = 1; - Material* material = gfx_make_material(&material_desc); - if (!material) { - return false; + if (!(game->plugin_engine = new_plugin_engine( + &(PluginEngineDesc){.plugins_dir = mstring_cstr(&plugins_path)}))) { + goto cleanup; } - MeshDesc mesh_desc = (MeshDesc){0}; - mesh_desc.geometry = geometry; - mesh_desc.material = material; - mesh_desc.shader = shader; - Mesh* mesh = gfx_make_mesh(&mesh_desc); - if (!mesh) { - return false; + const char* plugin = argc > 1 ? argv[1] : DEFAULT_PLUGIN; + if (!(game->plugin = load_plugin(game->plugin_engine, plugin))) { + goto cleanup; } - - SceneObject* object = gfx_make_object(); - if (!object) { - return false; + if (!validate_plugin(game->plugin)) { + goto cleanup; } - gfx_add_object_mesh(object, mesh); - SceneNode* node = gfx_make_object_node(object); - SceneNode* root = gfx_get_scene_root(game->scene); - gfx_set_node_parent(node, root); - - return true; -} - -/// Render the bounding boxes of all scene objects. -static void render_bounding_boxes(ImmRenderer* imm, const SceneNode* node) { - if (gfx_get_node_type(node) == ObjectNode) { - // TODO: Look at the scene log. The JointNodes are detached from the - // ObjectNodes. This is why the boxes are not being transformed as expected - // here. Anima needs to animate boxes? Use OOBB in addition to AABB? - const mat4 model = gfx_get_node_global_transform(node); - const SceneObject* obj = gfx_get_node_object(node); - const aabb3 box = gfx_calc_object_aabb(obj); - gfx_imm_set_model_matrix(imm, &model); - gfx_imm_draw_aabb(imm, box); + if (!(game->gfx = gfx_init())) { + goto cleanup; } - - // Render children's boxes. - for (NodeIter it = gfx_get_node_child(node); it; - it = gfx_get_next_child(it)) { - render_bounding_boxes(imm, gfx_get_iter_node(it)); + if (!(game->scene = gfx_make_scene())) { + goto cleanup; } -} - -bool game_new(Game* game, int argc, const char** argv) { - // TODO: getopt() to implement proper argument parsing. - const char* scene_filepath = argc > 1 ? argv[1] : DEFAULT_SCENE_FILE; - const char* view_mode = argc > 2 ? argv[2] : ""; - - game->gfx = gfx_init(); - if (!game->gfx) { + if (!(game->camera = gfx_make_camera())) { goto cleanup; } - game->render_backend = gfx_get_render_backend(game->gfx); - game->renderer = gfx_get_renderer(game->gfx); - - game->scene = gfx_make_scene(); - if (!game->scene) { + void* plugin_state = plugin_call(game->plugin, plugin_init, "init", game); + if (!plugin_state) { goto cleanup; } + set_plugin_state(game->plugin, plugin_state); - game->root_node = load_scene(game, scene_filepath, view_mode); - if (!game->root_node) { + bool boot_success = + plugin_call(game->plugin, plugin_boot, "boot", plugin_state, game); + if (!boot_success) { goto cleanup; } - /*if (!load_texture_debugger_scene(game)) { - goto cleanup; - }*/ - - Anima* anima = gfx_get_node_anima(game->root_node); - - gfx_play_animation( - anima, &(AnimationPlaySettings){.name = "Walk", .loop = true}); return true; cleanup: LOGE("Gfx error: %s", gfx_get_error()); + game_end(game); + return false; +} + +void game_end(Game* game) { + assert(game); if (game->gfx) { gfx_destroy(&game->gfx); } - return false; + if (game->plugin) { + delete_plugin(&game->plugin); + } + if (game->plugin_engine) { + delete_plugin_engine(&game->plugin_engine); + } } -void game_end(Game* game) { gfx_destroy(&game->gfx); } - void game_update(Game* game, double t, double dt) { - gfx_animate_scene(game->scene, (R)t); + plugin_engine_update(game->plugin_engine); + if (plugin_reloaded(game->plugin)) { + void* plugin_state = plugin_call(game->plugin, plugin_init, "init", game); + assert(plugin_state); // TODO: handle error better. + set_plugin_state(game->plugin, plugin_state); + } - const vec3 orbit_point = vec3_make(0, 2, 0); - Camera* camera = gfx_get_camera_camera(game->camera); - spatial3_orbit( - &camera->spatial, orbit_point, - /*radius=*/2.5, - /*azimuth=*/t * 0.5, /*zenith=*/0); - spatial3_lookat(&camera->spatial, orbit_point); + void* plugin_state = get_plugin_state(game->plugin); + assert(plugin_state); + plugin_call(game->plugin, plugin_update, "update", plugin_state, game, t, dt); } void game_render(const Game* game) { + Renderer* renderer = gfx_get_renderer(game->gfx); + gfx_render_scene( - game->renderer, + renderer, &(RenderSceneParams){ .mode = RenderDefault, .scene = game->scene, .camera = game->camera}); - ImmRenderer* imm = gfx_get_imm_renderer(game->gfx); - assert(imm); - gfx_imm_start(imm); - gfx_imm_set_camera(imm, gfx_get_camera_camera(game->camera)); - gfx_imm_set_colour(imm, vec4_make(0.2, 0.2, 1.0, 0.3)); - render_bounding_boxes(imm, gfx_get_scene_root(game->scene)); - gfx_imm_end(imm); + void* plugin_state = get_plugin_state(game->plugin); + assert(plugin_state); + plugin_call(game->plugin, plugin_render, "render", plugin_state, game); } void game_set_viewport(Game* game, int width, int height) { - gfx_set_viewport(game->render_backend, width, height); + RenderBackend* render_backend = gfx_get_render_backend(game->gfx); + gfx_set_viewport(render_backend, width, height); const R fovy = 90 * TO_RAD; const R aspect = (R)width / (R)height; -- cgit v1.2.3