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#include "plugin.h"
#include <gfx/asset.h>
#include <gfx/renderer.h>
#include <gfx/scene.h>
#include <gfx/util/skyquad.h>
#include <math/camera.h>
#include <math/spatial3.h>
#include <stdlib.h>
// 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;
Model* model;
SceneCamera* camera;
};
/// 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("/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(Gfx* gfx, SceneNode* root) {
assert(gfx);
assert(root);
RenderBackend* render_backend = gfx_get_render_backend(gfx);
const Texture* environment_map = load_environment_map(gfx);
if (!environment_map) {
return 0;
}
return gfx_setup_skyquad(render_backend, 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: <scene file>
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});
}
*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);
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 SceneNode* node) {
assert(imm);
assert(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, root);
} else if (node_type == 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?
//
// TODO: Idea: when a model is loaded, compute an OOBB per joint using the
// vertices that are affected by the joint. Then transform this OOBB when
// animating the skeleton. Start with AABB for simplicity. The AABB/OOBB
// in the skeleton should be const. The transform AABB/OOBB is derived
// on demand. Stack allocator would be best for this kind of per-frame
// data.
//
// TODO: After computing joint AABB/OOBBs, check here whether the node has
// a skeleton, and if so, render the skeleton's boxes instead of the
// node's (the node's boxes are not animated, but computer from the rest
// pose).
const mat4 model = gfx_get_node_global_transform(node);
const SceneObject* obj = gfx_get_node_object(node);
const aabb3 box = gfx_get_object_aabb(obj);
gfx_imm_set_model_matrix(imm, &model);
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, 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);
RenderBackend* render_backend = gfx_get_render_backend(game->gfx);
ImmRenderer* imm = gfx_get_imm_renderer(game->gfx);
assert(render_backend);
assert(imm);
gfx_set_blending(render_backend, true);
gfx_set_depth_mask(render_backend, false);
gfx_set_polygon_offset(render_backend, 0.5f, 0.5f);
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_rec(imm, gfx_get_scene_root(state->scene));
gfx_imm_end(imm);
gfx_set_polygon_offset(render_backend, 0.0f, 0.0f);
gfx_set_depth_mask(render_backend, true);
gfx_set_blending(render_backend, 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});
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;
}
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