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