From 3cd5b0bcca694630fcb4b977ddf7be7cd1bce153 Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Sat, 20 Jan 2024 15:54:54 -0800 Subject: Rename gltfview -> game. --- gltfview/src/plugins/CMakeLists.txt | 17 ---- gltfview/src/plugins/gltf_view.c | 196 ------------------------------------ gltfview/src/plugins/plugin.h | 52 ---------- gltfview/src/plugins/texture_view.c | 147 --------------------------- 4 files changed, 412 deletions(-) delete mode 100644 gltfview/src/plugins/CMakeLists.txt delete mode 100644 gltfview/src/plugins/gltf_view.c delete mode 100644 gltfview/src/plugins/plugin.h delete mode 100644 gltfview/src/plugins/texture_view.c (limited to 'gltfview/src/plugins') diff --git a/gltfview/src/plugins/CMakeLists.txt b/gltfview/src/plugins/CMakeLists.txt deleted file mode 100644 index ecb2a45..0000000 --- a/gltfview/src/plugins/CMakeLists.txt +++ /dev/null @@ -1,17 +0,0 @@ -cmake_minimum_required(VERSION 3.0) - -project(plugins) - -set(LINK_LIBRARIES cstring math gfx) - -add_library(gltf_view SHARED - gltf_view.c) - -add_library(texture_view SHARED - texture_view.c) - -target_link_libraries(gltf_view PUBLIC - ${LINK_LIBRARIES}) - -target_link_libraries(texture_view PUBLIC - ${LINK_LIBRARIES}) diff --git a/gltfview/src/plugins/gltf_view.c b/gltfview/src/plugins/gltf_view.c deleted file mode 100644 index c19d1b8..0000000 --- a/gltfview/src/plugins/gltf_view.c +++ /dev/null @@ -1,196 +0,0 @@ -#include "plugin.h" - -#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 - -struct State { - Scene* scene; - SceneCamera* camera; -}; - -/// 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")} - }); -} - -/// Load the skyquad and return the environment light node. -static SceneNode* load_skyquad(RenderBackend* render_backend, SceneNode* root) { - assert(render_backend); - assert(root); - - Texture* environment_map = load_environment_map(render_backend); - if (!environment_map) { - return 0; - } - - return gfx_setup_skyquad(render_backend, root, environment_map); -} - -/// Load the 3D scene. -static SceneNode* load_scene( - Game* game, State* state, const char* scene_filepath) { - assert(game); - assert(game->gfx); - assert(state); - assert(state->scene); - - SceneNode* root = gfx_get_scene_root(state->scene); - RenderBackend* render_backend = gfx_get_render_backend(game->gfx); - - Camera* camera = gfx_get_camera_camera(state->camera); - spatial3_set_position(&camera->spatial, vec3_make(0, 0, 2)); - - SceneNode* sky_light_node = load_skyquad(render_backend, root); - 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(root); - - return scene_node; -} - -bool init(Game* game, State** pp_state) { - assert(game); - - 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; - } - - const int argc = game->argc; - const char** argv = game->argv; - - // Usage: - const char* scene_filepath = argc > 1 ? argv[1] : DEFAULT_SCENE_FILE; - - SceneNode* node = load_scene(game, state, scene_filepath); - if (!node) { - goto cleanup; - } - Anima* anima = gfx_get_node_anima(node); - gfx_play_animation( - anima, &(AnimationPlaySettings){.name = "Walk", .loop = true}); - - *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. - } -} - -void update(Game* game, State* state, double t, double dt) { - assert(game); - assert(state); - assert(state->scene); - assert(state->camera); - - gfx_animate_scene(state->scene, (R)t); - - const vec3 orbit_point = vec3_make(0, 2, 0); - Camera* camera = gfx_get_camera_camera(state->camera); - spatial3_orbit( - &camera->spatial, orbit_point, - /*radius=*/2.5, - /*azimuth=*/t * 0.5, /*zenith=*/0); - spatial3_lookat(&camera->spatial, orbit_point); -} - -/// 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); - } - - // 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)); - } -} - -void render(const Game* game, const State* state) { - assert(state); - assert(game); - assert(game->gfx); - assert(state->scene); - assert(state->camera); - - ImmRenderer* imm = gfx_get_imm_renderer(game->gfx); - assert(imm); - gfx_imm_start(imm); - gfx_imm_set_camera(imm, gfx_get_camera_camera(state->camera)); - gfx_imm_set_colour(imm, vec4_make(0.2, 0.2, 1.0, 0.3)); - render_bounding_boxes(imm, gfx_get_scene_root(state->scene)); - gfx_imm_end(imm); -} diff --git a/gltfview/src/plugins/plugin.h b/gltfview/src/plugins/plugin.h deleted file mode 100644 index a2632cd..0000000 --- a/gltfview/src/plugins/plugin.h +++ /dev/null @@ -1,52 +0,0 @@ -/* - * Game plugin. - */ -#pragma once - -#include "../game.h" - -#include -#include - -#include - -typedef struct State State; - -/// Initialize the plugin, which may optionally return a state object. -/// -/// This function is called every time the plugin is (re)loaded. -/// -/// It is assumed that the plugin's state is fully encapsulated in the returned -/// state object. The plugin should not store any (mutable) state outside of the -/// returned state object (e.g., no mutable global variables.) -bool init(Game*, State**); - -/// Shut down the plugin. -/// -/// This function is called before the plugin is unloaded. -/// -/// The plugin should perform any destruction needed, but not free the state -/// object; freeing the state object's memory is handled by the caller. -void shutdown(Game*, State*); - -/// Function called the first time the plugin is loaded throughout the -/// application's lifetime. This allows the plugin to do one-time initialization -/// of the game state. -bool boot(Game*, State*); - -/// Update the plugin's and the game's state. -void update(Game*, State*, double t, double dt); - -/// Render hook. -void render(const Game*, const State*); - -/// Called when the game's window is resized. -void resize(Game* game, State* state, int width, int height); - -// Signatures for the plugin's exposed functions. -typedef bool (*plugin_init)(Game*, State**); -typedef bool (*plugin_shutdown)(Game*, State*); -typedef bool (*plugin_boot)(Game*, State*); -typedef void (*plugin_update)(Game*, State*, double t, double dt); -typedef void (*plugin_render)(const Game*, const State*); -typedef void (*plugin_resize)(Game* game, State* state, int width, int height); diff --git a/gltfview/src/plugins/texture_view.c b/gltfview/src/plugins/texture_view.c deleted file mode 100644 index b424158..0000000 --- a/gltfview/src/plugins/texture_view.c +++ /dev/null @@ -1,147 +0,0 @@ -#include "plugin.h" - -#include -#include -#include -#include -#include -#include - -#include - -#include -#include - -// Default texture to load if no texture is provided. -static const char* DEFAULT_TEXTURE = "/assets/skybox/clouds1/clouds1_west.bmp"; -// static const char* DEFAULT_TEXTURE = "/assets/checkerboard.jpg"; - -struct State { - Scene* scene; - SceneCamera* camera; -}; - -bool init(Game* game, State** pp_state) { - assert(game); - assert(pp_state); - - State* state = calloc(1, sizeof(State)); - if (!state) { - goto cleanup; - } - - // Usage: [texture file] - const char* texture_file = game->argc > 1 ? game->argv[1] : DEFAULT_TEXTURE; - - RenderBackend* render_backend = gfx_get_render_backend(game->gfx); - - Texture* texture = gfx_load_texture( - render_backend, &(LoadTextureCmd){ - .origin = TextureFromFile, - .type = LoadTexture, - .filtering = LinearFiltering, - .mipmaps = false, - .data.texture.filepath = mstring_make(texture_file)}); - if (!texture) { - goto cleanup; - } - - ShaderProgram* shader = gfx_make_view_texture_shader(render_backend); - if (!shader) { - goto cleanup; - } - - Geometry* geometry = gfx_make_quad_11(render_backend); - if (!geometry) { - goto cleanup; - } - - MaterialDesc material_desc = (MaterialDesc){.num_uniforms = 1}; - material_desc.uniforms[0] = (ShaderUniform){ - .type = UniformTexture, - .value.texture = texture, - .name = sstring_make("Texture")}; - Material* material = gfx_make_material(&material_desc); - if (!material) { - goto cleanup; - } - - const MeshDesc mesh_desc = - (MeshDesc){.geometry = geometry, .material = material, .shader = shader}; - Mesh* mesh = gfx_make_mesh(&mesh_desc); - if (!mesh) { - goto cleanup; - } - - SceneObject* object = gfx_make_object(); - if (!object) { - goto cleanup; - } - gfx_add_object_mesh(object, mesh); - - if (!(state->scene = gfx_make_scene())) { - goto cleanup; - } - - SceneNode* node = gfx_make_object_node(object); - if (!node) { - goto cleanup; - } - SceneNode* root = gfx_get_scene_root(state->scene); - if (!root) { - goto cleanup; - } - gfx_set_node_parent(node, root); - - if (!(state->camera = gfx_make_camera())) { - goto cleanup; - } - - *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. - } -} - -void render(const Game* game, const State* state) { - assert(game); - assert(state); - - Renderer* renderer = gfx_get_renderer(game->gfx); - gfx_render_scene( - renderer, &(RenderSceneParams){ - .mode = RenderDefault, - .scene = state->scene, - .camera = state->camera}); -} - -void resize(Game* game, State* state, int width, int height) { - assert(game); - assert(state); - - 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; - 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