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#include "game.h"
#include <gfx/error.h>
#include <gfx/render_backend.h>
#include <gfx/scene/light.h>
#include <gfx/scene/material.h>
#include <gfx/scene/mesh.h>
#include <gfx/scene/node.h>
#include <gfx/scene/object.h>
#include <gfx/util/geometry.h>
#include <gfx/util/ibl.h>
#include <gfx/util/scene.h>
#include <gfx/util/shader.h>
#include <gfx/util/skyquad.h>
#include <gfx/util/texture.h>
#include <log/log.h>
#include <math/camera.h>
#include <assert.h>
#include <stdbool.h>
#include <stdio.h>
#include <string.h>
#include <unistd.h> // usleep; TODO Remove.
// 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";
#define DEFAULT_SCENE_FILE DAMAGED_HELMET
static const char* CLOUDS1_TEXTURE = "/assets/skybox/clouds1/clouds1_west.bmp";
// TODO: Move this debug rendering to the renderer.
static ShaderProgram* load_shader(
RenderBackend* render_backend, const char* view_mode) {
ShaderProgram* shader = 0;
if (strcmp(view_mode, "debug") == 0) {
shader = gfx_make_debug3d_shader(render_backend);
} else if (strcmp(view_mode, "normals") == 0) {
shader = gfx_make_view_normals_shader(render_backend);
} else if (strcmp(view_mode, "normal_mapped_normals") == 0) {
shader = gfx_make_view_normal_mapped_normals_shader(render_backend);
} else if (strcmp(view_mode, "tangents") == 0) {
shader = gfx_make_view_tangents_shader(render_backend);
} else {
shader = gfx_make_cook_torrance_shader(render_backend);
}
return shader;
}
/// 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_north.bmp"),
mstring_make("/assets/skybox/clouds1/clouds1_south.bmp")}
});
}
/// Load the skyquad and return the environment light node.
static SceneNode* load_skyquad(Game* game) {
assert(game);
Texture* environment_map = load_environment_map(game->render_backend);
if (!environment_map) {
return 0;
}
return gfx_setup_skyquad(
game->gfx, gfx_get_scene_root(game->scene), environment_map);
}
/// Load the 3D scene.
static bool load_scene(
Game* game, const char* scene_filepath, const char* view_mode) {
assert(game);
game->camera = gfx_make_camera();
if (!game->camera) {
return false;
}
Camera* camera = gfx_get_camera_camera(game->camera);
// Sponza.
// spatial3_set_position(&camera->spatial, vec3_make(0, 100, 50));
// Damaged helmet.
spatial3_set_position(&camera->spatial, vec3_make(0, 0, 2));
SceneNode* sky_light_node = load_skyquad(game);
if (!sky_light_node) {
return false;
}
// TODO: Move the debug rendering to the renderer.
// ShaderProgram* shader = load_shader(game->render_backend, view_mode);
// if (!shader) {
// return false;
// }
if (!gfx_load_scene(
game->gfx, sky_light_node,
&(LoadSceneCmd){
.origin = SceneFromFile, .filepath = scene_filepath})) {
return false;
}
gfx_log_node_hierarchy(gfx_get_scene_root(game->scene));
return true;
}
/// Load a scene for debugging textures.
static bool load_texture_debugger_scene(Game* game) {
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)});
game->camera = gfx_make_camera();
if (!game->camera) {
return false;
}
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;
}
Geometry* geometry = gfx_make_quad_11(game->render_backend);
if (!geometry) {
return false;
}
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;
}
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;
}
SceneObject* object = gfx_make_object();
if (!object) {
return false;
}
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;
}
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) {
goto cleanup;
}
game->render_backend = gfx_get_render_backend(game->gfx);
game->renderer = gfx_get_renderer(game->gfx);
game->scene = gfx_make_scene(game->gfx);
if (!game->scene) {
goto cleanup;
}
if (!load_scene(game, scene_filepath, view_mode)) {
goto cleanup;
}
/*if (!load_texture_debugger_scene(game)) {
goto cleanup;
}*/
return true;
cleanup:
LOGE("Gfx error: %s", gfx_get_error());
if (game->gfx) {
gfx_destroy(&game->gfx);
}
return false;
}
void game_end(Game* game) { gfx_destroy(&game->gfx); }
void game_update(Game* game, double t, double dt) {
game->elapsed += dt;
while (game->elapsed >= 1.0) {
// LOGD("Tick");
usleep(1000);
game->elapsed -= 1.0;
}
// TODO: Compute bounding boxes to then find a good orbit point and radius
// for each scene.
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 game_render(const Game* game) {
gfx_render_scene(
game->renderer, game->render_backend, game->scene, game->camera);
}
void game_set_viewport(Game* game, int width, int height) {
gfx_set_viewport(game->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(game->camera);
camera->projection = projection;
}
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