examples: add .obj viewer as a sokol example (#9456)

pull/9468/head
penguindark 2021-03-25 16:53:13 +01:00 committed by GitHub
parent 257eadd2e1
commit a2ef9967fe
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15 changed files with 1724 additions and 86 deletions

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@ -196,6 +196,7 @@ jobs:
examples/sokol/04_multi_shader_glsl/rt_glsl_puppy \
examples/sokol/04_multi_shader_glsl/rt_glsl_march \
examples/sokol/05_instancing_glsl/rt_glsl_instancing \
examples/sokol/06_obj_viewer/gouraud \
; do \
echo "compiling shader $f.glsl ..."; \
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 {
skip_files << 'examples/sokol/03_march_tracing_glsl/rt_glsl.v'
skip_files << 'examples/sokol/04_multi_shader_glsl/rt_glsl.v'
skip_files << 'examples/sokol/05_instancing_glsl/rt_glsl.v'
// Skip obj_viewer code in the CI
skip_files << 'examples/sokol/06_obj_viewer/show_obj.v'
skip_files << 'examples/sokol/06_obj_viewer/obj/obj.v'
skip_files << 'examples/sokol/06_obj_viewer/obj/rend.v'
skip_files << 'examples/sokol/06_obj_viewer/obj/struct.v'
skip_files << 'examples/sokol/06_obj_viewer/obj/util.v'
}
if testing.github_job != 'ubuntu-tcc' {
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) {
// Face 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, d},
Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
Vertex_t{ 1.0, 1.0, -1.0, c, d, d},
Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
// Face 1
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, d},
Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
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, 0, d},
// Face 2
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, d},
Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
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, 0, d},
// Face 3
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, d},
Vertex_t{ 1.0, -1.0, 1.0, c, 0, d},
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, 0, d},
// Face 4
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, d},
Vertex_t{ 1.0, -1.0, -1.0, c, 0, d},
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, 0, d},
// Face 5
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, d},
Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
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, 0, d},
]
mut vert_buffer_desc := C.sg_buffer_desc{}

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@ -143,33 +143,33 @@ fn init_cube_glsl(mut app App) {
// Face 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, d},
Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
Vertex_t{ 1.0, 1.0, -1.0, c, d, d},
Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
// Face 1
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, d},
Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
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, 0, d},
// Face 2
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, d},
Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
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, 0, d},
// Face 3
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, d},
Vertex_t{ 1.0, -1.0, 1.0, c, 0, d},
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, 0, d},
// Face 4
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, d},
Vertex_t{ 1.0, -1.0, -1.0, c, 0, d},
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, 0, d},
// Face 5
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, d},
Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
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, 0, d},
]
mut vert_buffer_desc := C.sg_buffer_desc{}

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@ -147,33 +147,33 @@ fn init_cube_glsl_m(mut app App) {
// Face 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, d},
Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
Vertex_t{ 1.0, 1.0, -1.0, c, d, d},
Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
// Face 1
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, d},
Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
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, 0, d},
// Face 2
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, d},
Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
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, 0, d},
// Face 3
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, d},
Vertex_t{ 1.0, -1.0, 1.0, c, 0, d},
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, 0, d},
// Face 4
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, d},
Vertex_t{ 1.0, -1.0, -1.0, c, 0, d},
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, 0, d},
// Face 5
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, d},
Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
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, 0, d},
]
mut vert_buffer_desc := C.sg_buffer_desc{}
@ -251,33 +251,33 @@ fn init_cube_glsl_p(mut app App) {
// Face 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, d},
Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
Vertex_t{ 1.0, 1.0, -1.0, c, d, d},
Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
// Face 1
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, d},
Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
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, 0, d},
// Face 2
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, d},
Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
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, 0, d},
// Face 3
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, d},
Vertex_t{ 1.0, -1.0, 1.0, c, 0, d},
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, 0, d},
// Face 4
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, d},
Vertex_t{ 1.0, -1.0, -1.0, c, 0, d},
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, 0, d},
// Face 5
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, d},
Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
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, 0, d},
]
mut vert_buffer_desc := C.sg_buffer_desc{}

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@ -156,37 +156,37 @@ fn init_cube_glsl_i(mut app App) {
//d := u16(32767) // for compatibility with D3D11, 32767 stand for 1
d := f32(1.0)
c := u32(0xFFFFFF_FF) // color RGBA8
vertices := [
vertices := [
// Face 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, d},
Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
Vertex_t{ 1.0, 1.0, -1.0, c, d, d},
Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
// Face 1
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, d},
Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
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, 0, d},
// Face 2
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, d},
Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
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, 0, d},
// Face 3
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, d},
Vertex_t{ 1.0, -1.0, 1.0, c, 0, d},
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, 0, d},
// Face 4
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, d},
Vertex_t{ 1.0, -1.0, -1.0, c, 0, d},
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, 0, d},
// Face 5
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, d},
Vertex_t{ 1.0, 1.0, -1.0, c, 0, d},
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, 0, d},
]
mut vert_buffer_desc := C.sg_buffer_desc{}

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@ -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

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@ -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

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//#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

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/**********************************************************************
*
* .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)
}

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/**********************************************************************
*
* .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}")
}

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/**********************************************************************
*
* .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
}

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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
}

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/**********************************************************************
*
* .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()
}