examples: add .obj viewer as a sokol example (#9456)
parent
257eadd2e1
commit
a2ef9967fe
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@ -196,6 +196,7 @@ jobs:
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examples/sokol/04_multi_shader_glsl/rt_glsl_puppy \
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examples/sokol/04_multi_shader_glsl/rt_glsl_puppy \
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examples/sokol/04_multi_shader_glsl/rt_glsl_march \
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examples/sokol/04_multi_shader_glsl/rt_glsl_march \
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examples/sokol/05_instancing_glsl/rt_glsl_instancing \
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examples/sokol/05_instancing_glsl/rt_glsl_instancing \
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examples/sokol/06_obj_viewer/gouraud \
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; do \
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; do \
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echo "compiling shader $f.glsl ..."; \
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echo "compiling shader $f.glsl ..."; \
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sokol-tools-bin-pre-feb2021-api-changes/bin/linux/sokol-shdc --input $f.glsl --output $f.h --slang glsl330 ; \
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sokol-tools-bin-pre-feb2021-api-changes/bin/linux/sokol-shdc --input $f.glsl --output $f.h --slang glsl330 ; \
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@ -135,6 +135,12 @@ pub fn new_test_session(_vargs string) TestSession {
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skip_files << 'examples/sokol/03_march_tracing_glsl/rt_glsl.v'
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skip_files << 'examples/sokol/03_march_tracing_glsl/rt_glsl.v'
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skip_files << 'examples/sokol/04_multi_shader_glsl/rt_glsl.v'
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skip_files << 'examples/sokol/04_multi_shader_glsl/rt_glsl.v'
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skip_files << 'examples/sokol/05_instancing_glsl/rt_glsl.v'
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skip_files << 'examples/sokol/05_instancing_glsl/rt_glsl.v'
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// Skip obj_viewer code in the CI
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skip_files << 'examples/sokol/06_obj_viewer/show_obj.v'
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skip_files << 'examples/sokol/06_obj_viewer/obj/obj.v'
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skip_files << 'examples/sokol/06_obj_viewer/obj/rend.v'
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skip_files << 'examples/sokol/06_obj_viewer/obj/struct.v'
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skip_files << 'examples/sokol/06_obj_viewer/obj/util.v'
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}
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}
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if testing.github_job != 'ubuntu-tcc' {
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if testing.github_job != 'ubuntu-tcc' {
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skip_files << 'examples/wkhtmltopdf.v' // needs installation of wkhtmltopdf from https://github.com/wkhtmltopdf/packaging/releases
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skip_files << 'examples/wkhtmltopdf.v' // needs installation of wkhtmltopdf from https://github.com/wkhtmltopdf/packaging/releases
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@ -264,33 +264,33 @@ fn init_cube_glsl(mut app App) {
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// Face 0
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// Face 0
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{ 1.0, -1.0, -1.0, c, d, 0},
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Vertex_t{ 1.0, -1.0, -1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, -1.0, c, d, d},
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Vertex_t{ 1.0, 1.0, -1.0, c, d, d},
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Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
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Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
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// Face 1
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// Face 1
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Vertex_t{-1.0, -1.0, 1.0, c, 0, 0},
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Vertex_t{-1.0, -1.0, 1.0, c, 0, 0},
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Vertex_t{ 1.0, -1.0, 1.0, c, d, 0},
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Vertex_t{ 1.0, -1.0, 1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
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Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
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// Face 2
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// Face 2
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, 1.0, -1.0, c, d, 0},
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Vertex_t{-1.0, 1.0, -1.0, c, d, 0},
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Vertex_t{-1.0, 1.0, 1.0, c, d, d},
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Vertex_t{-1.0, 1.0, 1.0, c, d, d},
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Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
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Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
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// Face 3
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// Face 3
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Vertex_t{ 1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{ 1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{ 1.0, 1.0, -1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, -1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, -1.0, 1.0, c, 0, d},
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Vertex_t{ 1.0, -1.0, 1.0, c, 0, d},
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// Face 4
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// Face 4
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, -1.0, 1.0, c, d, 0},
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Vertex_t{-1.0, -1.0, 1.0, c, d, 0},
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Vertex_t{ 1.0, -1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, -1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, -1.0, -1.0, c, 0, d},
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Vertex_t{ 1.0, -1.0, -1.0, c, 0, d},
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// Face 5
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// Face 5
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Vertex_t{-1.0, 1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, 1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, 1.0, 1.0, c, d, 0},
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Vertex_t{-1.0, 1.0, 1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
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Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
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]
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]
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mut vert_buffer_desc := C.sg_buffer_desc{}
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mut vert_buffer_desc := C.sg_buffer_desc{}
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@ -143,33 +143,33 @@ fn init_cube_glsl(mut app App) {
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// Face 0
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// Face 0
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{ 1.0, -1.0, -1.0, c, d, 0},
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Vertex_t{ 1.0, -1.0, -1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, -1.0, c, d, d},
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Vertex_t{ 1.0, 1.0, -1.0, c, d, d},
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Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
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Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
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// Face 1
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// Face 1
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Vertex_t{-1.0, -1.0, 1.0, c, 0, 0},
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Vertex_t{-1.0, -1.0, 1.0, c, 0, 0},
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Vertex_t{ 1.0, -1.0, 1.0, c, d, 0},
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Vertex_t{ 1.0, -1.0, 1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
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Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
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// Face 2
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// Face 2
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, 1.0, -1.0, c, d, 0},
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Vertex_t{-1.0, 1.0, -1.0, c, d, 0},
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Vertex_t{-1.0, 1.0, 1.0, c, d, d},
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Vertex_t{-1.0, 1.0, 1.0, c, d, d},
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Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
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Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
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// Face 3
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// Face 3
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Vertex_t{ 1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{ 1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{ 1.0, 1.0, -1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, -1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, -1.0, 1.0, c, 0, d},
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Vertex_t{ 1.0, -1.0, 1.0, c, 0, d},
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// Face 4
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// Face 4
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, -1.0, 1.0, c, d, 0},
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Vertex_t{-1.0, -1.0, 1.0, c, d, 0},
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Vertex_t{ 1.0, -1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, -1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, -1.0, -1.0, c, 0, d},
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Vertex_t{ 1.0, -1.0, -1.0, c, 0, d},
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// Face 5
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// Face 5
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Vertex_t{-1.0, 1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, 1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, 1.0, 1.0, c, d, 0},
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Vertex_t{-1.0, 1.0, 1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
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Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
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]
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]
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mut vert_buffer_desc := C.sg_buffer_desc{}
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mut vert_buffer_desc := C.sg_buffer_desc{}
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@ -147,33 +147,33 @@ fn init_cube_glsl_m(mut app App) {
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// Face 0
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// Face 0
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{ 1.0, -1.0, -1.0, c, d, 0},
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Vertex_t{ 1.0, -1.0, -1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, -1.0, c, d, d},
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Vertex_t{ 1.0, 1.0, -1.0, c, d, d},
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Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
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Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
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// Face 1
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// Face 1
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Vertex_t{-1.0, -1.0, 1.0, c, 0, 0},
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Vertex_t{-1.0, -1.0, 1.0, c, 0, 0},
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Vertex_t{ 1.0, -1.0, 1.0, c, d, 0},
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Vertex_t{ 1.0, -1.0, 1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
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Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
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// Face 2
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// Face 2
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, 1.0, -1.0, c, d, 0},
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Vertex_t{-1.0, 1.0, -1.0, c, d, 0},
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Vertex_t{-1.0, 1.0, 1.0, c, d, d},
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Vertex_t{-1.0, 1.0, 1.0, c, d, d},
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Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
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Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
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// Face 3
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// Face 3
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Vertex_t{ 1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{ 1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{ 1.0, 1.0, -1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, -1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, -1.0, 1.0, c, 0, d},
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Vertex_t{ 1.0, -1.0, 1.0, c, 0, d},
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// Face 4
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// Face 4
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, -1.0, 1.0, c, d, 0},
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Vertex_t{-1.0, -1.0, 1.0, c, d, 0},
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Vertex_t{ 1.0, -1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, -1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, -1.0, -1.0, c, 0, d},
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Vertex_t{ 1.0, -1.0, -1.0, c, 0, d},
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// Face 5
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// Face 5
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Vertex_t{-1.0, 1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, 1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, 1.0, 1.0, c, d, 0},
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Vertex_t{-1.0, 1.0, 1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
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Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
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]
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]
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mut vert_buffer_desc := C.sg_buffer_desc{}
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mut vert_buffer_desc := C.sg_buffer_desc{}
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@ -251,33 +251,33 @@ fn init_cube_glsl_p(mut app App) {
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// Face 0
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// Face 0
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{ 1.0, -1.0, -1.0, c, d, 0},
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Vertex_t{ 1.0, -1.0, -1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, -1.0, c, d, d},
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Vertex_t{ 1.0, 1.0, -1.0, c, d, d},
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Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
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Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
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// Face 1
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// Face 1
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Vertex_t{-1.0, -1.0, 1.0, c, 0, 0},
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Vertex_t{-1.0, -1.0, 1.0, c, 0, 0},
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Vertex_t{ 1.0, -1.0, 1.0, c, d, 0},
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Vertex_t{ 1.0, -1.0, 1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
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Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
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// Face 2
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// Face 2
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, 1.0, -1.0, c, d, 0},
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Vertex_t{-1.0, 1.0, -1.0, c, d, 0},
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Vertex_t{-1.0, 1.0, 1.0, c, d, d},
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Vertex_t{-1.0, 1.0, 1.0, c, d, d},
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Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
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Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
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// Face 3
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// Face 3
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Vertex_t{ 1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{ 1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{ 1.0, 1.0, -1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, -1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, -1.0, 1.0, c, 0, d},
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Vertex_t{ 1.0, -1.0, 1.0, c, 0, d},
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// Face 4
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// Face 4
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, -1.0, 1.0, c, d, 0},
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Vertex_t{-1.0, -1.0, 1.0, c, d, 0},
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Vertex_t{ 1.0, -1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, -1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, -1.0, -1.0, c, 0, d},
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Vertex_t{ 1.0, -1.0, -1.0, c, 0, d},
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// Face 5
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// Face 5
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Vertex_t{-1.0, 1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, 1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, 1.0, 1.0, c, d, 0},
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Vertex_t{-1.0, 1.0, 1.0, c, d, 0},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
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Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
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Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
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]
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]
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mut vert_buffer_desc := C.sg_buffer_desc{}
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mut vert_buffer_desc := C.sg_buffer_desc{}
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@ -156,37 +156,37 @@ fn init_cube_glsl_i(mut app App) {
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//d := u16(32767) // for compatibility with D3D11, 32767 stand for 1
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//d := u16(32767) // for compatibility with D3D11, 32767 stand for 1
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d := f32(1.0)
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d := f32(1.0)
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c := u32(0xFFFFFF_FF) // color RGBA8
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c := u32(0xFFFFFF_FF) // color RGBA8
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vertices := [
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vertices := [
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// Face 0
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// Face 0
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
|
||||||
Vertex_t{ 1.0, -1.0, -1.0, c, d, 0},
|
Vertex_t{ 1.0, -1.0, -1.0, c, d, 0},
|
||||||
Vertex_t{ 1.0, 1.0, -1.0, c, d, d},
|
Vertex_t{ 1.0, 1.0, -1.0, c, d, d},
|
||||||
Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
|
Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
|
||||||
// Face 1
|
// Face 1
|
||||||
Vertex_t{-1.0, -1.0, 1.0, c, 0, 0},
|
Vertex_t{-1.0, -1.0, 1.0, c, 0, 0},
|
||||||
Vertex_t{ 1.0, -1.0, 1.0, c, d, 0},
|
Vertex_t{ 1.0, -1.0, 1.0, c, d, 0},
|
||||||
Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
|
Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
|
||||||
Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
|
Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
|
||||||
// Face 2
|
// Face 2
|
||||||
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
|
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
|
||||||
Vertex_t{-1.0, 1.0, -1.0, c, d, 0},
|
Vertex_t{-1.0, 1.0, -1.0, c, d, 0},
|
||||||
Vertex_t{-1.0, 1.0, 1.0, c, d, d},
|
Vertex_t{-1.0, 1.0, 1.0, c, d, d},
|
||||||
Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
|
Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
|
||||||
// Face 3
|
// Face 3
|
||||||
Vertex_t{ 1.0, -1.0, -1.0, c, 0, 0},
|
Vertex_t{ 1.0, -1.0, -1.0, c, 0, 0},
|
||||||
Vertex_t{ 1.0, 1.0, -1.0, c, d, 0},
|
Vertex_t{ 1.0, 1.0, -1.0, c, d, 0},
|
||||||
Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
|
Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
|
||||||
Vertex_t{ 1.0, -1.0, 1.0, c, 0, d},
|
Vertex_t{ 1.0, -1.0, 1.0, c, 0, d},
|
||||||
// Face 4
|
// Face 4
|
||||||
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
|
Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
|
||||||
Vertex_t{-1.0, -1.0, 1.0, c, d, 0},
|
Vertex_t{-1.0, -1.0, 1.0, c, d, 0},
|
||||||
Vertex_t{ 1.0, -1.0, 1.0, c, d, d},
|
Vertex_t{ 1.0, -1.0, 1.0, c, d, d},
|
||||||
Vertex_t{ 1.0, -1.0, -1.0, c, 0, d},
|
Vertex_t{ 1.0, -1.0, -1.0, c, 0, d},
|
||||||
// Face 5
|
// Face 5
|
||||||
Vertex_t{-1.0, 1.0, -1.0, c, 0, 0},
|
Vertex_t{-1.0, 1.0, -1.0, c, 0, 0},
|
||||||
Vertex_t{-1.0, 1.0, 1.0, c, d, 0},
|
Vertex_t{-1.0, 1.0, 1.0, c, d, 0},
|
||||||
Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
|
Vertex_t{ 1.0, 1.0, 1.0, c, d, d},
|
||||||
Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
|
Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
|
||||||
]
|
]
|
||||||
|
|
||||||
mut vert_buffer_desc := C.sg_buffer_desc{}
|
mut vert_buffer_desc := C.sg_buffer_desc{}
|
||||||
|
|
|
@ -0,0 +1,20 @@
|
||||||
|
# Blender MTL File: 'v-logo.blend'
|
||||||
|
# Material Count: 2
|
||||||
|
newmtl Material.001
|
||||||
|
Ns 96.078431
|
||||||
|
Ka 0.2 0.2 0.2
|
||||||
|
Kd 0.365 0.529 0.749
|
||||||
|
Ks 0.85 0.85 0.85
|
||||||
|
Ke 0 0 0
|
||||||
|
Ni 1
|
||||||
|
d 1
|
||||||
|
illum 1
|
||||||
|
newmtl Material.002
|
||||||
|
Ns 96.078431
|
||||||
|
Ka 0.1 0.1 0.1
|
||||||
|
Kd 0.325 0.42 0.541
|
||||||
|
Ks 0.85 0.85 0.85
|
||||||
|
Ke 0 0 0
|
||||||
|
Ni 1
|
||||||
|
d 1
|
||||||
|
illum 1
|
|
@ -0,0 +1,194 @@
|
||||||
|
# Blender v2.92.0 V Logo
|
||||||
|
mtllib v.mtl
|
||||||
|
o Vleft.020_Plane.030
|
||||||
|
v -1.379 6.295 0.625
|
||||||
|
v -1.389 6.019 -3.177
|
||||||
|
v -1.442 6.063 -3.177
|
||||||
|
v -1.433 6.339 0.625
|
||||||
|
v -4.038 6.499 0.662
|
||||||
|
v -4.037 6.537 0.661
|
||||||
|
v -4.047 6.261 -3.141
|
||||||
|
v -4.048 6.222 -3.140
|
||||||
|
v -3.900 6.637 0.658
|
||||||
|
v -3.910 6.360 -3.144
|
||||||
|
v -3.974 6.342 -3.142
|
||||||
|
v -3.964 6.618 0.660
|
||||||
|
v -4.012 6.582 0.661
|
||||||
|
v -4.022 6.306 -3.142
|
||||||
|
v -1.273 6.135 0.624
|
||||||
|
v -1.283 5.859 -3.178
|
||||||
|
v -1.321 5.933 -3.178
|
||||||
|
v -1.311 6.209 0.624
|
||||||
|
v 1.288 -1.652 0.018
|
||||||
|
v 1.282 -1.628 -3.759
|
||||||
|
v -1.510 6.387 0.625
|
||||||
|
v -1.520 6.111 -3.177
|
||||||
|
v -1.559 6.128 -3.176
|
||||||
|
v -1.550 6.404 0.626
|
||||||
|
v -1.103 -1.603 0.043
|
||||||
|
v -1.113 -1.579 -3.759
|
||||||
|
v -1.082 -1.597 -3.759
|
||||||
|
v -1.072 -1.620 0.043
|
||||||
|
v -1.127 -1.583 0.043
|
||||||
|
v -1.137 -1.560 -3.759
|
||||||
|
v -1.042 -1.631 0.043
|
||||||
|
v -1.052 -1.608 -3.759
|
||||||
|
v -1.490 6.095 -3.177
|
||||||
|
v -1.480 6.372 0.625
|
||||||
|
v -1.148 -1.563 0.043
|
||||||
|
v -1.158 -1.540 -3.759
|
||||||
|
v -1.164 -1.541 0.043
|
||||||
|
v -1.174 -1.518 -3.759
|
||||||
|
v -1.171 -1.528 0.043
|
||||||
|
v -1.181 -1.504 -3.759
|
||||||
|
v -1.347 5.974 -3.178
|
||||||
|
v -1.337 6.250 0.624
|
||||||
|
v -4.034 6.459 0.662
|
||||||
|
v -4.044 6.183 -3.140
|
||||||
|
vn 0.634 0.771 -0.057
|
||||||
|
vn -0.999 0.034 0.000
|
||||||
|
vn -0.278 0.958 -0.068
|
||||||
|
vn -0.868 0.494 -0.033
|
||||||
|
vn 0.889 0.455 -0.035
|
||||||
|
vn 0.947 0.319 -0.012
|
||||||
|
vn 0.399 0.914 -0.067
|
||||||
|
vn -0.502 -0.864 -0.004
|
||||||
|
vn 0.097 0.992 -0.072
|
||||||
|
vn -0.630 -0.776 -0.003
|
||||||
|
vn -0.009 -0.999 -0.006
|
||||||
|
vn 0.564 0.822 -0.061
|
||||||
|
vn -0.693 -0.720 -0.002
|
||||||
|
vn -0.805 -0.592 -0.001
|
||||||
|
vn -0.888 -0.458 -0.000
|
||||||
|
vn 0.843 0.535 -0.041
|
||||||
|
vn -0.993 -0.116 0.011
|
||||||
|
vn 0.731 0.680 -0.051
|
||||||
|
vn -0.938 -0.344 0.013
|
||||||
|
vn 0.450 0.890 -0.065
|
||||||
|
vn -0.604 0.794 -0.056
|
||||||
|
vn 0.005 -0.072 0.997
|
||||||
|
vn -0.000 0.075 -0.997
|
||||||
|
vn -0.329 -0.944 -0.005
|
||||||
|
usemtl Material.001
|
||||||
|
s 1
|
||||||
|
f 1//1 2//1 3//1 4//1
|
||||||
|
f 5//2 6//2 7//2 8//2
|
||||||
|
f 9//3 10//3 11//3 12//3
|
||||||
|
f 6//4 13//4 14//4 7//4
|
||||||
|
f 15//5 16//5 17//5 18//5
|
||||||
|
f 19//6 20//6 16//6 15//6
|
||||||
|
f 21//7 22//7 23//7 24//7
|
||||||
|
f 25//8 26//8 27//8 28//8
|
||||||
|
f 24//9 23//9 10//9 9//9
|
||||||
|
f 29//10 30//10 26//10 25//10
|
||||||
|
f 19//11 31//11 32//11 20//11
|
||||||
|
f 4//12 3//12 33//12 34//12
|
||||||
|
f 35//13 36//13 30//13 29//13
|
||||||
|
f 37//14 38//14 36//14 35//14
|
||||||
|
f 39//15 40//15 38//15 37//15
|
||||||
|
f 18//16 17//16 41//16 42//16
|
||||||
|
f 43//17 5//17 8//17 44//17
|
||||||
|
f 42//18 41//18 2//18 1//18
|
||||||
|
f 39//19 43//19 44//19 40//19
|
||||||
|
f 34//20 33//20 22//20 21//20
|
||||||
|
f 13//21 12//21 11//21 14//21
|
||||||
|
f 15//22 18//22 42//22 1//22 4//22 34//22 21//22 24//22 9//22 12//22 13//22 6//22 5//22 43//22 39//22 37//22 35//22 29//22 25//22 28//22 31//22 19//22
|
||||||
|
f 22//23 33//23 3//23 2//23 41//23 17//23 16//23 20//23 32//23 27//23 26//23 30//23 36//23 38//23 40//23 44//23 8//23 7//23 14//23 11//23 10//23 23//23
|
||||||
|
f 28//24 27//24 32//24 31//24
|
||||||
|
o Vleft.019_Plane.029
|
||||||
|
v 1.617 6.547 -4.385
|
||||||
|
v 1.627 6.270 -0.582
|
||||||
|
v 1.681 6.314 -0.582
|
||||||
|
v 1.671 6.591 -4.385
|
||||||
|
v 4.277 6.750 -4.422
|
||||||
|
v 4.276 6.789 -4.421
|
||||||
|
v 4.286 6.513 -0.618
|
||||||
|
v 4.287 6.474 -0.618
|
||||||
|
v 1.280 -1.685 -3.803
|
||||||
|
v 1.290 -1.656 -0.000
|
||||||
|
v -1.044 -1.625 -0.000
|
||||||
|
v -1.059 -1.615 -3.788
|
||||||
|
v 4.250 6.834 -4.420
|
||||||
|
v 4.260 6.557 -0.617
|
||||||
|
v 1.512 6.387 -4.384
|
||||||
|
v 1.522 6.110 -0.581
|
||||||
|
v 1.559 6.184 -0.581
|
||||||
|
v 1.550 6.461 -4.384
|
||||||
|
v 1.410 -1.581 -3.803
|
||||||
|
v 4.273 6.711 -4.422
|
||||||
|
v 4.282 6.434 -0.619
|
||||||
|
v 1.419 -1.552 -0.000
|
||||||
|
v 1.749 6.639 -4.385
|
||||||
|
v 1.758 6.362 -0.582
|
||||||
|
v 1.798 6.380 -0.582
|
||||||
|
v 1.788 6.656 -4.386
|
||||||
|
v 1.342 -1.657 -3.803
|
||||||
|
v 1.351 -1.628 -0.000
|
||||||
|
v 1.321 -1.645 -0.000
|
||||||
|
v 1.311 -1.674 -3.803
|
||||||
|
v 4.148 6.612 -0.615
|
||||||
|
v 4.139 6.888 -4.418
|
||||||
|
v 4.213 6.593 -0.617
|
||||||
|
v 4.203 6.870 -4.420
|
||||||
|
v 1.366 -1.637 -3.803
|
||||||
|
v 1.375 -1.608 -0.000
|
||||||
|
v 1.728 6.347 -0.582
|
||||||
|
v 1.719 6.623 -4.385
|
||||||
|
v 1.386 -1.617 -3.803
|
||||||
|
v 1.396 -1.588 -0.000
|
||||||
|
v 1.402 -1.595 -3.803
|
||||||
|
v 1.412 -1.566 -0.000
|
||||||
|
v 1.585 6.225 -0.581
|
||||||
|
v 1.575 6.501 -4.384
|
||||||
|
vn -0.634 0.771 0.057
|
||||||
|
vn 0.999 0.034 -0.000
|
||||||
|
vn -0.021 -0.999 0.002
|
||||||
|
vn 0.868 0.494 0.033
|
||||||
|
vn -0.889 0.455 0.035
|
||||||
|
vn 0.943 -0.332 -0.013
|
||||||
|
vn -0.399 0.914 0.067
|
||||||
|
vn 0.502 -0.864 0.005
|
||||||
|
vn -0.097 0.992 0.072
|
||||||
|
vn 0.278 0.958 0.068
|
||||||
|
vn 0.630 -0.776 0.004
|
||||||
|
vn -0.564 0.822 0.061
|
||||||
|
vn 0.693 -0.720 0.003
|
||||||
|
vn -0.950 0.311 0.014
|
||||||
|
vn 0.805 -0.592 0.002
|
||||||
|
vn 0.888 -0.458 0.001
|
||||||
|
vn -0.843 0.535 0.041
|
||||||
|
vn 0.993 -0.116 -0.011
|
||||||
|
vn -0.731 0.680 0.051
|
||||||
|
vn -0.450 0.890 0.065
|
||||||
|
vn 0.604 0.794 0.056
|
||||||
|
vn -0.005 -0.070 -0.997
|
||||||
|
vn 0.000 -0.000 1.000
|
||||||
|
vn 0.001 0.072 0.997
|
||||||
|
vn 0.329 -0.944 0.006
|
||||||
|
usemtl Material.002
|
||||||
|
s 1
|
||||||
|
f 45//25 46//25 47//25 48//25
|
||||||
|
f 49//26 50//26 51//26 52//26
|
||||||
|
f 53//27 54//27 55//27 56//27
|
||||||
|
f 50//28 57//28 58//28 51//28
|
||||||
|
f 59//29 60//29 61//29 62//29
|
||||||
|
f 63//30 64//30 65//30 66//30
|
||||||
|
f 67//31 68//31 69//31 70//31
|
||||||
|
f 71//32 72//32 73//32 74//32
|
||||||
|
f 70//33 69//33 75//33 76//33
|
||||||
|
f 76//34 75//34 77//34 78//34
|
||||||
|
f 79//35 80//35 72//35 71//35
|
||||||
|
f 48//36 47//36 81//36 82//36
|
||||||
|
f 83//37 84//37 80//37 79//37
|
||||||
|
f 56//38 55//38 60//38 59//38
|
||||||
|
f 85//39 86//39 84//39 83//39
|
||||||
|
f 63//40 66//40 86//40 85//40
|
||||||
|
f 62//41 61//41 87//41 88//41
|
||||||
|
f 64//42 49//42 52//42 65//42
|
||||||
|
f 88//43 87//43 46//43 45//43
|
||||||
|
f 82//44 81//44 68//44 67//44
|
||||||
|
f 57//45 78//45 77//45 58//45
|
||||||
|
f 63//46 85//46 83//46 79//46 71//46 74//46 53//46 56//46 59//46 62//46 88//46 45//46 48//46 82//46 67//46 70//46 76//46 78//46 57//46 50//46 49//46 64//46
|
||||||
|
f 66//47 84//47 86//47
|
||||||
|
f 66//48 65//48 52//48 51//48 58//48 77//48 75//48 69//48 68//48 81//48 47//48 46//48 87//48 61//48 60//48 55//48 54//48 73//48 72//48 80//48 84//48
|
||||||
|
f 74//49 73//49 54//49 53//49
|
|
@ -0,0 +1,108 @@
|
||||||
|
//#pragma sokol @ctype mat4 hmm_mat4
|
||||||
|
|
||||||
|
#pragma sokol @vs vs
|
||||||
|
|
||||||
|
uniform vs_params {
|
||||||
|
mat4 u_MVMatrix; // A constant representing the combined model/view matrix.
|
||||||
|
mat4 u_MVPMatrix; // A constant representing the combined model/view/projection matrix.
|
||||||
|
mat4 u_NMatrix; // A constant representing the Normal Matrix
|
||||||
|
};
|
||||||
|
|
||||||
|
in vec4 a_Position; // Per-vertex position information we will pass in.
|
||||||
|
in vec3 a_Normal; // Per-vertex normal information we will pass in.
|
||||||
|
in vec4 a_Color; // Per-vertex color information we will pass in.
|
||||||
|
in vec2 a_Texcoord0;
|
||||||
|
|
||||||
|
out vec3 v_Position; // This will be passed into the fragment shader.
|
||||||
|
out vec4 v_Color; // This will be passed into the fragment shader.
|
||||||
|
out vec3 v_Normal; // This will be passed into the fragment shader.
|
||||||
|
out vec3 v_Normal1;
|
||||||
|
out vec2 uv; // This will be passed into the fragment shader.
|
||||||
|
|
||||||
|
// The entry point for our vertex shader.
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// Transform the vertex into eye space.
|
||||||
|
v_Position = vec3(u_MVMatrix * a_Position);
|
||||||
|
// Pass through the color.
|
||||||
|
v_Color = a_Color;
|
||||||
|
// calc eye space normal
|
||||||
|
v_Normal = vec3(u_NMatrix * vec4(a_Normal, 1.0));
|
||||||
|
// texture coord
|
||||||
|
uv = a_Texcoord0;
|
||||||
|
|
||||||
|
v_Normal1 = normalize(vec3(u_MVMatrix * vec4(a_Normal, 1.0)));
|
||||||
|
|
||||||
|
// gl_Position is a special variable used to store the final position.
|
||||||
|
// Multiply the vertex by the matrix to get the final point in normalized screen coordinates.
|
||||||
|
gl_Position = u_MVPMatrix * a_Position;
|
||||||
|
}
|
||||||
|
|
||||||
|
#pragma sokol @end
|
||||||
|
|
||||||
|
#pragma sokol @fs fs
|
||||||
|
//precision mediump float; // Set the default precision to medium. We don't need as high of a precision in the fragment shader
|
||||||
|
uniform sampler2D tex;
|
||||||
|
uniform fs_params {
|
||||||
|
vec4 u_LightPos; // The position of the light in eye space.
|
||||||
|
vec4 ambientColor;
|
||||||
|
vec4 diffuseColor;
|
||||||
|
vec4 specularColor;
|
||||||
|
|
||||||
|
};
|
||||||
|
in vec3 v_Position; // Interpolated position for this fragment.
|
||||||
|
in vec4 v_Color; // This is the color from the vertex shader interpolated across the triangle per fragment.
|
||||||
|
in vec3 v_Normal; // Interpolated normal for this fragment.
|
||||||
|
in vec3 v_Normal1;
|
||||||
|
in vec2 uv;
|
||||||
|
out vec4 frag_color;
|
||||||
|
|
||||||
|
vec3 lightDirection = -u_LightPos.xyz;// vec3(0.0, -0.5, 0.5);
|
||||||
|
//const vec4 ambientColor = vec4(0.094, 0.0, 0.0, 1.0);
|
||||||
|
//const vec4 diffuseColor = vec4(0.5, 0.0, 0.0, 1.0);
|
||||||
|
//const vec4 specularColor = vec4(1.0, 1.0, 1.0, 1.0);
|
||||||
|
//const float shininess = 10.0;
|
||||||
|
const vec4 lightColor = vec4(1.0, 1.0, 1.0, 1.0);
|
||||||
|
|
||||||
|
vec3 phongBRDF(vec3 lightDir, vec3 viewDir, vec3 normal, vec3 phongDiffuseCol, vec3 phongSpecularCol, float phongShininess) {
|
||||||
|
vec3 color = phongDiffuseCol;
|
||||||
|
vec3 reflectDir = reflect(-lightDir, normal);
|
||||||
|
float specDot = max(dot(reflectDir, viewDir), 0.0);
|
||||||
|
color += pow(specDot, phongShininess) * phongSpecularCol;
|
||||||
|
return color;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 getPhong(in vec4 diffuseColor) {
|
||||||
|
vec3 lightDir = normalize(-lightDirection);
|
||||||
|
vec3 viewDir = normalize(-v_Position);
|
||||||
|
vec3 n = normalize(v_Normal);
|
||||||
|
|
||||||
|
vec3 luminance = ambientColor.rgb * 0.5;
|
||||||
|
|
||||||
|
float illuminance = dot(lightDir, n);
|
||||||
|
if(illuminance > 0.0) {
|
||||||
|
// we save specular shiness in specularColor.a
|
||||||
|
vec3 brdf = phongBRDF(lightDir, viewDir, n, diffuseColor.rgb, specularColor.rgb, specularColor.a * 1000);
|
||||||
|
luminance += brdf * illuminance * lightColor.rgb;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 outColor = vec4(luminance,1.0);
|
||||||
|
return outColor;
|
||||||
|
}
|
||||||
|
|
||||||
|
// The entry point for our fragment shader.
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec4 txt = texture(tex, uv);
|
||||||
|
|
||||||
|
// Directional light
|
||||||
|
float directional = dot(normalize(v_Normal1), normalize(vec3(0,0.5,1))) ;
|
||||||
|
directional = directional * 0.15;
|
||||||
|
|
||||||
|
// Multiply the color by the diffuse illumination level to get final output color.
|
||||||
|
frag_color = vec4(clamp(directional + txt.rgb * getPhong(diffuseColor).rgb,0,1), txt.a * diffuseColor.a);
|
||||||
|
|
||||||
|
}
|
||||||
|
#pragma sokol @end
|
||||||
|
|
||||||
|
#pragma sokol @program gouraud vs fs
|
|
@ -0,0 +1,587 @@
|
||||||
|
/**********************************************************************
|
||||||
|
*
|
||||||
|
* .obj loader
|
||||||
|
*
|
||||||
|
* Copyright (c) 2021 Dario Deledda. All rights reserved.
|
||||||
|
* Use of this source code is governed by an MIT license
|
||||||
|
* that can be found in the LICENSE file.
|
||||||
|
*
|
||||||
|
* TODO:
|
||||||
|
**********************************************************************/
|
||||||
|
module obj
|
||||||
|
import gg.m4
|
||||||
|
import strconv
|
||||||
|
|
||||||
|
enum F_state{
|
||||||
|
start
|
||||||
|
first
|
||||||
|
ints
|
||||||
|
decimals
|
||||||
|
exp_start
|
||||||
|
exp_sign
|
||||||
|
exp_int
|
||||||
|
}
|
||||||
|
|
||||||
|
// read a int from a string
|
||||||
|
fn get_int(s string, start_index int) (int, int) {
|
||||||
|
mut i := start_index
|
||||||
|
mut res := 0
|
||||||
|
mut sgn := 1
|
||||||
|
|
||||||
|
mut state := F_state.start
|
||||||
|
for true {
|
||||||
|
if i >= s.len {
|
||||||
|
break
|
||||||
|
}
|
||||||
|
c := s[i]
|
||||||
|
if state == .start {
|
||||||
|
match c {
|
||||||
|
`+` {
|
||||||
|
i++
|
||||||
|
state = .ints
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
`-` {
|
||||||
|
sgn = -1
|
||||||
|
i++
|
||||||
|
state = .ints
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
`0`...`9` {
|
||||||
|
state = .ints
|
||||||
|
}
|
||||||
|
` `,`\t` {
|
||||||
|
i++
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
else{ // no number found
|
||||||
|
break
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if state == .ints {
|
||||||
|
match c {
|
||||||
|
`0`...`9` {
|
||||||
|
//println("$res => ${(int(c) - 48)}")
|
||||||
|
res = res * 10 + (int(c) - 48)
|
||||||
|
i++
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
break
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
//println("---")
|
||||||
|
return res * sgn, i
|
||||||
|
}
|
||||||
|
|
||||||
|
// reas a float number from a string
|
||||||
|
fn get_float(s string, start_index int) (f64, int) {
|
||||||
|
mut i1 := start_index //+ 1
|
||||||
|
for i1 < s.len && s[i1] in [` `,`\t`] {
|
||||||
|
i1++
|
||||||
|
}
|
||||||
|
mut i := i1
|
||||||
|
for i < s.len {
|
||||||
|
if s[i] in [` `,`\t`] {
|
||||||
|
break
|
||||||
|
}
|
||||||
|
i++
|
||||||
|
}
|
||||||
|
//println(" get_float: ($start_index,$i) [${s[start_index..i]}]")
|
||||||
|
//f_res := strconv.atof_quick(s[start_index..i])
|
||||||
|
f_res := strconv.atof_quick(s[i1..i])
|
||||||
|
return f_res, i
|
||||||
|
}
|
||||||
|
|
||||||
|
// read 3 f32 in sequence from a string
|
||||||
|
fn parse_3f(row string, start_index int) m4.Vec4 {
|
||||||
|
//println(row)
|
||||||
|
mut i := start_index //+ 1
|
||||||
|
mut f1 := f64(0)
|
||||||
|
mut f2 := f64(0)
|
||||||
|
f0,mut p := get_float(row,i)
|
||||||
|
//print("Here f0: $f0 $p ")
|
||||||
|
f1, p = get_float(row,p+1)
|
||||||
|
//print("Here f1: $f1 $p ")
|
||||||
|
f2, p = get_float(row,p+1)
|
||||||
|
//print("Here f2: $f2 $p ")
|
||||||
|
return m4.Vec4{e:[f32(f0), f32(f1), f32(f2), 1]!}
|
||||||
|
}
|
||||||
|
|
||||||
|
// reas a sequence of f32 from a string
|
||||||
|
fn (mut m ObjPart) parse_floats(row string, start_index int) m4.Vec4 {
|
||||||
|
mut i := start_index //+ 1
|
||||||
|
mut res_f := f64(0)
|
||||||
|
mut res := m4.Vec4{e:[f32(0), 0, 0, 1]!}
|
||||||
|
mut c := 0
|
||||||
|
for true {
|
||||||
|
res_f, i = get_float(row, i)
|
||||||
|
unsafe { res.e[c] = f32(res_f) }
|
||||||
|
c++
|
||||||
|
i++
|
||||||
|
if i >= row.len {
|
||||||
|
break
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return res
|
||||||
|
}
|
||||||
|
|
||||||
|
// read and manage all the faes from an .obj file data
|
||||||
|
fn (mut p Part) parse_faces(row string, start_index int, obj ObjPart) {
|
||||||
|
mut i := start_index + 1
|
||||||
|
mut res := [][3]int{}
|
||||||
|
mut v := 0
|
||||||
|
mut t := 0
|
||||||
|
mut n := 0
|
||||||
|
//println("row: ${row[i..]}")
|
||||||
|
for true {
|
||||||
|
t = 0
|
||||||
|
n = 0
|
||||||
|
if i >= row.len {
|
||||||
|
break
|
||||||
|
}
|
||||||
|
mut c := row[i]
|
||||||
|
if (c > `9` || c < `0`) && c != `-`{
|
||||||
|
i++
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
v, i = get_int(row, i)
|
||||||
|
if i < row.len && row[i] == `/` {
|
||||||
|
if row[i+1] != `/` {
|
||||||
|
t,i = get_int(row, i+1)
|
||||||
|
if i < row.len && row[i] == `/` {
|
||||||
|
n,i = get_int(row, i+1)
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
i++
|
||||||
|
n,i = get_int(row, i+1)
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
// manage negative indexes
|
||||||
|
// NOTE: not well suporeted now
|
||||||
|
if v < 0 {
|
||||||
|
//println("${obj.v.len} ${obj.v.len-c}")
|
||||||
|
v = obj.v.len - v + 1
|
||||||
|
//exit(0)
|
||||||
|
}
|
||||||
|
if n < 0 {
|
||||||
|
n = obj.vn.len - n + 1
|
||||||
|
}
|
||||||
|
if t < 0 {
|
||||||
|
t = obj.vt.len - t + 1
|
||||||
|
}
|
||||||
|
res << [v-1,n-1,t-1]!
|
||||||
|
}
|
||||||
|
//println("ok res: ${res}")
|
||||||
|
//println(p.faces.len)
|
||||||
|
p.faces << res
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// parse the obj file, if single_material is true it use only one default material
|
||||||
|
pub fn (mut obj_part ObjPart) parse_obj_buffer(rows []string, single_material bool){
|
||||||
|
mut mat_count := 0
|
||||||
|
mut row_count := 0
|
||||||
|
default_part := Part{name:"default part"}
|
||||||
|
obj_part.part << default_part
|
||||||
|
//println("OBJ file has ${rows.len} rows")
|
||||||
|
for c, row in rows {
|
||||||
|
//println("$c $row")
|
||||||
|
mut i := 0
|
||||||
|
row_count++
|
||||||
|
for true {
|
||||||
|
if i >= row.len {
|
||||||
|
break
|
||||||
|
}
|
||||||
|
match row[i] {
|
||||||
|
`s` {
|
||||||
|
break
|
||||||
|
}
|
||||||
|
`m` {
|
||||||
|
if row[i..i+6] == "mtllib" {
|
||||||
|
obj_part.material_file = row[i+7..].trim_space()
|
||||||
|
obj_part.load_materials()
|
||||||
|
}
|
||||||
|
break
|
||||||
|
}
|
||||||
|
`o`, `g` {
|
||||||
|
mut part := Part{}
|
||||||
|
part.name = row[i+1..].trim_space()
|
||||||
|
obj_part.part << part
|
||||||
|
mat_count = 0
|
||||||
|
break
|
||||||
|
}
|
||||||
|
`u` {
|
||||||
|
if single_material == false && row[i..i+6] == "usemtl" {
|
||||||
|
material := row[i+7..].trim_space()
|
||||||
|
//println("material: $material")
|
||||||
|
// manage multiple materials in an part
|
||||||
|
if obj_part.part[obj_part.part.len - 1].material.len > 0 {
|
||||||
|
mat_count++
|
||||||
|
mut part := Part{}
|
||||||
|
if mat_count > 1 {
|
||||||
|
li := obj_part.part[obj_part.part.len - 1].name.last_index("_m") or {obj_part.part[obj_part.part.len - 1].name.len - 1}
|
||||||
|
part.name = obj_part.part[obj_part.part.len - 1].name[..li] + "_m${mat_count:02}"
|
||||||
|
} else {
|
||||||
|
part.name = obj_part.part[obj_part.part.len - 1].name + "_m01"
|
||||||
|
}
|
||||||
|
obj_part.part << part
|
||||||
|
}
|
||||||
|
obj_part.part[obj_part.part.len - 1].material = material
|
||||||
|
}
|
||||||
|
break
|
||||||
|
}
|
||||||
|
`v` {
|
||||||
|
i++
|
||||||
|
match row[i]{
|
||||||
|
// normals
|
||||||
|
`n` {
|
||||||
|
obj_part.vn << parse_3f(row, i+2)
|
||||||
|
//println("Vertex line: $c")
|
||||||
|
break
|
||||||
|
}
|
||||||
|
// parameteres uvw
|
||||||
|
`p` {
|
||||||
|
obj_part.vp << parse_3f(row, i+2)
|
||||||
|
//println("Vertex line: ${obj_part.vp.len}")
|
||||||
|
break
|
||||||
|
}
|
||||||
|
// texture uvw
|
||||||
|
`t` {
|
||||||
|
obj_part.vt << obj_part.parse_floats(row, i+2)
|
||||||
|
//println("Vertex line: $c")
|
||||||
|
break
|
||||||
|
}
|
||||||
|
|
||||||
|
else {
|
||||||
|
obj_part.v << parse_3f(row, i+1)
|
||||||
|
//println("$row => ${obj_part.v[obj_part.v.len-1]}")
|
||||||
|
break
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
`f` {
|
||||||
|
//println("$c $row")
|
||||||
|
obj_part.part[obj_part.part.len - 1].parse_faces(row, i, obj_part)
|
||||||
|
//println(obj_part.part[obj_part.part.len - 1].faces.len)
|
||||||
|
//println("Faces line: $c")
|
||||||
|
break
|
||||||
|
}
|
||||||
|
// end of the line, comments
|
||||||
|
`\n`,`#` {
|
||||||
|
break
|
||||||
|
}
|
||||||
|
else{}
|
||||||
|
}
|
||||||
|
i++
|
||||||
|
}
|
||||||
|
//if c == 2 { break }
|
||||||
|
if c % 100000 == 0 && c > 0{
|
||||||
|
println("$c rows parsed")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
println("$row_count .obj Rows parsed")
|
||||||
|
// remove default part if empty
|
||||||
|
if obj_part.part.len > 1 && obj_part.part[0].faces.len == 0 {
|
||||||
|
obj_part.part = obj_part.part[1..]
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// load the materials if found the .mtl file
|
||||||
|
fn (mut obj_part ObjPart) load_materials() {
|
||||||
|
rows := obj.read_lines_from_file(obj_part.material_file)
|
||||||
|
println("Material file [${obj_part.material_file}] ${rows.len} Rows.")
|
||||||
|
for row in rows {
|
||||||
|
//println("$row")
|
||||||
|
mut i := 0
|
||||||
|
for true {
|
||||||
|
if i >= row.len {
|
||||||
|
break
|
||||||
|
}
|
||||||
|
match row[i] {
|
||||||
|
`n` {
|
||||||
|
if row[i..i+6] == "newmtl" {
|
||||||
|
name := row[i+6..].trim_space()
|
||||||
|
mut mat := Material{name: name}
|
||||||
|
obj_part.mat << mat
|
||||||
|
break
|
||||||
|
}
|
||||||
|
}
|
||||||
|
`K` {
|
||||||
|
if row[i+1] !in [`a`, `d`, `e`, `s`] {
|
||||||
|
break
|
||||||
|
}
|
||||||
|
k_name := row[i..i+2]
|
||||||
|
i += 3
|
||||||
|
value := parse_3f(row, i)
|
||||||
|
obj_part.mat[obj_part.mat.len - 1].ks[k_name] = value
|
||||||
|
break
|
||||||
|
}
|
||||||
|
`N` {
|
||||||
|
n_name := row[i..i+2]
|
||||||
|
i += 3
|
||||||
|
value, _ := get_float(row, i)
|
||||||
|
obj_part.mat[obj_part.mat.len - 1].ns[n_name] = f32(value)
|
||||||
|
break
|
||||||
|
}
|
||||||
|
`m` {
|
||||||
|
if row[i..i+4] == "map_" {
|
||||||
|
name := row[i..i+6]
|
||||||
|
if (i + 7) < row.len {
|
||||||
|
file_name := row[i+7..].trim_space()
|
||||||
|
obj_part.mat[obj_part.mat.len - 1].maps[name] = file_name
|
||||||
|
}
|
||||||
|
break
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// trasparency
|
||||||
|
`d` {
|
||||||
|
if row[i+1] == ` ` {
|
||||||
|
value, _ := get_float(row, i+2)
|
||||||
|
obj_part.mat[obj_part.mat.len - 1].ns['Tr'] = f32(value)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
`T` {
|
||||||
|
if row[i+1] == `r` {
|
||||||
|
value, _ := get_float(row, i+3)
|
||||||
|
obj_part.mat[obj_part.mat.len - 1].ns['Tr'] = f32(1.0 - value)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// end of the line, comments
|
||||||
|
`\n`,`#` {
|
||||||
|
break
|
||||||
|
}
|
||||||
|
` `,`\t` {
|
||||||
|
i++
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
else{
|
||||||
|
break
|
||||||
|
}
|
||||||
|
}
|
||||||
|
i++
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// create map material name => material index
|
||||||
|
for i, m in obj_part.mat {
|
||||||
|
if m.name !in obj_part.mat_map {
|
||||||
|
obj_part.mat_map[m.name] = i
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
println("Material Loading Done!")
|
||||||
|
}
|
||||||
|
|
||||||
|
//==============================================================================
|
||||||
|
// Sokol data
|
||||||
|
//==============================================================================
|
||||||
|
|
||||||
|
// vertex data struct
|
||||||
|
pub struct Vertex_pnct {
|
||||||
|
pub mut:
|
||||||
|
x f32 // poistion
|
||||||
|
y f32
|
||||||
|
z f32
|
||||||
|
nx f32 // normal
|
||||||
|
ny f32
|
||||||
|
nz f32
|
||||||
|
color u32 = 0xFFFFFFFF // color
|
||||||
|
u f32 // uv
|
||||||
|
v f32
|
||||||
|
// u u16 // for compatibility with D3D11
|
||||||
|
// v u16 // for compatibility with D3D11
|
||||||
|
}
|
||||||
|
|
||||||
|
// struct used to pass the data to the sokol calls
|
||||||
|
pub struct Skl_buffer {
|
||||||
|
pub mut:
|
||||||
|
vbuf []Vertex_pnct
|
||||||
|
ibuf []u32
|
||||||
|
n_vertex u32
|
||||||
|
}
|
||||||
|
|
||||||
|
// transforms data from .obj format to buffer ready to be used in the render
|
||||||
|
pub fn (mut obj_part ObjPart) get_buffer(in_part_list []int) Skl_buffer {
|
||||||
|
//in_part := 0
|
||||||
|
mut v_count_index := 0
|
||||||
|
mut out_buf := Skl_buffer{}
|
||||||
|
|
||||||
|
mut cache := map[string]int
|
||||||
|
mut cache_hit := 0
|
||||||
|
|
||||||
|
//has_normals := obj_part.vn.len > 0
|
||||||
|
//has_uvs := obj_part.vt.len > 0
|
||||||
|
|
||||||
|
for in_part in in_part_list {
|
||||||
|
part := obj_part.part[in_part]
|
||||||
|
for fc, face in part.faces {
|
||||||
|
//println("$fc $face")
|
||||||
|
// default 3 faces
|
||||||
|
mut v_seq := [0, 1, 2]
|
||||||
|
if face.len == 4 {
|
||||||
|
v_seq = [0, 1, 2, 0, 2, 3]
|
||||||
|
}
|
||||||
|
|
||||||
|
// if big faces => use the fan of triangles as solution
|
||||||
|
// Note: this trick doesn't work with concave faces
|
||||||
|
if face.len > 4 {
|
||||||
|
v_seq = []
|
||||||
|
mut i := 1
|
||||||
|
for i < (face.len - 1) {
|
||||||
|
v_seq << 0
|
||||||
|
v_seq << i
|
||||||
|
v_seq << (i + 1)
|
||||||
|
i++
|
||||||
|
}
|
||||||
|
//println("BIG FACES! ${fc} ${face.len} v_seq:${v_seq.len}")
|
||||||
|
}
|
||||||
|
|
||||||
|
// no vertex index, generate normals
|
||||||
|
if face[0][1] == -1 && face.len >= 3 {
|
||||||
|
mut v_count := 0
|
||||||
|
v0 := face[v_count + 0][0]
|
||||||
|
v1 := face[v_count + 1][0]
|
||||||
|
v2 := face[v_count + 2][0]
|
||||||
|
|
||||||
|
vec0 := obj_part.v[v2] - obj_part.v[v1]
|
||||||
|
vec1 := obj_part.v[v0] - obj_part.v[v1]
|
||||||
|
tmp_normal := vec0 % vec1
|
||||||
|
|
||||||
|
for v_count < face.len {
|
||||||
|
obj_part.vn << tmp_normal
|
||||||
|
obj_part.part[in_part].faces[fc][v_count][1] = obj_part.vn.len - 1
|
||||||
|
v_count ++
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
for vertex_index in v_seq {
|
||||||
|
// position
|
||||||
|
if vertex_index >= face.len {
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
v_index := face[vertex_index][0] // vertex index
|
||||||
|
n_index := face[vertex_index][1] // normal index
|
||||||
|
t_index := face[vertex_index][2] // uv texture index
|
||||||
|
key := "${v_index}_${n_index}_${t_index}"
|
||||||
|
if key !in cache {
|
||||||
|
cache[key] = v_count_index
|
||||||
|
mut pnct := Vertex_pnct {
|
||||||
|
x: obj_part.v[v_index].e[0]
|
||||||
|
y: obj_part.v[v_index].e[1]
|
||||||
|
z: obj_part.v[v_index].e[2]
|
||||||
|
}
|
||||||
|
// normal
|
||||||
|
if n_index >= 0 {
|
||||||
|
pnct.nx = obj_part.vn[n_index].e[0]
|
||||||
|
pnct.ny = obj_part.vn[n_index].e[1]
|
||||||
|
pnct.nz = obj_part.vn[n_index].e[2]
|
||||||
|
}
|
||||||
|
// texture uv
|
||||||
|
if t_index >= 0 {
|
||||||
|
pnct.u = obj_part.vt[t_index].e[0]
|
||||||
|
pnct.v = obj_part.vt[t_index].e[1]
|
||||||
|
}
|
||||||
|
|
||||||
|
out_buf.vbuf << pnct
|
||||||
|
out_buf.ibuf << u32(v_count_index)
|
||||||
|
v_count_index++
|
||||||
|
} else {
|
||||||
|
//println("Cache used! $key")
|
||||||
|
out_buf.ibuf << u32(cache[key])
|
||||||
|
cache_hit++
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
println("------------")
|
||||||
|
for c1, x1 in out_buf.vbuf[..10] {
|
||||||
|
println("$c1 $x1")
|
||||||
|
}
|
||||||
|
println(out_buf.ibuf[..10])
|
||||||
|
*/
|
||||||
|
//println("vbuf size: ${out_buf.vbuf.len} ibuf size: ${out_buf.ibuf.len} Cache hit: $cache_hit")
|
||||||
|
out_buf.n_vertex = u32(out_buf.ibuf.len)
|
||||||
|
return out_buf
|
||||||
|
}
|
||||||
|
|
||||||
|
//==============================================================================
|
||||||
|
// Utility
|
||||||
|
//==============================================================================
|
||||||
|
// print on the console the summary of the .obj model loaded
|
||||||
|
pub fn (obj_part ObjPart) summary() {
|
||||||
|
println("---- Stats ----")
|
||||||
|
println("vertices: ${obj_part.v.len}")
|
||||||
|
println("normals : ${obj_part.vn.len}")
|
||||||
|
println("uv : ${obj_part.vt.len}")
|
||||||
|
println("parts : ${obj_part.part.len}")
|
||||||
|
// Parts
|
||||||
|
println("---- Parts ----")
|
||||||
|
for c, x in obj_part.part {
|
||||||
|
println("${c:3} [${x.name:-16}] mat:[${x.material:-10}] ${x.faces.len:7} faces")
|
||||||
|
}
|
||||||
|
// Materials
|
||||||
|
println("---- Materials ----")
|
||||||
|
println("Material dict: ${obj_part.mat_map.keys()}")
|
||||||
|
for c, mat in obj_part.mat {
|
||||||
|
println("${c:3} [${mat.name:-16}]")
|
||||||
|
for k,v in mat.ks {
|
||||||
|
print("$k = $v")
|
||||||
|
}
|
||||||
|
for k,v in mat.ns {
|
||||||
|
println("$k = $v")
|
||||||
|
}
|
||||||
|
for k,v in mat.maps {
|
||||||
|
println("$k = $v")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// debug test function, do not remove.
|
||||||
|
pub fn tst(){
|
||||||
|
/*
|
||||||
|
//fname := "capsule.obj"
|
||||||
|
//fname := "Forklift.obj"
|
||||||
|
fname := "cube.obj"
|
||||||
|
//fname := "Orange Robot 3D ObjPart.obj"
|
||||||
|
|
||||||
|
mut obj := ObjPart{}
|
||||||
|
buf := os.read_lines(fname) or { panic(err.msg) }
|
||||||
|
obj.parse_obj_buffer(buf)
|
||||||
|
obj.summary()
|
||||||
|
*/
|
||||||
|
/*
|
||||||
|
a :="f 7048 7070 7071 7072 7073 7074 7075 7076 7077 7078 7079 7080 7003"
|
||||||
|
mut f1 := 0
|
||||||
|
mut f2 := 0
|
||||||
|
f0,mut p := get_int(a,1)
|
||||||
|
f1, p = get_int(a,p)
|
||||||
|
f2, p = get_int(a,p)
|
||||||
|
println("res: ${f0} ${f1} ${f2}")
|
||||||
|
*/
|
||||||
|
/*
|
||||||
|
a :="v -0 0.107769 -0.755914"
|
||||||
|
println("${parse_3f(a,1)}")
|
||||||
|
*/
|
||||||
|
/*
|
||||||
|
ort := m4.ortho(0,300,0,200,0,0)
|
||||||
|
println(ort)
|
||||||
|
a := m4.vec3(0,0,0)
|
||||||
|
println("a: $a")
|
||||||
|
res := m4.mul_vec(ort, a)
|
||||||
|
println("res:\n${res}")
|
||||||
|
*/
|
||||||
|
s := "K 1 1 1"
|
||||||
|
r := strconv.atof_quick(s[1..s.len-1])
|
||||||
|
println(r)
|
||||||
|
}
|
|
@ -0,0 +1,249 @@
|
||||||
|
/**********************************************************************
|
||||||
|
*
|
||||||
|
* .obj loader
|
||||||
|
*
|
||||||
|
* Copyright (c) 2021 Dario Deledda. All rights reserved.
|
||||||
|
* Use of this source code is governed by an MIT license
|
||||||
|
* that can be found in the LICENSE file.
|
||||||
|
*
|
||||||
|
* TODO:
|
||||||
|
**********************************************************************/
|
||||||
|
module obj
|
||||||
|
import sokol.gfx
|
||||||
|
import gg.m4
|
||||||
|
import math
|
||||||
|
import stbi
|
||||||
|
|
||||||
|
/******************************************************************************
|
||||||
|
* Texture functions
|
||||||
|
******************************************************************************/
|
||||||
|
pub fn create_texture(w int, h int, buf byteptr) C.sg_image {
|
||||||
|
sz := w * h * 4
|
||||||
|
mut img_desc := C.sg_image_desc{
|
||||||
|
width: w
|
||||||
|
height: h
|
||||||
|
num_mipmaps: 0
|
||||||
|
min_filter: .linear
|
||||||
|
mag_filter: .linear
|
||||||
|
// usage: .dynamic
|
||||||
|
wrap_u: .clamp_to_edge
|
||||||
|
wrap_v: .clamp_to_edge
|
||||||
|
label: &byte(0)
|
||||||
|
d3d11_texture: 0
|
||||||
|
}
|
||||||
|
// comment if .dynamic is enabled
|
||||||
|
img_desc.content.subimage[0][0] = C.sg_subimage_content{
|
||||||
|
ptr: buf
|
||||||
|
size: sz
|
||||||
|
}
|
||||||
|
|
||||||
|
sg_img := C.sg_make_image(&img_desc)
|
||||||
|
return sg_img
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn destroy_texture(sg_img C.sg_image) {
|
||||||
|
C.sg_destroy_image(sg_img)
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn load_texture(file_name string) C.sg_image {
|
||||||
|
buffer := obj.read_bytes_from_file(file_name)
|
||||||
|
stbi.set_flip_vertically_on_load(true)
|
||||||
|
img := stbi.load_from_memory(buffer.data, buffer.len) or {
|
||||||
|
eprintln("Texure file: [$file_name] ERROR!")
|
||||||
|
exit(0)
|
||||||
|
}
|
||||||
|
res := create_texture(int(img.width), int(img.height), img.data)
|
||||||
|
img.free()
|
||||||
|
return res
|
||||||
|
}
|
||||||
|
|
||||||
|
/******************************************************************************
|
||||||
|
* Pipeline
|
||||||
|
******************************************************************************/
|
||||||
|
pub fn (mut obj_part ObjPart) create_pipeline(in_part []int, shader C.sg_shader, texture C.sg_image) Render_data {
|
||||||
|
mut res := Render_data{}
|
||||||
|
obj_buf := obj_part.get_buffer(in_part)
|
||||||
|
res.n_vert = obj_buf.n_vertex
|
||||||
|
res.material = obj_part.part[in_part[0]].material
|
||||||
|
|
||||||
|
// vertex buffer
|
||||||
|
mut vert_buffer_desc := C.sg_buffer_desc{}
|
||||||
|
unsafe { C.memset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc)) }
|
||||||
|
vert_buffer_desc.size = obj_buf.vbuf.len * int(sizeof(Vertex_pnct))
|
||||||
|
vert_buffer_desc.content = byteptr(obj_buf.vbuf.data)
|
||||||
|
vert_buffer_desc.@type = .vertexbuffer
|
||||||
|
vert_buffer_desc.label = 'vertbuf_part_${in_part:03}'.str
|
||||||
|
vbuf := gfx.make_buffer(&vert_buffer_desc)
|
||||||
|
|
||||||
|
// index buffer
|
||||||
|
mut index_buffer_desc := C.sg_buffer_desc{}
|
||||||
|
unsafe {C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc))}
|
||||||
|
index_buffer_desc.size = obj_buf.ibuf.len * int(sizeof(u32))
|
||||||
|
index_buffer_desc.content = byteptr(obj_buf.ibuf.data)
|
||||||
|
index_buffer_desc.@type = .indexbuffer
|
||||||
|
index_buffer_desc.label = "indbuf_part_${in_part:03}".str
|
||||||
|
ibuf := gfx.make_buffer(&index_buffer_desc)
|
||||||
|
|
||||||
|
mut pipdesc := C.sg_pipeline_desc{}
|
||||||
|
unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) }
|
||||||
|
pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_pnct))
|
||||||
|
|
||||||
|
// the constants [C.ATTR_vs_a_Position, C.ATTR_vs_a_Color, C.ATTR_vs_a_Texcoord0] are generated by sokol-shdc
|
||||||
|
pipdesc.layout.attrs[C.ATTR_vs_a_Position].format = .float3 // x,y,z as f32
|
||||||
|
pipdesc.layout.attrs[C.ATTR_vs_a_Normal ].format = .float3 // x,y,z as f32
|
||||||
|
pipdesc.layout.attrs[C.ATTR_vs_a_Color ].format = .ubyte4n // color as u32
|
||||||
|
pipdesc.layout.attrs[C.ATTR_vs_a_Texcoord0 ].format = .float2 // u,v as f32
|
||||||
|
// pipdesc.layout.attrs[C.ATTR_vs_a_Texcoord0].format = .short2n // u,v as u16
|
||||||
|
pipdesc.index_type = .uint32
|
||||||
|
|
||||||
|
pipdesc.blend.enabled = true
|
||||||
|
pipdesc.blend.src_factor_rgb = gfx.BlendFactor(C.SG_BLENDFACTOR_SRC_ALPHA)
|
||||||
|
pipdesc.blend.dst_factor_rgb = gfx.BlendFactor(C.SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA)
|
||||||
|
|
||||||
|
pipdesc.depth_stencil = C.sg_depth_stencil_state{
|
||||||
|
depth_write_enabled: true
|
||||||
|
depth_compare_func: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
|
||||||
|
}
|
||||||
|
pipdesc.rasterizer = C.sg_rasterizer_state{
|
||||||
|
cull_mode: .front //.back
|
||||||
|
}
|
||||||
|
pipdesc.label = 'pip_part_${in_part:03}'.str
|
||||||
|
|
||||||
|
// shader
|
||||||
|
pipdesc.shader = shader
|
||||||
|
|
||||||
|
res.bind.vertex_buffers[0] = vbuf
|
||||||
|
res.bind.index_buffer = ibuf
|
||||||
|
res.bind.fs_images[C.SLOT_tex] = texture
|
||||||
|
res.pipeline = gfx.make_pipeline(&pipdesc)
|
||||||
|
//println('Buffers part [$in_part] init done!')
|
||||||
|
|
||||||
|
return res
|
||||||
|
}
|
||||||
|
|
||||||
|
/******************************************************************************
|
||||||
|
* Render functions
|
||||||
|
******************************************************************************/
|
||||||
|
// agregate all the part by materials
|
||||||
|
pub fn (mut obj_part ObjPart) init_render_data(texture C.sg_image) {
|
||||||
|
// create shader
|
||||||
|
// One shader for all the model
|
||||||
|
shader := gfx.make_shader(C.gouraud_shader_desc())
|
||||||
|
//shader := gfx.make_shader(C.gouraud_shader_desc(gfx.query_backend()))
|
||||||
|
|
||||||
|
mut part_dict := map[string][]int{}
|
||||||
|
for i, p in obj_part.part {
|
||||||
|
if p.faces.len > 0 {
|
||||||
|
part_dict[p.material] << i
|
||||||
|
}
|
||||||
|
}
|
||||||
|
obj_part.rend_data.clear()
|
||||||
|
//println("Material dict: ${obj_part.mat_map.keys()}")
|
||||||
|
|
||||||
|
for k, v in part_dict {
|
||||||
|
//println("$k => Parts $v")
|
||||||
|
|
||||||
|
mut txt := texture
|
||||||
|
|
||||||
|
if k in obj_part.mat_map {
|
||||||
|
mat_map := obj_part.mat[obj_part.mat_map[k]]
|
||||||
|
if 'map_Kd' in mat_map.maps {
|
||||||
|
file_name := mat_map.maps['map_Kd']
|
||||||
|
if file_name in obj_part.texture {
|
||||||
|
txt = obj_part.texture[file_name]
|
||||||
|
//println("Texture [${file_name}] => from CACHE")
|
||||||
|
} else {
|
||||||
|
txt = obj.load_texture(file_name)
|
||||||
|
obj_part.texture[file_name] = txt
|
||||||
|
//println("Texture [${file_name}] => LOADED")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
//key := obj_part.texture.keys()[0]
|
||||||
|
//obj_part.rend_data << obj_part.create_pipeline(v, shader, obj_part.texture[key])
|
||||||
|
obj_part.rend_data << obj_part.create_pipeline(v, shader, txt)
|
||||||
|
}
|
||||||
|
//println("Texture array len: ${obj_part.texture.len}")
|
||||||
|
//println("Calc bounding box.")
|
||||||
|
obj_part.calc_bbox()
|
||||||
|
println("init_render_data DONE!")
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn (obj_part ObjPart) bind_and_draw(rend_data_index int, in_data Shader_data) u32 {
|
||||||
|
// apply the pipline and bindings
|
||||||
|
mut part_render_data := obj_part.rend_data[rend_data_index]
|
||||||
|
|
||||||
|
// pass light position
|
||||||
|
mut tmp_fs_params := obj.Tmp_fs_param{}
|
||||||
|
tmp_fs_params.ligth = in_data.fs_data.ligth
|
||||||
|
|
||||||
|
if part_render_data.material in obj_part.mat_map {
|
||||||
|
mat_index := obj_part.mat_map[part_render_data.material]
|
||||||
|
mat := obj_part.mat[mat_index]
|
||||||
|
|
||||||
|
// ambient
|
||||||
|
tmp_fs_params.ka = in_data.fs_data.ka
|
||||||
|
if 'Ka' in mat.ks {
|
||||||
|
tmp_fs_params.ka = mat.ks['Ka']
|
||||||
|
}
|
||||||
|
|
||||||
|
// specular
|
||||||
|
tmp_fs_params.ks = in_data.fs_data.ks
|
||||||
|
if 'Ks' in mat.ks {
|
||||||
|
tmp_fs_params.ks = mat.ks['Ks']
|
||||||
|
}
|
||||||
|
|
||||||
|
// specular exponent Ns
|
||||||
|
if 'Ns' in mat.ns {
|
||||||
|
tmp_fs_params.ks.e[3] = mat.ns['Ns'] / 1000.0
|
||||||
|
} else {
|
||||||
|
// defautl value is 10
|
||||||
|
tmp_fs_params.ks.e[3] = f32(10) / 1000.0
|
||||||
|
}
|
||||||
|
|
||||||
|
// diffuse
|
||||||
|
tmp_fs_params.kd = in_data.fs_data.kd
|
||||||
|
if 'Kd' in mat.ks {
|
||||||
|
tmp_fs_params.kd = mat.ks['Kd']
|
||||||
|
}
|
||||||
|
|
||||||
|
// alpha/transparency
|
||||||
|
if 'Tr' in mat.ns {
|
||||||
|
tmp_fs_params.kd.e[3] = mat.ns['Tr']
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
gfx.apply_pipeline(part_render_data.pipeline)
|
||||||
|
gfx.apply_bindings(part_render_data.bind)
|
||||||
|
gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params, in_data.vs_data, in_data.vs_len)
|
||||||
|
gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params, &tmp_fs_params, in_data.fs_len)
|
||||||
|
gfx.draw(0, int(part_render_data.n_vert), 1)
|
||||||
|
return part_render_data.n_vert
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn (obj_part ObjPart) bind_and_draw_all(in_data Shader_data) u32 {
|
||||||
|
mut n_vert := u32(0)
|
||||||
|
//println("Parts: ${obj_part.rend_data.len}")
|
||||||
|
for i, _ in obj_part.rend_data {
|
||||||
|
n_vert += obj_part.bind_and_draw(i,in_data)
|
||||||
|
}
|
||||||
|
return n_vert
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn (mut obj_part ObjPart) calc_bbox() {
|
||||||
|
obj_part.max = m4.Vec4{e:[f32(-math.max_f32), -math.max_f32, -math.max_f32, 0]!}
|
||||||
|
obj_part.min = m4.Vec4{e:[f32( math.max_f32), math.max_f32, math.max_f32, 0]!}
|
||||||
|
for v in obj_part.v {
|
||||||
|
if v.e[0] > obj_part.max.e[0] { obj_part.max.e[0] = v.e[0] }
|
||||||
|
if v.e[1] > obj_part.max.e[1] { obj_part.max.e[1] = v.e[1] }
|
||||||
|
if v.e[2] > obj_part.max.e[2] { obj_part.max.e[2] = v.e[2] }
|
||||||
|
|
||||||
|
if v.e[0] < obj_part.min.e[0] { obj_part.min.e[0] = v.e[0] }
|
||||||
|
if v.e[1] < obj_part.min.e[1] { obj_part.min.e[1] = v.e[1] }
|
||||||
|
if v.e[2] < obj_part.min.e[2] { obj_part.min.e[2] = v.e[2] }
|
||||||
|
}
|
||||||
|
val1 := obj_part.max.mod3()
|
||||||
|
val2 := obj_part.min.mod3()
|
||||||
|
if val1 > val2 { obj_part.radius = f32(val1) } else { obj_part.radius = f32(val2) }
|
||||||
|
//println("BBox: ${obj_part.min} <=> ${obj_part.max}\nRadius: ${obj_part.radius}")
|
||||||
|
}
|
|
@ -0,0 +1,98 @@
|
||||||
|
/**********************************************************************
|
||||||
|
*
|
||||||
|
* .obj loader
|
||||||
|
*
|
||||||
|
* Copyright (c) 2021 Dario Deledda. All rights reserved.
|
||||||
|
* Use of this source code is governed by an MIT license
|
||||||
|
* that can be found in the LICENSE file.
|
||||||
|
*
|
||||||
|
* TODO:
|
||||||
|
**********************************************************************/
|
||||||
|
module obj
|
||||||
|
import gg.m4
|
||||||
|
|
||||||
|
// part struct mantain the fae indexes list
|
||||||
|
pub struct Part {
|
||||||
|
pub mut:
|
||||||
|
faces [][][3]int // v n t index order, if -1 not available
|
||||||
|
name string
|
||||||
|
material string
|
||||||
|
}
|
||||||
|
|
||||||
|
// materias struct, all Ks and Ns are stored as maps of string
|
||||||
|
pub struct Material {
|
||||||
|
pub mut:
|
||||||
|
name string
|
||||||
|
ks map[string]m4.Vec4
|
||||||
|
ns map[string]f32
|
||||||
|
maps map[string]string
|
||||||
|
}
|
||||||
|
|
||||||
|
// render data used for the rendering
|
||||||
|
pub struct Render_data{
|
||||||
|
pub mut:
|
||||||
|
pipeline C.sg_pipeline
|
||||||
|
bind C.sg_bindings
|
||||||
|
n_vert u32
|
||||||
|
material string
|
||||||
|
}
|
||||||
|
|
||||||
|
// base object parts struct
|
||||||
|
pub struct ObjPart {
|
||||||
|
pub mut:
|
||||||
|
v []m4.Vec4 // position
|
||||||
|
vn []m4.Vec4 // normals
|
||||||
|
vp []m4.Vec4 // vertex params
|
||||||
|
vt []m4.Vec4 // textures
|
||||||
|
|
||||||
|
name string
|
||||||
|
part []Part // parts of the ObjPart
|
||||||
|
mat []Material // list of the materials of the ObjPart
|
||||||
|
mat_map map[string]int // maping material name to its material index
|
||||||
|
texture map[string]C.sg_image // GPU loaded texture map
|
||||||
|
material_file string // .mtl file name for the .obj
|
||||||
|
|
||||||
|
rend_data []Render_data // render data used for the rendering
|
||||||
|
|
||||||
|
t_m m4.Mat4 = m4.unit_m4() // transform matrix for this ObjPart
|
||||||
|
//child []ObjPart // childs
|
||||||
|
|
||||||
|
// stats
|
||||||
|
min m4.Vec4 // min 3d position in the ObjPart
|
||||||
|
max m4.Vec4 // max 3d position in the ObjPart
|
||||||
|
radius f32 // bounding circle radius of the ObjPart
|
||||||
|
}
|
||||||
|
|
||||||
|
// used in to pass the matrices to the shader
|
||||||
|
pub struct Mats {
|
||||||
|
pub mut:
|
||||||
|
mv m4.Mat4
|
||||||
|
mvp m4.Mat4
|
||||||
|
nm m4.Mat4
|
||||||
|
}
|
||||||
|
|
||||||
|
// data passed to the vertex shader
|
||||||
|
pub struct Tmp_vs_param {
|
||||||
|
pub mut:
|
||||||
|
mv m4.Mat4
|
||||||
|
mvp m4.Mat4
|
||||||
|
nm m4.Mat4
|
||||||
|
}
|
||||||
|
|
||||||
|
// data passed to the pixel shader
|
||||||
|
pub struct Tmp_fs_param {
|
||||||
|
pub mut:
|
||||||
|
ligth m4.Vec4
|
||||||
|
ka m4.Vec4 = m4.Vec4{e:[f32(0.1), 0.0, 0.0, 1.0]!}
|
||||||
|
kd m4.Vec4 = m4.Vec4{e:[f32(0.5), 0.5, 0.5, 1.0]!}
|
||||||
|
ks m4.Vec4 = m4.Vec4{e:[f32(1.0), 1.0, 1.0, 1.0]!}
|
||||||
|
}
|
||||||
|
|
||||||
|
// shader data for the rendering
|
||||||
|
pub struct Shader_data {
|
||||||
|
pub mut:
|
||||||
|
vs_data &Tmp_vs_param
|
||||||
|
vs_len int
|
||||||
|
fs_data &Tmp_fs_param
|
||||||
|
fs_len int
|
||||||
|
}
|
|
@ -0,0 +1,43 @@
|
||||||
|
module obj
|
||||||
|
import os
|
||||||
|
|
||||||
|
// read a file as single lines
|
||||||
|
pub fn read_lines_from_file(file_path string) []string {
|
||||||
|
mut path := ""
|
||||||
|
mut rows := []string{}
|
||||||
|
$if android {
|
||||||
|
path = "models/"+file_path
|
||||||
|
bts := os.read_apk_asset(path) or {
|
||||||
|
eprintln("File [$path] NOT FOUND!")
|
||||||
|
return rows
|
||||||
|
}
|
||||||
|
rows = bts.bytestr().split_into_lines()
|
||||||
|
} $else {
|
||||||
|
path = "assets/models/"+file_path
|
||||||
|
rows = os.read_lines(path) or {
|
||||||
|
eprintln("File [$path] NOT FOUND!")
|
||||||
|
return rows
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return rows
|
||||||
|
}
|
||||||
|
|
||||||
|
// read a file as []byte
|
||||||
|
pub fn read_bytes_from_file(file_path string) []byte {
|
||||||
|
mut path := ""
|
||||||
|
mut buffer := []byte{}
|
||||||
|
$if android {
|
||||||
|
path = "models/"+file_path
|
||||||
|
buffer = os.read_apk_asset(path) or {
|
||||||
|
eprintln("Texure file: [$path] NOT FOUND!")
|
||||||
|
exit(0)
|
||||||
|
}
|
||||||
|
} $else {
|
||||||
|
path = "assets/models/"+file_path
|
||||||
|
buffer = os.read_bytes(path) or {
|
||||||
|
eprintln("Texure file: [$path] NOT FOUND!")
|
||||||
|
exit(0)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return buffer
|
||||||
|
}
|
|
@ -0,0 +1,332 @@
|
||||||
|
/**********************************************************************
|
||||||
|
*
|
||||||
|
* .obj viewer
|
||||||
|
*
|
||||||
|
* Copyright (c) 2021 Dario Deledda. All rights reserved.
|
||||||
|
* Use of this source code is governed by an MIT license
|
||||||
|
* that can be found in the LICENSE file.
|
||||||
|
*
|
||||||
|
* Example .obj model of V from SurmanPP
|
||||||
|
*
|
||||||
|
* HOW TO COMPILE SHADERS:
|
||||||
|
* - download the sokol shader convertor tool from https://github.com/floooh/sokol-tools-bin/archive/pre-feb2021-api-changes.tar.gz
|
||||||
|
* ( also look at https://github.com/floooh/sokol-tools/blob/master/docs/sokol-shdc.md )
|
||||||
|
* - compile the .glsl shader with:
|
||||||
|
* linux : sokol-shdc --input gouraud.glsl --output gouraud.h --slang glsl330
|
||||||
|
* windows: sokol-shdc.exe --input gouraud.glsl --output gouraud.h --slang glsl330
|
||||||
|
*
|
||||||
|
* --slang parameter can be:
|
||||||
|
* - glsl330: desktop GL
|
||||||
|
* - glsl100: GLES2 / WebGL
|
||||||
|
* - glsl300es: GLES3 / WebGL2
|
||||||
|
* - hlsl4: D3D11
|
||||||
|
* - hlsl5: D3D11
|
||||||
|
* - metal_macos: Metal on macOS
|
||||||
|
* - metal_ios: Metal on iOS device
|
||||||
|
* - metal_sim: Metal on iOS simulator
|
||||||
|
* - wgpu: WebGPU
|
||||||
|
*
|
||||||
|
* you can have multiple platforms at the same time passing parameters like this: --slang glsl330:hlsl5:metal_macos
|
||||||
|
* for further infos have a look at the sokol shader tool docs.
|
||||||
|
*
|
||||||
|
* ALTERNATIVE .OBJ MODELS:
|
||||||
|
* you can load alternative models putting them in the "assets/model" folder with or without their .mtl file.
|
||||||
|
* use the program help for further instructions.
|
||||||
|
*
|
||||||
|
* TODO:
|
||||||
|
* - frame counter
|
||||||
|
**********************************************************************/
|
||||||
|
import gg
|
||||||
|
import gg.m4
|
||||||
|
import gx
|
||||||
|
import math
|
||||||
|
import sokol.sapp
|
||||||
|
import sokol.gfx
|
||||||
|
import sokol.sgl
|
||||||
|
import time
|
||||||
|
|
||||||
|
import os
|
||||||
|
import obj
|
||||||
|
|
||||||
|
// GLSL Include and functions
|
||||||
|
|
||||||
|
#flag -I @VROOT/.
|
||||||
|
#include "gouraud.h" #Please use sokol-shdc to generate the necessary rt_glsl.h file from rt_glsl.glsl (see the instructions at the top of this file)
|
||||||
|
//fn C.gouraud_shader_desc(gfx.Backend) &C.sg_shader_desc
|
||||||
|
fn C.gouraud_shader_desc() &C.sg_shader_desc
|
||||||
|
|
||||||
|
const (
|
||||||
|
win_width = 600
|
||||||
|
win_height = 600
|
||||||
|
bg_color = gx.white
|
||||||
|
)
|
||||||
|
|
||||||
|
struct App {
|
||||||
|
mut:
|
||||||
|
gg &gg.Context
|
||||||
|
texture C.sg_image
|
||||||
|
init_flag bool
|
||||||
|
frame_count int
|
||||||
|
|
||||||
|
mouse_x int = -1
|
||||||
|
mouse_y int = -1
|
||||||
|
scroll_y int //mouse wheel value
|
||||||
|
|
||||||
|
// time
|
||||||
|
ticks i64
|
||||||
|
|
||||||
|
// model
|
||||||
|
obj_part &obj.ObjPart
|
||||||
|
n_vertex u32
|
||||||
|
|
||||||
|
// init parameters
|
||||||
|
file_name string
|
||||||
|
single_material_flag bool
|
||||||
|
}
|
||||||
|
|
||||||
|
/******************************************************************************
|
||||||
|
* Draw functions
|
||||||
|
******************************************************************************/
|
||||||
|
[inline]
|
||||||
|
fn vec4(x f32, y f32, z f32, w f32) m4.Vec4 {
|
||||||
|
return m4.Vec4{e:[x, y, z, w]!}
|
||||||
|
}
|
||||||
|
|
||||||
|
fn calc_matrices(w f32, h f32, rx f32, ry f32, in_scale f32, pos m4.Vec4) obj.Mats {
|
||||||
|
proj := m4.perspective(60, w/h, 0.01, 100.0) // set far plane to 100 fro the zoom function
|
||||||
|
view := m4.look_at(vec4(f32(0.0) ,0 , 6, 0), vec4(f32(0), 0, 0, 0), vec4(f32(0), 1, 0, 0))
|
||||||
|
view_proj := view * proj
|
||||||
|
|
||||||
|
rxm := m4.rotate(m4.rad(rx), vec4(f32(1), 0, 0, 0))
|
||||||
|
rym := m4.rotate(m4.rad(ry), vec4(f32(0), 1, 0, 0))
|
||||||
|
|
||||||
|
model_pos := m4.unit_m4().translate(pos)
|
||||||
|
|
||||||
|
model_m := (rym * rxm) * model_pos
|
||||||
|
scale_m := m4.scale(vec4(in_scale, in_scale, in_scale, 1))
|
||||||
|
|
||||||
|
mv := scale_m * model_m // model view
|
||||||
|
nm := mv.inverse().transpose() // normal matrix
|
||||||
|
mvp := mv * view_proj // model view projection
|
||||||
|
|
||||||
|
return obj.Mats{mv:mv, mvp:mvp, nm:nm}
|
||||||
|
}
|
||||||
|
|
||||||
|
fn draw_model(app App, model_pos m4.Vec4) u32 {
|
||||||
|
if app.init_flag == false {
|
||||||
|
return 0
|
||||||
|
}
|
||||||
|
|
||||||
|
ws := gg.window_size_real_pixels()
|
||||||
|
dw := ws.width/2
|
||||||
|
dh := ws.height/2
|
||||||
|
|
||||||
|
mut scale := f32(1)
|
||||||
|
if app.obj_part.radius > 1 {
|
||||||
|
scale = 1/(app.obj_part.radius)
|
||||||
|
} else {
|
||||||
|
scale = app.obj_part.radius
|
||||||
|
}
|
||||||
|
scale *= 3
|
||||||
|
|
||||||
|
// *** vertex shader uniforms ***
|
||||||
|
rot := [f32(app.mouse_y), f32(app.mouse_x)]
|
||||||
|
mut zoom_scale := scale + f32(app.scroll_y) / (app.obj_part.radius*4)
|
||||||
|
mats := calc_matrices(dw, dh, rot[0], rot[1] , zoom_scale, model_pos)
|
||||||
|
|
||||||
|
mut tmp_vs_param := obj.Tmp_vs_param{
|
||||||
|
mv: mats.mv,
|
||||||
|
mvp: mats.mvp,
|
||||||
|
nm: mats.nm
|
||||||
|
}
|
||||||
|
|
||||||
|
// *** fragment shader uniforms ***
|
||||||
|
time_ticks := f32(time.ticks() - app.ticks) / 1000
|
||||||
|
radius_light := f32(app.obj_part.radius)
|
||||||
|
x_light := f32(math.cos(time_ticks) * radius_light)
|
||||||
|
z_light := f32(math.sin(time_ticks) * radius_light)
|
||||||
|
|
||||||
|
mut tmp_fs_params := obj.Tmp_fs_param{}
|
||||||
|
tmp_fs_params.ligth = m4.vec3(x_light, radius_light, z_light)
|
||||||
|
|
||||||
|
sd := obj.Shader_data{
|
||||||
|
vs_data: &tmp_vs_param
|
||||||
|
vs_len: int(sizeof(tmp_vs_param))
|
||||||
|
fs_data: &tmp_fs_params
|
||||||
|
fs_len: int(sizeof(tmp_fs_params))
|
||||||
|
}
|
||||||
|
|
||||||
|
return app.obj_part.bind_and_draw_all(sd)
|
||||||
|
}
|
||||||
|
|
||||||
|
fn frame(mut app App) {
|
||||||
|
ws := gg.window_size_real_pixels()
|
||||||
|
|
||||||
|
// clear
|
||||||
|
mut color_action := C.sg_color_attachment_action{
|
||||||
|
action: gfx.Action(C.SG_ACTION_CLEAR)
|
||||||
|
}
|
||||||
|
color_action.val[0] = 0
|
||||||
|
color_action.val[1] = 0
|
||||||
|
color_action.val[2] = 0
|
||||||
|
color_action.val[3] = 1.0
|
||||||
|
mut pass_action := C.sg_pass_action{}
|
||||||
|
pass_action.colors[0] = color_action
|
||||||
|
gfx.begin_default_pass(&pass_action, ws.width, ws.height)
|
||||||
|
|
||||||
|
// render the data
|
||||||
|
draw_start_glsl(app)
|
||||||
|
draw_model(app, m4.Vec4{})
|
||||||
|
// uncoment if you want a raw benchmark mode
|
||||||
|
/*
|
||||||
|
mut n_vertex_drawn := u32(0)
|
||||||
|
n_x_obj := 20
|
||||||
|
|
||||||
|
for x in 0..n_x_obj {
|
||||||
|
for z in 0..30 {
|
||||||
|
for y in 0..4 {
|
||||||
|
n_vertex_drawn += draw_model(app, m4.Vec4{e:[f32((x-(n_x_obj>>1))*3),-3 + y*3,f32(-6*z),1]!})
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
draw_end_glsl(app)
|
||||||
|
|
||||||
|
//println("v:$n_vertex_drawn")
|
||||||
|
app.frame_count++
|
||||||
|
}
|
||||||
|
|
||||||
|
fn draw_start_glsl(app App){
|
||||||
|
if app.init_flag == false {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
ws := gg.window_size_real_pixels()
|
||||||
|
gfx.apply_viewport(0, 0, ws.width, ws.height, true)
|
||||||
|
}
|
||||||
|
|
||||||
|
fn draw_end_glsl(app App){
|
||||||
|
gfx.end_pass()
|
||||||
|
gfx.commit()
|
||||||
|
}
|
||||||
|
|
||||||
|
/******************************************************************************
|
||||||
|
* Init / Cleanup
|
||||||
|
******************************************************************************/
|
||||||
|
fn my_init(mut app App) {
|
||||||
|
mut object := &obj.ObjPart{}
|
||||||
|
obj_file_lines := obj.read_lines_from_file(app.file_name)
|
||||||
|
object.parse_obj_buffer(obj_file_lines, app.single_material_flag)
|
||||||
|
object.summary()
|
||||||
|
app.obj_part = object
|
||||||
|
|
||||||
|
// set max vertices,
|
||||||
|
// for a large number of the same type of object it is better use the instances!!
|
||||||
|
desc := sapp.create_desc()
|
||||||
|
gfx.setup(&desc)
|
||||||
|
sgl_desc := C.sgl_desc_t{
|
||||||
|
max_vertices: 128 * 65536
|
||||||
|
}
|
||||||
|
sgl.setup(&sgl_desc)
|
||||||
|
|
||||||
|
// 1x1 pixel white, default texture
|
||||||
|
unsafe {
|
||||||
|
tmp_txt := malloc(4)
|
||||||
|
tmp_txt[0] = byte(0xFF)
|
||||||
|
tmp_txt[1] = byte(0xFF)
|
||||||
|
tmp_txt[2] = byte(0xFF)
|
||||||
|
tmp_txt[3] = byte(0xFF)
|
||||||
|
app.texture = obj.create_texture(1, 1, tmp_txt)
|
||||||
|
free(tmp_txt)
|
||||||
|
}
|
||||||
|
|
||||||
|
// glsl
|
||||||
|
app.obj_part.init_render_data(app.texture)
|
||||||
|
app.init_flag = true
|
||||||
|
}
|
||||||
|
|
||||||
|
fn cleanup(mut app App) {
|
||||||
|
gfx.shutdown()
|
||||||
|
/*
|
||||||
|
for _, mat in app.obj_part.texture {
|
||||||
|
obj.destroy_texture(mat)
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
}
|
||||||
|
|
||||||
|
/******************************************************************************
|
||||||
|
* events handling
|
||||||
|
******************************************************************************/
|
||||||
|
fn my_event_manager(mut ev gg.Event, mut app App) {
|
||||||
|
if ev.typ == .mouse_move {
|
||||||
|
app.mouse_x = int(ev.mouse_x)
|
||||||
|
app.mouse_y = int(ev.mouse_y)
|
||||||
|
}
|
||||||
|
|
||||||
|
if ev.scroll_y != 0 {
|
||||||
|
app.scroll_y += int(ev.scroll_y)
|
||||||
|
}
|
||||||
|
|
||||||
|
if ev.typ == .touches_began || ev.typ == .touches_moved {
|
||||||
|
if ev.num_touches > 0 {
|
||||||
|
touch_point := ev.touches[0]
|
||||||
|
app.mouse_x = int(touch_point.pos_x)
|
||||||
|
app.mouse_y = int(touch_point.pos_y)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/******************************************************************************
|
||||||
|
* Main
|
||||||
|
******************************************************************************/
|
||||||
|
[console] // is needed for easier diagnostics on windows
|
||||||
|
fn main() {
|
||||||
|
/*
|
||||||
|
obj.tst()
|
||||||
|
exit(0)
|
||||||
|
*/
|
||||||
|
|
||||||
|
// App init
|
||||||
|
mut app := &App{
|
||||||
|
gg: 0
|
||||||
|
obj_part: 0
|
||||||
|
}
|
||||||
|
|
||||||
|
app.file_name = "v.obj" // default object is the v logo
|
||||||
|
app.single_material_flag = false
|
||||||
|
$if !android {
|
||||||
|
if os.args.len > 3 || (os.args.len >= 2 && os.args[1] in ['-h', '--help', '\\?', '-?']) {
|
||||||
|
eprintln('Usage:\nshow_obj [file_name:string] [single_material_flag:(true|false)]\n')
|
||||||
|
eprintln('file_name : name of the .obj file, it must be in the folder "assets/models"')
|
||||||
|
eprintln(' if no file name is passed the default V logo will be showed.')
|
||||||
|
eprintln(' if you want custom models you can put them in the folder "assets/models".')
|
||||||
|
eprintln('single_material_flag: if true the viewer use for all the model\'s parts the default material\n')
|
||||||
|
exit(0)
|
||||||
|
}
|
||||||
|
|
||||||
|
if os.args.len >= 2 {
|
||||||
|
app.file_name = os.args[1]
|
||||||
|
}
|
||||||
|
if os.args.len >= 3 {
|
||||||
|
app.single_material_flag = os.args[2].bool()
|
||||||
|
}
|
||||||
|
println("Loading model: $app.file_name")
|
||||||
|
println("Using single material: $app.single_material_flag")
|
||||||
|
}
|
||||||
|
|
||||||
|
app.gg = gg.new_context(
|
||||||
|
width: win_width
|
||||||
|
height: win_height
|
||||||
|
use_ortho: true // This is needed for 2D drawing
|
||||||
|
create_window: true
|
||||||
|
window_title: 'V Wavefront OBJ viewer - Use the mouse wheel to zoom'
|
||||||
|
user_data: app
|
||||||
|
bg_color: bg_color
|
||||||
|
frame_fn: frame
|
||||||
|
init_fn: my_init
|
||||||
|
cleanup_fn: cleanup
|
||||||
|
event_fn: my_event_manager
|
||||||
|
)
|
||||||
|
|
||||||
|
app.ticks = time.ticks()
|
||||||
|
app.gg.run()
|
||||||
|
}
|
Loading…
Reference in New Issue