From 03d94f3762ab576ba0675abcaefde888a9da2c3d Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Fri, 27 Jun 2025 10:13:51 -0700 Subject: Initial commit --- src/plugins/viewer.c | 373 +++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 373 insertions(+) create mode 100644 src/plugins/viewer.c (limited to 'src/plugins/viewer.c') diff --git a/src/plugins/viewer.c b/src/plugins/viewer.c new file mode 100644 index 0000000..1a27f8f --- /dev/null +++ b/src/plugins/viewer.c @@ -0,0 +1,373 @@ +#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 model. +static Model* load_model(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_model(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