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author3gg <3gg@shellblade.net>2023-01-04 15:46:22 -0800
committer3gg <3gg@shellblade.net>2023-01-04 15:46:22 -0800
commit27ff505b6daaf5b0ec5f6af422f727a032f83c6b (patch)
treeca005986bfd02b760e2e8363627258f37f4de320 /gltfview/src
parent1e3fcf5b38d67fb54102786be74af42be5c6792f (diff)
Move ShaderProgram from Material to Mesh in preparation for shader permutations.
Diffstat (limited to 'gltfview/src')
-rw-r--r--gltfview/src/game.c104
1 files changed, 54 insertions, 50 deletions
diff --git a/gltfview/src/game.c b/gltfview/src/game.c
index d7352d4..f2e5a88 100644
--- a/gltfview/src/game.c
+++ b/gltfview/src/game.c
@@ -24,7 +24,7 @@
24#include <unistd.h> // usleep; TODO Remove. 24#include <unistd.h> // usleep; TODO Remove.
25 25
26// Paths to various scene files. 26// Paths to various scene files.
27static const char* BOX = "/assets/models/box.gltf"; 27static const char* BOX = "/assets/models/box.gltf";
28static const char* SUZANNE = "/assets/models/suzanne.gltf"; 28static const char* SUZANNE = "/assets/models/suzanne.gltf";
29static const char* SPONZA = 29static const char* SPONZA =
30 "/assets/glTF-Sample-Models/2.0/Sponza/glTF/Sponza.gltf"; 30 "/assets/glTF-Sample-Models/2.0/Sponza/glTF/Sponza.gltf";
@@ -37,8 +37,8 @@ static const char* DAMAGED_HELMET =
37 37
38static const char* CLOUDS1_TEXTURE = "/assets/skybox/clouds1/clouds1_west.bmp"; 38static const char* CLOUDS1_TEXTURE = "/assets/skybox/clouds1/clouds1_west.bmp";
39 39
40static ShaderProgram* load_shader(RenderBackend* render_backend, 40static ShaderProgram* load_shader(
41 const char* view_mode) { 41 RenderBackend* render_backend, const char* view_mode) {
42 ShaderProgram* shader = 0; 42 ShaderProgram* shader = 0;
43 if (strcmp(view_mode, "debug") == 0) { 43 if (strcmp(view_mode, "debug") == 0) {
44 shader = gfx_make_debug3d_shader(render_backend); 44 shader = gfx_make_debug3d_shader(render_backend);
@@ -59,23 +59,24 @@ static Texture* load_environment_map(RenderBackend* render_backend) {
59 return gfx_load_texture( 59 return gfx_load_texture(
60 render_backend, 60 render_backend,
61 &(LoadTextureCmd){ 61 &(LoadTextureCmd){
62 .origin = TextureFromFile, 62 .origin = TextureFromFile,
63 .type = LoadCubemap, 63 .type = LoadCubemap,
64 .colour_space = sRGB, 64 .colour_space = sRGB,
65 .filtering = NearestFiltering, 65 .filtering = NearestFiltering,
66 .mipmaps = false, 66 .mipmaps = false,
67 .data.cubemap.filepaths = { 67 .data.cubemap.filepaths = {
68 mstring_make("/assets/skybox/clouds1/clouds1_east.bmp"), 68 mstring_make("/assets/skybox/clouds1/clouds1_east.bmp"),
69 mstring_make("/assets/skybox/clouds1/clouds1_west.bmp"), 69 mstring_make("/assets/skybox/clouds1/clouds1_west.bmp"),
70 mstring_make("/assets/skybox/clouds1/clouds1_up.bmp"), 70 mstring_make("/assets/skybox/clouds1/clouds1_up.bmp"),
71 mstring_make("/assets/skybox/clouds1/clouds1_down.bmp"), 71 mstring_make("/assets/skybox/clouds1/clouds1_down.bmp"),
72 mstring_make("/assets/skybox/clouds1/clouds1_north.bmp"), 72 mstring_make("/assets/skybox/clouds1/clouds1_north.bmp"),
73 mstring_make("/assets/skybox/clouds1/clouds1_south.bmp")}}); 73 mstring_make("/assets/skybox/clouds1/clouds1_south.bmp")}
74 });
74} 75}
75 76
76/// Creates an object to render the skyquad in the background. 77/// Creates an object to render the skyquad in the background.
77static SceneNode* make_skyquad_object_node(Game* game, 78static SceneNode* make_skyquad_object_node(
78 const Texture* environment_map) { 79 Game* game, const Texture* environment_map) {
79 assert(game); 80 assert(game);
80 81
81 SceneObject* skyquad_object = 82 SceneObject* skyquad_object =
@@ -92,12 +93,12 @@ static SceneNode* make_skyquad_object_node(Game* game,
92} 93}
93 94
94/// Creates an environment light. 95/// Creates an environment light.
95static SceneNode* make_environment_light(Game* game, 96static SceneNode* make_environment_light(
96 const Texture* environment_light) { 97 Game* game, const Texture* environment_light) {
97 assert(game); 98 assert(game);
98 99
99 Light* light = gfx_make_light(&(LightDesc){ 100 Light* light = gfx_make_light(&(LightDesc){
100 .type = EnvironmentLightType, 101 .type = EnvironmentLightType,
101 .light = (EnvironmentLightDesc){.environment_map = environment_light}}); 102 .light = (EnvironmentLightDesc){.environment_map = environment_light}});
102 if (!light) { 103 if (!light) {
103 return 0; 104 return 0;
@@ -127,8 +128,8 @@ static bool load_skyquad(Game* game, SceneNode** node) {
127} 128}
128 129
129/// Loads the 3D scene. 130/// Loads the 3D scene.
130static bool load_scene(Game* game, const char* scene_filepath, 131static bool load_scene(
131 const char* view_mode) { 132 Game* game, const char* scene_filepath, const char* view_mode) {
132 assert(game); 133 assert(game);
133 134
134 game->camera = gfx_make_camera(); 135 game->camera = gfx_make_camera();
@@ -151,9 +152,10 @@ static bool load_scene(Game* game, const char* scene_filepath,
151 return false; 152 return false;
152 } 153 }
153 154
154 if (!gfx_load_scene(game->gfx, sky_node, shader, 155 if (!gfx_load_scene(
155 &(LoadSceneCmd){.origin = SceneFromFile, 156 game->gfx, sky_node, shader,
156 .filepath = scene_filepath})) { 157 &(LoadSceneCmd){
158 .origin = SceneFromFile, .filepath = scene_filepath})) {
157 return false; 159 return false;
158 } 160 }
159 161
@@ -164,14 +166,14 @@ static bool load_scene(Game* game, const char* scene_filepath,
164static bool load_texture_debugger_scene(Game* game) { 166static bool load_texture_debugger_scene(Game* game) {
165 assert(game); 167 assert(game);
166 168
167 Texture* texture = 169 Texture* texture = gfx_load_texture(
168 gfx_load_texture(game->render_backend, 170 game->render_backend,
169 &(LoadTextureCmd){.origin = TextureFromFile, 171 &(LoadTextureCmd){
170 .type = LoadTexture, 172 .origin = TextureFromFile,
171 .filtering = LinearFiltering, 173 .type = LoadTexture,
172 .mipmaps = false, 174 .filtering = LinearFiltering,
173 .data.texture.filepath = 175 .mipmaps = false,
174 mstring_make(CLOUDS1_TEXTURE)}); 176 .data.texture.filepath = mstring_make(CLOUDS1_TEXTURE)});
175 177
176 game->camera = gfx_make_camera(); 178 game->camera = gfx_make_camera();
177 if (!game->camera) { 179 if (!game->camera) {
@@ -191,12 +193,12 @@ static bool load_texture_debugger_scene(Game* game) {
191 } 193 }
192 194
193 MaterialDesc material_desc = (MaterialDesc){0}; 195 MaterialDesc material_desc = (MaterialDesc){0};
194 material_desc.shader = shader; 196 material_desc.uniforms[0] = (ShaderUniform){
195 material_desc.uniforms[0] = (ShaderUniform){.type = UniformTexture, 197 .type = UniformTexture,
196 .value.texture = texture, 198 .value.texture = texture,
197 .name = sstring_make("Texture")}; 199 .name = sstring_make("Texture")};
198 material_desc.num_uniforms = 1; 200 material_desc.num_uniforms = 1;
199 Material* material = gfx_make_material(&material_desc); 201 Material* material = gfx_make_material(&material_desc);
200 if (!material) { 202 if (!material) {
201 return false; 203 return false;
202 } 204 }
@@ -204,7 +206,8 @@ static bool load_texture_debugger_scene(Game* game) {
204 MeshDesc mesh_desc = (MeshDesc){0}; 206 MeshDesc mesh_desc = (MeshDesc){0};
205 mesh_desc.geometry = geometry; 207 mesh_desc.geometry = geometry;
206 mesh_desc.material = material; 208 mesh_desc.material = material;
207 Mesh* mesh = gfx_make_mesh(&mesh_desc); 209 mesh_desc.shader = shader;
210 Mesh* mesh = gfx_make_mesh(&mesh_desc);
208 if (!mesh) { 211 if (!mesh) {
209 return false; 212 return false;
210 } 213 }
@@ -224,7 +227,7 @@ static bool load_texture_debugger_scene(Game* game) {
224 227
225bool game_new(Game* game, int argc, const char** argv) { 228bool game_new(Game* game, int argc, const char** argv) {
226 // TODO: getopt() to implement proper argument parsing. 229 // TODO: getopt() to implement proper argument parsing.
227 const char* view_mode = argc > 1 ? argv[1] : ""; 230 const char* view_mode = argc > 1 ? argv[1] : "";
228 const char* scene_filepath = argc > 2 ? argv[2] : DEFAULT_SCENE_FILE; 231 const char* scene_filepath = argc > 2 ? argv[2] : DEFAULT_SCENE_FILE;
229 232
230 game->gfx = gfx_init(); 233 game->gfx = gfx_init();
@@ -233,7 +236,7 @@ bool game_new(Game* game, int argc, const char** argv) {
233 } 236 }
234 237
235 game->render_backend = gfx_get_render_backend(game->gfx); 238 game->render_backend = gfx_get_render_backend(game->gfx);
236 game->renderer = gfx_get_renderer(game->gfx); 239 game->renderer = gfx_get_renderer(game->gfx);
237 240
238 game->scene = gfx_make_scene(game->gfx); 241 game->scene = gfx_make_scene(game->gfx);
239 if (!game->scene) { 242 if (!game->scene) {
@@ -270,26 +273,27 @@ void game_update(Game* game, double t, double dt) {
270 game->elapsed -= 1.0; 273 game->elapsed -= 1.0;
271 } 274 }
272 Camera* camera = gfx_get_camera_camera(game->camera); 275 Camera* camera = gfx_get_camera_camera(game->camera);
273 spatial3_orbit(&camera->spatial, vec3_make(0, 0, 0), 276 spatial3_orbit(
274 /*radius=*/2, 277 &camera->spatial, vec3_make(0, 0, 0),
275 /*azimuth=*/t * 0.5, /*zenith=*/0); 278 /*radius=*/2,
279 /*azimuth=*/t * 0.5, /*zenith=*/0);
276 spatial3_lookat(&camera->spatial, vec3_make(0, 0, 0)); 280 spatial3_lookat(&camera->spatial, vec3_make(0, 0, 0));
277} 281}
278 282
279void game_render(const Game* game) { 283void game_render(const Game* game) {
280 gfx_render_scene(game->renderer, game->render_backend, game->scene, 284 gfx_render_scene(
281 game->camera); 285 game->renderer, game->render_backend, game->scene, game->camera);
282} 286}
283 287
284void game_set_viewport(Game* game, int width, int height) { 288void game_set_viewport(Game* game, int width, int height) {
285 gfx_set_viewport(game->render_backend, width, height); 289 gfx_set_viewport(game->render_backend, width, height);
286 290
287 const R fovy = 90 * TO_RAD; 291 const R fovy = 90 * TO_RAD;
288 const R aspect = (R)width / (R)height; 292 const R aspect = (R)width / (R)height;
289 const R near = 0.1; 293 const R near = 0.1;
290 const R far = 1000; 294 const R far = 1000;
291 const mat4 projection = mat4_perspective(fovy, aspect, near, far); 295 const mat4 projection = mat4_perspective(fovy, aspect, near, far);
292 296
293 Camera* camera = gfx_get_camera_camera(game->camera); 297 Camera* camera = gfx_get_camera_camera(game->camera);
294 camera->projection = projection; 298 camera->projection = projection;
295} 299}