v4k-git-backup/engine/split/v4k_scene.c

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//
// @todo: remove explicit GL code from here
static camera_t *last_camera;
camera_t camera() {
camera_t *old = last_camera;
camera_t cam = {0};
cam.speed = 1;
cam.position = vec3(10,10,10);
cam.last_look = cam.last_move = vec3(0,0,0);
cam.up = vec3(0,1,0);
cam.fov = 45;
// update proj & view
camera_lookat(&cam,vec3(-5,0,-5));
// @todo: remove this hack
static int smoothing = -1; if( smoothing < 0 ) smoothing = flag("--camera-smooth");
if( smoothing ) {
for( int i = 0; i < 1000; ++i ) {
camera_move(&cam,0,0,0);
camera_fps(&cam,0,0);
}
}
last_camera = old;
*camera_get_active() = cam;
return cam;
}
camera_t *camera_get_active() {
static camera_t defaults = {0};
if( !last_camera ) {
identity44(defaults.view);
identity44(defaults.proj);
last_camera = &defaults;
}
return last_camera;
}
void camera_move(camera_t *cam, float incx, float incy, float incz) {
// enable camera smoothing
static int smoothing = -1; if( smoothing < 0 ) smoothing = flag("--camera-smooth");
if( smoothing ) {
float move_friction = 0.99f;
cam->last_move = scale3(cam->last_move, move_friction);
float move_filtering = 0.975f;
incx = cam->last_move.x = incx * (1 - move_filtering) + cam->last_move.x * move_filtering;
incy = cam->last_move.y = incy * (1 - move_filtering) + cam->last_move.y * move_filtering;
incz = cam->last_move.z = incz * (1 - move_filtering) + cam->last_move.z * move_filtering;
}
vec3 dir = norm3(cross3(cam->look, cam->up));
cam->position = add3(cam->position, scale3(dir, incx)); // right
cam->position = add3(cam->position, scale3(cam->up, incy)); // up
cam->position = add3(cam->position, scale3(cam->look, incz)); // front
camera_fps(cam, 0, 0);
}
void camera_teleport(camera_t *cam, vec3 pos) {
cam->position = pos;
camera_fps(cam, 0, 0);
}
void camera_lookat(camera_t *cam, vec3 target) {
// invert expression that cam->look = norm3(vec3(cos(y) * cos(p), sin(p), sin(y) * cos(p)));
// look.y = sin p > y = asin(p)
// look.x = cos y * cos p; -> cos p = look.x / cos y \ look.x / cos y = look.z / sin y
// look.z = sin y * cos p; -> cos p = look.z / sin y /
// so, sin y / cos y = look x / look z > tan y = look x / look z > y = atan(look x / look z)
vec3 look = norm3(sub3(target, cam->position));
const float rad2deg = 1 / 0.0174532f;
float pitch = asin(look.y) * rad2deg;
float yaw = atan2(look.z, look.x) * rad2deg; // coords swapped. it was (look.x, look.z) before. @todo: testme
camera_fps(cam, yaw-cam->yaw, pitch-cam->pitch);
}
void camera_enable(camera_t *cam) {
// camera_t *other = camera_get_active(); // init default camera in case there is none
last_camera = cam;
// trigger a dummy update -> update matrices
camera_fps(cam, 0, 0);
}
void camera_fov(camera_t *cam, float fov) {
cam->fov = fov;
}
void camera_fps(camera_t *cam, float yaw, float pitch) {
last_camera = cam;
// enable camera smoothing
static int smoothing = -1; if( smoothing < 0 ) smoothing = flag("--camera-smooth");
if( smoothing ) {
float look_friction = 0.999f;
cam->last_look.x *= look_friction;
cam->last_look.y *= look_friction;
float look_filtering = 0.05f;
yaw = cam->last_look.y = yaw * look_filtering + cam->last_look.y * (1 - look_filtering);
pitch = cam->last_look.x = pitch * look_filtering + cam->last_look.x * (1 - look_filtering);
}
cam->yaw += yaw;
cam->yaw = fmod(cam->yaw, 360);
cam->pitch += pitch;
cam->pitch = cam->pitch > 89 ? 89 : cam->pitch < -89 ? -89 : cam->pitch;
const float deg2rad = 0.0174532f, y = cam->yaw * deg2rad, p = cam->pitch * deg2rad;
cam->look = norm3(vec3(cos(y) * cos(p), sin(p), sin(y) * cos(p)));
lookat44(cam->view, cam->position, add3(cam->position, cam->look), cam->up); // eye,center,up
perspective44(cam->proj, cam->fov, window_width() / ((float)window_height()+!window_height()), 0.01f, 1000.f);
#if 0 // isometric/dimetric
#define orthogonal(proj, fov, aspect, znear, zfar) \
ortho44((proj), -(fov) * (aspect), (fov) * (aspect), -(fov), (fov), (znear), (zfar))
float DIMETRIC = 30.000f;
float ISOMETRIC = 35.264f;
float aspect = window_width() / ((float)window_height()+!!window_height());
orthogonal(cam->proj, 45, aspect, -1000, 1000); // why -1000?
// cam->yaw = 45;
cam->pitch = -ISOMETRIC;
#endif
}
void camera_orbit( camera_t *cam, float yaw, float pitch, float inc_distance ) {
last_camera = cam;
vec2 inc_mouse = vec2(yaw, pitch);
// @todo: worth moving all these members into camera_t ?
static vec2 _mouse = {0,0};
static vec2 _polarity = { +1,-1 };
static vec2 _sensitivity = { 2,2 };
static float _friction = 0.75; //99;
static float _distance; do_once _distance = len3(cam->position);
// update dummy state
camera_fps(cam, 0,0);
// add smooth input
_mouse = mix2(_mouse, add2(_mouse, mul2(mul2(inc_mouse,_sensitivity),_polarity)), _friction);
_distance = mixf(_distance, _distance+inc_distance, _friction);
// look: update angles
vec2 offset = sub2( _mouse, ptr2(&cam->last_move.x) );
if( 1 ) { // if _enabled
cam->yaw += offset.x;
cam->pitch += offset.y;
// look: limit pitch angle [-89..89]
cam->pitch = cam->pitch > 89 ? 89 : cam->pitch < -89 ? -89 : cam->pitch;
}
// compute view matrix
float x = rad(cam->yaw), y = rad(cam->pitch), cx = cosf(x), cy = cosf(y), sx = sinf(x), sy = sinf(y);
lookat44(cam->view, vec3( cx*cy*_distance, sy*_distance, sx*cy*_distance ), vec3(0,0,0), vec3(0,1,0) );
// save for next call
cam->last_move.x = _mouse.x;
cam->last_move.y = _mouse.y;
}
// -----------------------------------------------------------------------------
static
void object_update(object_t *obj) {
quat p = eulerq(vec3(obj->pivot.x,obj->pivot.y,obj->pivot.z));
quat e = eulerq(vec3(obj->euler.x,obj->euler.y,obj->euler.z));
compose44(obj->transform, obj->pos, mulq(e, p), obj->sca);
}
object_t object() {
object_t obj = {0};
identity44(obj.transform);
//obj.rot = idq();
obj.sca = vec3(1,1,1);
//obj.bounds = aabb(vec3(0,0,0),vec3(1,1,1)); // defaults to small 1-unit cube
object_rotate(&obj, vec3(0,0,0));
//array_init(obj.textures);
return obj;
}
void object_pivot(object_t *obj, vec3 euler) {
obj->pivot = euler;
object_update(obj);
}
void object_rotate(object_t *obj, vec3 euler) {
quat p = eulerq(vec3(obj->pivot.x,obj->pivot.y,obj->pivot.z));
quat e = eulerq(vec3(euler.x,euler.y,euler.z));
obj->rot = mulq(p,e);
obj->euler = euler;
object_update(obj);
}
void object_teleport(object_t *obj, vec3 pos) {
obj->pos = pos;
object_update(obj);
}
void object_move(object_t *obj, vec3 inc) {
obj->pos = add3(obj->pos, inc);
object_update(obj);
}
void object_scale(object_t *obj, vec3 sca) {
obj->sca = vec3(sca.x, sca.y, sca.z);
object_update(obj);
}
vec3 object_position(object_t *obj) {
return vec3(obj->transform[12], obj->transform[13], obj->transform[14]);
}
void object_model(object_t *obj, model_t model) {
obj->model = model;
}
void object_push_diffuse(object_t *obj, texture_t tex) {
array_push(obj->textures, tex.id);
}
void object_pop_diffuse(object_t *obj) {
array_pop(obj->textures);
}
void object_diffuse(object_t *obj, texture_t tex) {
array_clear(obj->textures);
object_push_diffuse(obj, tex);
}
void object_billboard(object_t *obj, unsigned mode) {
obj->billboard = mode;
}
// -----------------------------------------------------------------------------
array(scene_t*) scenes;
scene_t* last_scene;
static void scene_init() {
#ifndef __EMSCRIPTEN__ // @fixme ems -> shaders
do_once scene_push(); // create an empty scene by default
#endif
}
scene_t* scene_get_active() {
return last_scene;
}
scene_t* scene_push() {
scene_t *s = REALLOC(0, sizeof(scene_t)), clear = {0}; *s = clear;
const char *symbols[] = { "{{include-shadowmap}}", vfs_read("shaders/fs_0_0_shadowmap_lit.glsl") };
s->program = shader(strlerp(1, symbols, vfs_read("shaders/vs_332_32.glsl")), strlerp(1, symbols, vfs_read("shaders/fs_32_4_model.glsl")), "att_position,att_normal,att_texcoord,att_color", "fragcolor");
s->skybox = skybox(NULL, 0);
array_push(scenes, s);
last_scene = s;
return s;
}
void scene_pop() {
// @fixme: fix leaks, scene_cleanup();
scene_t clear = {0};
*last_scene = clear;
array_pop(scenes);
last_scene = *array_back(scenes);
}
int scene_merge(const char *source) {
int count = 0;
if( json_push(source) ) {
for(int i = 0, e = json_count("/") - 1; i <= e ; ++i) {
const char *skybox_folder = json_string("/[%d]/skybox",i);
if( skybox_folder[0] ) {
PRINTF("Loading skybox folder: %s\n", skybox_folder);
last_scene->skybox = skybox( skybox_folder, 0 );
continue;
}
const char *mesh_file = json_string("/[%d]/mesh",i);
const char *texture_file = json_string("/[%d]/texture",i);
const char *animation_file = json_string("/[%d]/animation",i);
vec3 position = vec3(json_float("/[%d]/position[0]",i),json_float("/[%d]/position[1]",i),json_float("/[%d]/position[2]",i));
vec3 rotation = vec3(json_float("/[%d]/rotation[0]",i),json_float("/[%d]/rotation[1]",i),json_float("/[%d]/rotation[2]",i));
vec3 scale = scale3(vec3(1,1,1), json_float("/[%d]/scale",i));
bool opt_swap_zy = json_int("/[%d]/swapzy",i);
bool opt_flip_uv = json_int("/[%d]/flipuv",i);
PRINTF("Scene %d/%d Loading: %s\n", i, e, mesh_file);
PRINTF("Scene %d/%d Texture: %s\n", i, e, texture_file);
PRINTF("Scene %d/%d Animation: %s\n", i, e, animation_file);
PRINTF("Scene %d/%d Position: (%f,%f,%f)\n", i, e, position.x, position.y, position.z);
PRINTF("Scene %d/%d Rotation: (%f,%f,%f)\n", i, e, rotation.x, rotation.y, rotation.z);
PRINTF("Scene %d/%d Scale: (%f,%f,%f)\n", i, e, scale.x, scale.y, scale.z);
PRINTF("Scene %d/%d Swap_ZY: %d\n", i, e, opt_swap_zy );
PRINTF("Scene %d/%d Flip_UV: %d\n", i, e, opt_flip_uv );
model_t m = model_from_mem(vfs_read(mesh_file), vfs_size(mesh_file), 0/*opt_swap_zy*/);
//char *a = archive_read(animation_file);
object_t *o = scene_spawn();
object_model(o, m);
if( texture_file[0] ) object_diffuse(o, texture_from_mem(vfs_read(texture_file), vfs_size(texture_file), opt_flip_uv ? IMAGE_FLIP : 0) );
object_scale(o, scale);
object_teleport(o, position);
object_pivot(o, rotation); // object_rotate(o, rotation);
//object_name(x), scene_find(name)
// o->bounds = aabb(mul3(m.bounds.min,o->sca),mul3(m.bounds.max,o->sca));
// PRINTF("aabb={%f,%f,%f},{%f,%f,%f}\n", o->bounds.min.x, o->bounds.min.y, o->bounds.min.z, o->bounds.max.x, o->bounds.max.y, o->bounds.max.z);
/*
if(opt_swap_zy) {
// swap zy bounds
vec3 min = o->bounds.min, max = o->bounds.max;
o->bounds = aabb( vec3(min.x,min.z,min.y), vec3(max.x,max.z,max.y) );
}
*/
count++;
}
json_pop();
}
// PRINTF("scene loading took %5.2fs\n", secs);
PRINTF("%d objects merged into scene\n", count);
return count;
}
object_t* scene_spawn() {
object_t obj = object();
array_push(last_scene->objs, obj);
return array_back(last_scene->objs);
}
unsigned scene_count() {
return array_count(last_scene->objs);
}
object_t* scene_index(unsigned obj_index) {
unsigned obj_count = scene_count();
ASSERT(obj_index < obj_count, "Object index %d exceeds number (%d) of spawned objects", obj_index, obj_count);
return &last_scene->objs[obj_index];
}
void scene_render(int flags) {
camera_t *cam = camera_get_active();
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glActiveTexture(GL_TEXTURE0);
glUseProgram(last_scene->program);
if(flags & SCENE_BACKGROUND) {
if(last_scene->skybox.program) {
skybox_push_state(&last_scene->skybox, cam->proj, cam->view);
glDisable(GL_DEPTH_TEST);
// glDepthFunc(GL_LESS);
// glActiveTexture(GL_TEXTURE0);
// (flags & SCENE_CULLFACE ? glEnable : glDisable)(GL_CULL_FACE); glCullFace(GL_BACK); glFrontFace(GL_CCW);
// glPolygonMode( GL_FRONT_AND_BACK, flags & SCENE_WIREFRAME ? GL_LINE : GL_FILL );
mesh_render(&last_scene->skybox.geometry);
skybox_pop_state();
}
ddraw_flush();
}
glDepthFunc(GL_LESS);
glActiveTexture(GL_TEXTURE0);
// glUseProgram(last_scene->program);
// @fixme: CW ok for one-sided rendering. CCW ok for FXs. we need both
(flags & SCENE_CULLFACE ? glEnable : glDisable)(GL_CULL_FACE); glCullFace(GL_BACK); glFrontFace(GL_CCW);
glPolygonMode( GL_FRONT_AND_BACK, flags & SCENE_WIREFRAME ? GL_LINE : GL_FILL );
// @todo alpha mode
// @todo texture mode
if( flags & SCENE_FOREGROUND ) {
for(unsigned j = 0, obj_count = scene_count(); j < obj_count; ++j ) {
object_t *obj = scene_index(j);
model_t *model = &obj->model;
mat44 *views = (mat44*)(&cam->view);
// @todo: avoid heap allocs here?
static array(handle) old_textures = 0;
int do_retexturing = model->iqm && array_count(obj->textures) > 0;
if( do_retexturing ) {
for(int i = 0; i < model->iqm->nummeshes; ++i) {
array_push(old_textures, model->iqm->textures[i]);
model->iqm->textures[i] = *array_back(obj->textures);
}
}
model->billboard = obj->billboard;
model_render(*model, cam->proj, cam->view, obj->transform, 0);
if( do_retexturing ) {
for(int i = 0; i < model->iqm->nummeshes; ++i) {
model->iqm->textures[i] = old_textures[i];
}
array_resize(old_textures, 0);
}
}
glBindVertexArray(0);
}
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
}