// // @todo: remove explicit GL code from here static camera_t *last_camera; camera_t camera() { camera_t *old = last_camera; static camera_t cam = {0}; do_once { cam.speed = 0.50f; cam.position = vec3(10,10,10); cam.updir = vec3(0,1,0); cam.rightdir = vec3(1,0,0); cam.fov = 45; cam.frustum_fov_multiplier = 1.5f; cam.orthographic = false; cam.distance = 3; // len3(cam.position); cam.near_clip = 0.1f; cam.far_clip = 1000.f; cam.damping = false; cam.move_friction = 0.09f; cam.move_damping = 0.96f; cam.look_friction = 0.30f; cam.look_damping = 0.96f; cam.last_look = vec3(0,0,0); cam.last_move = vec3(0,0,0); // update proj & view camera_lookat(&cam,vec3(-5,0,-5)); // @todo: remove this hack that is used to consolidate dampings if( 1 ) { vec3 zero = {0}; for( int i = 0; i < 1000; ++i ) { camera_moveby(&cam, zero); 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_moveby(camera_t *cam, vec3 inc) { // calculate camera damping if( cam->damping ) { float fr = cam->move_friction; fr *= fr; fr *= fr; fr *= fr; float sm = clampf(cam->move_damping, 0, 0.999f); sm *= sm; sm *= sm; cam->last_move = scale3(cam->last_move, 1 - fr); inc.x = cam->last_move.x = inc.x * (1 - sm) + cam->last_move.x * sm; inc.y = cam->last_move.y = inc.y * (1 - sm) + cam->last_move.y * sm; inc.z = cam->last_move.z = inc.z * (1 - sm) + cam->last_move.z * sm; } vec3 dir = norm3(cross3(cam->lookdir, cam->updir)); cam->position = add3(cam->position, scale3(dir, inc.x)); // right cam->position = add3(cam->position, scale3(cam->updir, inc.y)); // up cam->position = add3(cam->position, scale3(cam->lookdir, inc.z)); // front camera_fps(cam, 0, 0); } void camera_teleport(camera_t *cam, vec3 pos) { bool damping = cam->damping; cam->damping = 0; cam->last_move = vec3(0,0,0); cam->position = pos; camera_fps(cam, 0, 0); cam->damping = damping; } void camera_lookat(camera_t *cam, vec3 target) { // invert expression that cam->lookdir = 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); } frustum camera_frustum_build(camera_t *cam) { float aspect = window_width() / ((float)window_height()+!window_height()); float fov = cam->fov * cam->frustum_fov_multiplier; mat44 proj; if( cam->orthographic ) { ortho44(proj, -fov * aspect, fov * aspect, -fov, fov, cam->near_clip, cam->far_clip); } else { perspective44(proj, fov, aspect, cam->near_clip, cam->far_clip); } mat44 projview; multiply44x2(projview, proj, cam->view); return frustum_build(projview); } void camera_fov(camera_t *cam, float fov) { last_camera = cam; float aspect = window_width() / ((float)window_height()+!window_height()); cam->fov = fov; if( cam->orthographic ) { ortho44(cam->proj, -cam->fov * aspect, cam->fov * aspect, -cam->fov, cam->fov, cam->near_clip, cam->far_clip); // [ref] https://commons.wikimedia.org/wiki/File:Isometric_dimetric_camera_views.png // float pitch = cam->dimetric ? 30.000f : 35.264f; // dimetric or isometric // cam->pitch = -pitch; // quickly reorient towards origin } else { perspective44(cam->proj, cam->fov, aspect, cam->near_clip, cam->far_clip); } } void camera_fps2(camera_t *cam, float yaw, float pitch, float roll) { last_camera = cam; // camera damping if( cam->damping ) { float fr = cam->look_friction; fr *= fr; fr *= fr; fr *= fr; float sm = clampf(cam->look_damping, 0, 0.999f); sm *= sm; sm *= sm; cam->last_look = scale3(cam->last_look, 1 - fr); yaw = cam->last_look.y = yaw * (1 - sm) + cam->last_look.y * sm; pitch = cam->last_look.x = pitch * (1 - sm) + cam->last_look.x * sm; roll = cam->last_look.z = roll * (1 - sm) + cam->last_look.z * sm; } cam->yaw += yaw; cam->yaw = fmod(cam->yaw, 360); cam->pitch += pitch; cam->pitch = cam->pitch > 89 ? 89 : cam->pitch < -89 ? -89 : cam->pitch; cam->roll += roll; cam->roll += fmod(cam->roll, 360); const float deg2rad = 0.0174532f, y = cam->yaw * deg2rad, p = cam->pitch * deg2rad, r = cam->roll * deg2rad; cam->lookdir = norm3(vec3(cos(y) * cos(p), sin(p), sin(y) * cos(p))); vec3 up = vec3(0,1,0); // calculate updir { float cosfa = cosf(r); float sinfa = sinf(r); vec3 right = cross3(cam->lookdir, up); cam->rightdir = right; float th = dot3(cam->lookdir, up); cam->updir.x = up.x * cosfa + right.x * sinfa + cam->lookdir.x * th * (1.0f - cosfa); cam->updir.y = up.y * cosfa + right.y * sinfa + cam->lookdir.y * th * (1.0f - cosfa); cam->updir.z = up.z * cosfa + right.z * sinfa + cam->lookdir.z * th * (1.0f - cosfa); } lookat44(cam->view, cam->position, add3(cam->position, cam->lookdir), cam->updir); // eye,center,up camera_fov(cam, cam->fov); } void camera_fps(camera_t *cam, float yaw, float pitch) { camera_fps2(cam, yaw, pitch, 0.0f); } void camera_orbit( camera_t *cam, float yaw, float pitch, float inc_distance ) { last_camera = cam; // update dummy state camera_fps(cam, 0,0); // @todo: add damping vec3 _mouse = vec3(yaw, pitch, inc_distance); cam->yaw += _mouse.x; cam->pitch += _mouse.y; cam->distance += _mouse.z; // 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*cam->distance, sy*cam->distance, sx*cy*cam->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; } int ui_camera( camera_t *cam ) { int changed = 0; changed |= ui_bool("Orthographic", &cam->orthographic); changed |= ui_bool("Damping", &cam->damping); if( !cam->damping ) ui_disable(); changed |= ui_slider2("Move friction", &cam->move_friction, va("%5.3f", cam->move_friction)); changed |= ui_slider2("Move damping", &cam->move_damping, va("%5.3f", cam->move_damping)); changed |= ui_slider2("View friction", &cam->look_friction, va("%5.3f", cam->look_friction)); changed |= ui_slider2("View damping", &cam->look_damping, va("%5.3f", cam->look_damping)); if( !cam->damping ) ui_enable(); ui_separator(); changed |= ui_float("Speed", &cam->speed); changed |= ui_float3("Position", cam->position.v3); changed |= ui_float3("LookDir", cam->lookdir.v3); changed |= ui_float3("UpDir", cam->updir.v3); ui_disable(); changed |= ui_mat44("View matrix", cam->view); ui_enable(); ui_separator(); changed |= ui_float("FOV (degrees)", &cam->fov); changed |= ui_float("Orbit distance", &cam->distance); ui_disable(); changed |= ui_mat44("Projection matrix", cam->proj); ui_enable(); return changed; } // ----------------------------------------------------------------------------- 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); obj.cast_shadows = true; 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_anim(object_t *obj, anim_t anim, float speed) { obj->anim = anim; obj->anim_speed = speed; } void object_push_diffuse(object_t *obj, texture_t tex) { array_push(obj->textures, tex); } 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; 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]; } light_t* scene_spawn_light() { light_t l = light(); array_push(last_scene->lights, l); return array_back(last_scene->lights); } unsigned scene_count_light() { return array_count(last_scene->lights); } light_t* scene_index_light(unsigned light_index) { unsigned light_count = scene_count_light(); ASSERT(light_index < light_count, "Light index %d exceeds number (%d) of spawned lights", light_index, light_count); return &last_scene->lights[light_index]; } static int scene_obj_distance_compare(const void *a, const void *b) { const object_t *da = a, *db = b; return da->distance < db->distance ? 1 : da->distance > db->distance ? -1 : 0; } void scene_render(int flags) { camera_t *cam = camera_get_active(); shadowmap_t *sm = &last_scene->shadowmap; if (flags & SCENE_CAST_SHADOWS) { if (sm->vsm_texture_width == 0) { *sm = shadowmap(512, 4096); } } else { sm = NULL; } frustum frustum_state = camera_frustum_build(cam); if(flags & SCENE_BACKGROUND) { if(last_scene->skybox.program) { skybox_push_state(&last_scene->skybox, cam->proj, cam->view); mesh_render(&last_scene->skybox.geometry); skybox_pop_state(); } ddraw_flush(); } if( flags & SCENE_FOREGROUND ) { bool do_relighting = 0; for (unsigned j = 0; j < array_count(last_scene->lights); ++j) { if (!last_scene->lights[j].cached) { do_relighting = 1; break; } } for(unsigned j = 0, obj_count = scene_count(); j < obj_count; ++j ) { object_t *obj = scene_index(j); model_t *model = &obj->model; anim_t *anim = &obj->anim; mat44 *views = (mat44*)(&cam->view); obj->skip_draw = !obj->disable_frustum_check && !frustum_test_aabb(frustum_state, model_aabb(*model, obj->transform)); if (obj->skip_draw) continue; int do_retexturing = model->iqm && model->shading != SHADING_PBR && array_count(obj->textures) > 0; if( do_retexturing ) { for(int i = 0; i < model->iqm->nummeshes; ++i) { array_push(obj->old_texture_ids, model->iqm->textures[i]); model->iqm->textures[i] = (*array_back(obj->textures)).id; if (model->materials[i].layer[MATERIAL_CHANNEL_DIFFUSE].map.texture) { array_push(obj->old_textures, *model->materials[i].layer[MATERIAL_CHANNEL_DIFFUSE].map.texture); *model->materials[i].layer[MATERIAL_CHANNEL_DIFFUSE].map.texture = (*array_back(obj->textures)); } } } if ( do_relighting || !obj->light_cached ) { obj->light_cached = 1; shader_bind(model->program); light_update(array_count(last_scene->lights), last_scene->lights); } if ( flags&SCENE_UPDATE_SH_COEF ) { shader_bind(model->program); skybox_sh_shader(&last_scene->skybox); } model_skybox(model, last_scene->skybox, 0); if (!obj->disable_frustum_check) model_set_frustum(model, frustum_state); else model_clear_frustum(model); if (anim) { float delta = window_delta() * obj->anim_speed; model->curframe = model_animate_clip(*model, model->curframe + delta, anim->from, anim->to, anim->flags & ANIM_LOOP ); } model->billboard = obj->billboard; for (int p = 0; p < RENDER_PASS_OVERRIDES_BEGIN; ++p) { model->rs[p].cull_face_enabled = flags&SCENE_CULLFACE ? 1 : 0; model->rs[p].polygon_mode_draw = flags&SCENE_WIREFRAME ? GL_LINE : GL_FILL; } } /* Build shadowmaps */ if (flags & SCENE_CAST_SHADOWS) { shadowmap_begin(sm); for (unsigned j = 0; j < array_count(last_scene->lights); ++j) { light_t *l = &last_scene->lights[j]; while (shadowmap_step(sm)) { shadowmap_light(sm, l, cam->proj, cam->view); for(unsigned j = 0, obj_count = scene_count(); j < obj_count; ++j ) { object_t *obj = scene_index(j); model_t *model = &obj->model; if (obj->cast_shadows) { model_render(*model, cam->proj, cam->view, obj->transform, 0); } } } } shadowmap_end(sm); } /* Collect all transparency enabled models and sort them by distance */ static array(object_t*) transparent_objects = 0; for(unsigned j = 0, obj_count = scene_count(); j < obj_count; ++j ) { object_t *obj = scene_index(j); model_t *model = &obj->model; if (obj->skip_draw) continue; if (model_has_transparency(*model)) { obj->distance = len3sq(sub3(cam->position, transform344(model->pivot, add3(obj->pos, model->meshcenters[0])))); array_push(transparent_objects, obj); } } array_sort(transparent_objects, scene_obj_distance_compare); /* Opaque pass */ for(unsigned j = 0, obj_count = scene_count(); j < obj_count; ++j ) { object_t *obj = scene_index(j); model_t *model = &obj->model; if (obj->skip_draw) continue; if (sm) { shader_bind(model->program); light_update(array_count(last_scene->lights), last_scene->lights); } model_shadow(model, sm); model_render_pass(*model, cam->proj, cam->view, obj->transform, model->program, RENDER_PASS_OPAQUE); } /* Transparency pass */ for (unsigned j = 0; j < array_count(transparent_objects); ++j) { object_t *obj = transparent_objects[j]; model_t *model = &obj->model; if (obj->skip_draw) continue; if (sm) { shader_bind(model->program); light_update(array_count(last_scene->lights), last_scene->lights); } model_shadow(model, sm); model_render_pass(*model, cam->proj, cam->view, obj->transform, model->program, RENDER_PASS_TRANSPARENT); } array_resize(transparent_objects, 0); for(unsigned j = 0, obj_count = scene_count(); j < obj_count; ++j ) { object_t *obj = scene_index(j); model_t *model = &obj->model; if (obj->skip_draw) continue; int do_retexturing = model->iqm && model->shading != SHADING_PBR && array_count(obj->textures) > 0; if( do_retexturing ) { for(int i = 0; i < model->iqm->nummeshes; ++i) { model->iqm->textures[i] = obj->old_texture_ids[i]; if (i < array_count(obj->old_textures)) { if (model->materials[i].layer[MATERIAL_CHANNEL_DIFFUSE].map.texture) *model->materials[i].layer[MATERIAL_CHANNEL_DIFFUSE].map.texture = obj->old_textures[i]; } } array_resize(obj->old_texture_ids, 0); array_resize(obj->old_textures, 0); } } glBindVertexArray(0); } }