meshes!
This commit is contained in:
1
src/.gitattributes
vendored
Normal file
1
src/.gitattributes
vendored
Normal file
@@ -0,0 +1 @@
|
|||||||
|
*.glb filter=lfs diff=lfs merge=lfs -text
|
||||||
@@ -3,10 +3,12 @@
|
|||||||
#include "Instance.h"
|
#include "Instance.h"
|
||||||
#include "Level.h"
|
#include "Level.h"
|
||||||
#include "Log.h"
|
#include "Log.h"
|
||||||
|
#include "Mesh.h"
|
||||||
#include "Puzzle.h"
|
#include "Puzzle.h"
|
||||||
#include "SDL3/SDL_mouse.h"
|
#include "SDL3/SDL_mouse.h"
|
||||||
#include "bgfx/bgfx.h"
|
#include "bgfx/bgfx.h"
|
||||||
#include "imgui.h"
|
#include "imgui.h"
|
||||||
|
#include "rendering/Rendering.h"
|
||||||
#include <SDL3/SDL.h>
|
#include <SDL3/SDL.h>
|
||||||
#include <bx/math.h>
|
#include <bx/math.h>
|
||||||
#include <cstdint>
|
#include <cstdint>
|
||||||
@@ -18,6 +20,7 @@ namespace Game
|
|||||||
if (ModelHandle == UINT16_MAX || MaterialHandle == UINT16_MAX) return;
|
if (ModelHandle == UINT16_MAX || MaterialHandle == UINT16_MAX) return;
|
||||||
if (!Visible) return;
|
if (!Visible) return;
|
||||||
|
|
||||||
|
// Log("%u", ModelHandle);
|
||||||
Transform.UpdateMatrix();
|
Transform.UpdateMatrix();
|
||||||
bgfx::setTransform(Transform.M.M);
|
bgfx::setTransform(Transform.M.M);
|
||||||
|
|
||||||
@@ -44,6 +47,7 @@ namespace Game
|
|||||||
SDL_SetWindowRelativeMouseMode(GetShared().Window.SDLWindow, IsGaming);
|
SDL_SetWindowRelativeMouseMode(GetShared().Window.SDLWindow, IsGaming);
|
||||||
auto& IO = ImGui::GetIO();
|
auto& IO = ImGui::GetIO();
|
||||||
IO.ConfigFlags = FlagBool(IO.ConfigFlags, ImGuiConfigFlags_NoMouse | ImGuiConfigFlags_NoKeyboard, IsGaming);
|
IO.ConfigFlags = FlagBool(IO.ConfigFlags, ImGuiConfigFlags_NoMouse | ImGuiConfigFlags_NoKeyboard, IsGaming);
|
||||||
|
GameRendering::Get().UIVisible = IsGaming ? UIVisibilityState::Game : UIVisibilityState::Debug;
|
||||||
}
|
}
|
||||||
} // namespace
|
} // namespace
|
||||||
|
|
||||||
@@ -201,7 +205,7 @@ namespace Game
|
|||||||
void Cube::Setup()
|
void Cube::Setup()
|
||||||
{
|
{
|
||||||
EData.MaterialHandle = 0;
|
EData.MaterialHandle = 0;
|
||||||
EData.ModelHandle = 0;
|
EData.ModelHandle = GameRendering::Get().GetModelHandleFromPath("models/cube.gltf");
|
||||||
}
|
}
|
||||||
|
|
||||||
void Cube::Update()
|
void Cube::Update()
|
||||||
@@ -227,7 +231,7 @@ namespace Game
|
|||||||
void TestEntity::Setup()
|
void TestEntity::Setup()
|
||||||
{
|
{
|
||||||
EData.MaterialHandle = 0;
|
EData.MaterialHandle = 0;
|
||||||
EData.ModelHandle = 1;
|
EData.ModelHandle = GameRendering::Get().GetModelHandleFromPath("models/zurg.gltf");
|
||||||
|
|
||||||
EData.Transform.Position = {0.0f, 0.0f, 10.0f};
|
EData.Transform.Position = {0.0f, 0.0f, 10.0f};
|
||||||
EData.TestColor[0] = 0.0f;
|
EData.TestColor[0] = 0.0f;
|
||||||
|
|||||||
@@ -1,6 +1,12 @@
|
|||||||
#include "Log.h"
|
#include "Log.h"
|
||||||
#include "Mesh.h"
|
#include "Mesh.h"
|
||||||
#include "bx/bx.h"
|
#include "bx/bx.h"
|
||||||
|
#include "bx/error.h"
|
||||||
|
#include "bx/file.h"
|
||||||
|
#include "bx/filepath.h"
|
||||||
|
#include "bx/hash.h"
|
||||||
|
#include "bx/string.h"
|
||||||
|
#include "rendering/Rendering.h"
|
||||||
|
|
||||||
#define TINYGLTF_IMPLEMENTATION
|
#define TINYGLTF_IMPLEMENTATION
|
||||||
#define STB_IMAGE_IMPLEMENTATION
|
#define STB_IMAGE_IMPLEMENTATION
|
||||||
@@ -9,7 +15,7 @@
|
|||||||
|
|
||||||
namespace Game
|
namespace Game
|
||||||
{
|
{
|
||||||
void LoadMesh(Model& mesh, const char* path)
|
bool LoadMesh(Model& mesh, const char* path, bool isBinary)
|
||||||
{
|
{
|
||||||
mesh.VertLayout.begin()
|
mesh.VertLayout.begin()
|
||||||
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
|
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
|
||||||
@@ -22,14 +28,23 @@ namespace Game
|
|||||||
tinygltf::TinyGLTF loader;
|
tinygltf::TinyGLTF loader;
|
||||||
std::string warn;
|
std::string warn;
|
||||||
std::string err;
|
std::string err;
|
||||||
bool loadSuccess = loader.LoadASCIIFromFile(&model, &err, &warn, path);
|
|
||||||
|
bool loadSuccess;
|
||||||
|
if (isBinary)
|
||||||
|
{
|
||||||
|
loadSuccess = loader.LoadBinaryFromFile(&model, &err, &warn, path);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
loadSuccess = loader.LoadASCIIFromFile(&model, &err, &warn, path);
|
||||||
|
}
|
||||||
|
|
||||||
if (!warn.empty()) Log("WARN: %s", warn.c_str());
|
if (!warn.empty()) Log("WARN: %s", warn.c_str());
|
||||||
if (!err.empty()) Log("ERR: %s", err.c_str());
|
if (!err.empty()) Log("ERR: %s", err.c_str());
|
||||||
if (!loadSuccess)
|
if (!loadSuccess)
|
||||||
{
|
{
|
||||||
Log("Model load failed!");
|
Log("Model load failed!");
|
||||||
return;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
tinygltf::Primitive primitive = model.meshes[0].primitives[0];
|
tinygltf::Primitive primitive = model.meshes[0].primitives[0];
|
||||||
@@ -69,5 +84,71 @@ namespace Game
|
|||||||
}
|
}
|
||||||
mesh.VertexBuffer = bgfx::createVertexBuffer(vbMem, mesh.VertLayout);
|
mesh.VertexBuffer = bgfx::createVertexBuffer(vbMem, mesh.VertLayout);
|
||||||
}
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void LoadModels(Model* models, uint32_t& outCount)
|
||||||
|
{
|
||||||
|
bx::Error err;
|
||||||
|
bx::DirectoryReader reader{};
|
||||||
|
if (!reader.open("models", &err) || !err.isOk())
|
||||||
|
{
|
||||||
|
Log("Failed to read models dir: %s", err.getMessage());
|
||||||
|
}
|
||||||
|
bx::FileInfo info;
|
||||||
|
int32_t modelFilePathCount = 0;
|
||||||
|
bx::FilePath modelFilePaths[GameRendering::MaxModels];
|
||||||
|
bool modelFileIsBinary[GameRendering::MaxModels]{false};
|
||||||
|
while (err.isOk())
|
||||||
|
{
|
||||||
|
int32_t res = reader.read(&info, sizeof(info), &err);
|
||||||
|
if (res == 0) break; // EOF
|
||||||
|
if (res != sizeof(info))
|
||||||
|
{
|
||||||
|
Log("Dir iter error: %s", err.getMessage());
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
const bx::StringView ext = info.filePath.getExt();
|
||||||
|
bool isBinary = bx::strCmp(ext, ".glb") == 0;
|
||||||
|
bool isText = bx::strCmp(ext, ".gltf") == 0;
|
||||||
|
if ((isBinary || isText) && !ext.isEmpty() && info.type == bx::FileType::File)
|
||||||
|
{
|
||||||
|
if (modelFilePathCount >= GameRendering::MaxModels)
|
||||||
|
{
|
||||||
|
Log("Model limit reached!");
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
modelFilePaths[modelFilePathCount] = info.filePath;
|
||||||
|
modelFileIsBinary[modelFilePathCount] = isBinary;
|
||||||
|
modelFilePathCount++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
Log("Found %u models!", modelFilePathCount);
|
||||||
|
|
||||||
|
int32_t writeI = 0;
|
||||||
|
for (int32_t i = 0; i < modelFilePathCount; ++i)
|
||||||
|
{
|
||||||
|
bx::FilePath fullPath = bx::FilePath{"models"};
|
||||||
|
fullPath.join(modelFilePaths[i].getCPtr());
|
||||||
|
Model& mod = models[writeI];
|
||||||
|
if (LoadMesh(mod, fullPath.getCPtr(), modelFileIsBinary[i]))
|
||||||
|
{
|
||||||
|
mod.AssetHandle = CrcPath(fullPath.getCPtr());
|
||||||
|
++writeI;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Log("Failed to load model: %s", fullPath.getCPtr());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
outCount = writeI;
|
||||||
|
}
|
||||||
|
|
||||||
|
uint32_t CrcPath(const char* path)
|
||||||
|
{
|
||||||
|
bx::HashCrc32 hash;
|
||||||
|
hash.begin();
|
||||||
|
hash.add(path);
|
||||||
|
return hash.end();
|
||||||
}
|
}
|
||||||
} // namespace Game
|
} // namespace Game
|
||||||
|
|||||||
@@ -4,5 +4,7 @@
|
|||||||
|
|
||||||
namespace Game
|
namespace Game
|
||||||
{
|
{
|
||||||
void LoadMesh(Model& mesh, const char* path);
|
bool LoadMesh(Model& mesh, const char* path, bool isBinary);
|
||||||
}
|
void LoadModels(Model* models, uint32_t& outCount);
|
||||||
|
uint32_t CrcPath(const char* path);
|
||||||
|
} // namespace Game
|
||||||
|
|||||||
@@ -1,5 +1,8 @@
|
|||||||
#include "Log.h"
|
#include "Log.h"
|
||||||
#include "Puzzle.h"
|
#include "Puzzle.h"
|
||||||
|
#include "rendering/Rendering.h"
|
||||||
|
|
||||||
|
#include "bx/bx.h"
|
||||||
#include <cassert>
|
#include <cassert>
|
||||||
|
|
||||||
namespace
|
namespace
|
||||||
@@ -18,14 +21,11 @@ namespace Puzzle
|
|||||||
{
|
{
|
||||||
void StaticPuzzleData::Setup()
|
void StaticPuzzleData::Setup()
|
||||||
{
|
{
|
||||||
if (StaticDataInstance == nullptr)
|
StaticDataInstance = this;
|
||||||
|
Log("Setting up static puzzle data");
|
||||||
|
for (int32_t i = 0; i < BX_COUNTOF(Cards); ++i)
|
||||||
{
|
{
|
||||||
StaticDataInstance = this;
|
Cards[i].ModelHandle = Game::GameRendering::Get().GetModelHandleFromPath("models/w straight.glb");
|
||||||
Log("Setting up static puzzle data");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Log("Static puzzle data already set up");
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -10,7 +10,6 @@
|
|||||||
#include "bgfx/defines.h"
|
#include "bgfx/defines.h"
|
||||||
#include "bx/bx.h"
|
#include "bx/bx.h"
|
||||||
#include "bx/filepath.h"
|
#include "bx/filepath.h"
|
||||||
#include "bx/math.h"
|
|
||||||
#include "bx/timer.h"
|
#include "bx/timer.h"
|
||||||
#include <bgfx/bgfx.h>
|
#include <bgfx/bgfx.h>
|
||||||
#include <bimg/bimg.h>
|
#include <bimg/bimg.h>
|
||||||
@@ -191,11 +190,21 @@ namespace Game
|
|||||||
|
|
||||||
return handle;
|
return handle;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
GameRendering* Instance = nullptr;
|
||||||
} // namespace
|
} // namespace
|
||||||
|
|
||||||
|
GameRendering& GameRendering::Get()
|
||||||
|
{
|
||||||
|
assert(Instance != nullptr);
|
||||||
|
return *Instance;
|
||||||
|
}
|
||||||
|
|
||||||
void GameRendering::Setup()
|
void GameRendering::Setup()
|
||||||
{
|
{
|
||||||
Log("--- RENDERING STARTUP ---");
|
Log("--- RENDERING STARTUP ---");
|
||||||
|
if (Instance != nullptr) Log("Warning, old rendering wasn't destroyed!");
|
||||||
|
Instance = this;
|
||||||
SharedData& shared = GetShared();
|
SharedData& shared = GetShared();
|
||||||
|
|
||||||
bgfx::Init init;
|
bgfx::Init init;
|
||||||
@@ -229,8 +238,7 @@ namespace Game
|
|||||||
Textures[0].Handle =
|
Textures[0].Handle =
|
||||||
loadTexture(bx::FilePath{"models/body.dds"}, BGFX_TEXTURE_NONE | BGFX_SAMPLER_NONE, 0, nullptr, nullptr);
|
loadTexture(bx::FilePath{"models/body.dds"}, BGFX_TEXTURE_NONE | BGFX_SAMPLER_NONE, 0, nullptr, nullptr);
|
||||||
Textures[0].SamplerHandle = DefaultSampler;
|
Textures[0].SamplerHandle = DefaultSampler;
|
||||||
LoadMesh(Models[0], "models/cube.gltf");
|
LoadModels(Models, ModelCount);
|
||||||
LoadMesh(Models[1], "models/zurg.gltf");
|
|
||||||
|
|
||||||
Materials[0] =
|
Materials[0] =
|
||||||
Material::LoadFromShader("vert", "frag", MainViewID, Textures[0].Handle, Textures[0].SamplerHandle);
|
Material::LoadFromShader("vert", "frag", MainViewID, Textures[0].Handle, Textures[0].SamplerHandle);
|
||||||
@@ -312,7 +320,24 @@ namespace Game
|
|||||||
imguiBeginFrame(20);
|
imguiBeginFrame(20);
|
||||||
ImGui_ImplSDL3_NewFrame();
|
ImGui_ImplSDL3_NewFrame();
|
||||||
ImGui::DockSpaceOverViewport(0, 0, ImGuiDockNodeFlags_PassthruCentralNode);
|
ImGui::DockSpaceOverViewport(0, 0, ImGuiDockNodeFlags_PassthruCentralNode);
|
||||||
ImGui::ShowDemoWindow();
|
|
||||||
|
if (UIVisible == UIVisibilityState::Debug)
|
||||||
|
{
|
||||||
|
if (ImGui::Begin("Rendering"))
|
||||||
|
{
|
||||||
|
if (ImGui::Button("Reload Meshes"))
|
||||||
|
{
|
||||||
|
LoadModels(Models, ModelCount);
|
||||||
|
}
|
||||||
|
if (ImGui::Button("Reload Level"))
|
||||||
|
{
|
||||||
|
auto& lvl = GetInstance().GameLevel;
|
||||||
|
lvl = {};
|
||||||
|
lvl.Setup(shared.Game);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
ImGui::End();
|
||||||
|
}
|
||||||
|
|
||||||
GetInstance().GameLevel.Update();
|
GetInstance().GameLevel.Update();
|
||||||
GetInstance().GameLevel.Render(MainViewID, Models, Materials);
|
GetInstance().GameLevel.Render(MainViewID, Models, Materials);
|
||||||
@@ -348,6 +373,7 @@ namespace Game
|
|||||||
ImGui_ImplSDL3_Shutdown();
|
ImGui_ImplSDL3_Shutdown();
|
||||||
imguiDestroy();
|
imguiDestroy();
|
||||||
bgfx::shutdown();
|
bgfx::shutdown();
|
||||||
|
Instance = nullptr;
|
||||||
}
|
}
|
||||||
|
|
||||||
Material Material::LoadFromShader(
|
Material Material::LoadFromShader(
|
||||||
@@ -368,4 +394,18 @@ namespace Game
|
|||||||
mat.ViewID = view;
|
mat.ViewID = view;
|
||||||
return mat;
|
return mat;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
uint16_t GameRendering::GetModelHandleFromPath(const char* path)
|
||||||
|
{
|
||||||
|
uint32_t AssetHandle = CrcPath(path);
|
||||||
|
for (int32_t i = 0; i < ModelCount; ++i)
|
||||||
|
{
|
||||||
|
if (Models[i].AssetHandle == AssetHandle)
|
||||||
|
{
|
||||||
|
return i;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
} // namespace Game
|
} // namespace Game
|
||||||
|
|||||||
@@ -32,6 +32,7 @@ namespace Game
|
|||||||
bgfx::VertexBufferHandle VertexBuffer;
|
bgfx::VertexBufferHandle VertexBuffer;
|
||||||
bgfx::IndexBufferHandle IndexBuffer;
|
bgfx::IndexBufferHandle IndexBuffer;
|
||||||
bgfx::VertexLayout VertLayout;
|
bgfx::VertexLayout VertLayout;
|
||||||
|
uint32_t AssetHandle = UINT16_MAX;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct Material
|
struct Material
|
||||||
@@ -54,13 +55,28 @@ namespace Game
|
|||||||
bgfx::UniformHandle sampler = BGFX_INVALID_HANDLE);
|
bgfx::UniformHandle sampler = BGFX_INVALID_HANDLE);
|
||||||
};
|
};
|
||||||
|
|
||||||
|
enum class UIVisibilityState
|
||||||
|
{
|
||||||
|
None,
|
||||||
|
Game,
|
||||||
|
Debug,
|
||||||
|
};
|
||||||
|
|
||||||
class GameRendering
|
class GameRendering
|
||||||
{
|
{
|
||||||
|
public:
|
||||||
|
static constexpr uint32_t MaxModels = 64;
|
||||||
|
static GameRendering& Get();
|
||||||
|
|
||||||
|
public:
|
||||||
|
UIVisibilityState UIVisible = UIVisibilityState::Game;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
bgfx::UniformHandle DefaultSampler;
|
bgfx::UniformHandle DefaultSampler;
|
||||||
Texture Textures[8];
|
Texture Textures[8];
|
||||||
Material Materials[8];
|
Material Materials[8];
|
||||||
Model Models[8];
|
uint32_t ModelCount = 0;
|
||||||
|
Model Models[MaxModels];
|
||||||
int32_t LastWidth = 0;
|
int32_t LastWidth = 0;
|
||||||
int32_t LastHeight = 0;
|
int32_t LastHeight = 0;
|
||||||
uint32_t ResetFlags = BGFX_RESET_VSYNC;
|
uint32_t ResetFlags = BGFX_RESET_VSYNC;
|
||||||
@@ -70,5 +86,6 @@ namespace Game
|
|||||||
void Setup();
|
void Setup();
|
||||||
void Update();
|
void Update();
|
||||||
void Shutdown();
|
void Shutdown();
|
||||||
|
uint16_t GetModelHandleFromPath(const char* path);
|
||||||
};
|
};
|
||||||
} // namespace Game
|
} // namespace Game
|
||||||
|
|||||||
BIN
src/models/ConcretePlane.glb
LFS
Normal file
BIN
src/models/ConcretePlane.glb
LFS
Normal file
Binary file not shown.
BIN
src/models/blocked.glb
LFS
Normal file
BIN
src/models/blocked.glb
LFS
Normal file
Binary file not shown.
BIN
src/models/e!.glb
LFS
Normal file
BIN
src/models/e!.glb
LFS
Normal file
Binary file not shown.
BIN
src/models/e+.glb
LFS
Normal file
BIN
src/models/e+.glb
LFS
Normal file
Binary file not shown.
BIN
src/models/w corner long.glb
LFS
Normal file
BIN
src/models/w corner long.glb
LFS
Normal file
Binary file not shown.
BIN
src/models/w corner short.glb
LFS
Normal file
BIN
src/models/w corner short.glb
LFS
Normal file
Binary file not shown.
BIN
src/models/w straight.glb
LFS
Normal file
BIN
src/models/w straight.glb
LFS
Normal file
Binary file not shown.
BIN
src/models/w! corner short.glb
LFS
Normal file
BIN
src/models/w! corner short.glb
LFS
Normal file
Binary file not shown.
BIN
src/models/w! straight.glb
LFS
Normal file
BIN
src/models/w! straight.glb
LFS
Normal file
Binary file not shown.
BIN
src/models/w+ straight.glb
LFS
Normal file
BIN
src/models/w+ straight.glb
LFS
Normal file
Binary file not shown.
Reference in New Issue
Block a user