298 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			V
		
	
	
			
		
		
	
	
			298 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			V
		
	
	
/**********************************************************************
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*
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* .obj loader
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*
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* Copyright (c) 2021 Dario Deledda. All rights reserved.
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* Use of this source code is governed by an MIT license
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* that can be found in the LICENSE file.
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*
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* TODO:
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**********************************************************************/
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module obj
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import sokol.gfx
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import gg.m4
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import math
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import stbi
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/******************************************************************************
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* Texture functions
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******************************************************************************/
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pub fn create_texture(w int, h int, buf &byte) C.sg_image {
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	sz := w * h * 4
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	mut img_desc := C.sg_image_desc{
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		width: w
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		height: h
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		num_mipmaps: 0
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		min_filter: .linear
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		mag_filter: .linear
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		// usage: .dynamic
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		wrap_u: .clamp_to_edge
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		wrap_v: .clamp_to_edge
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		label: &byte(0)
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		d3d11_texture: 0
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	}
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	// comment if .dynamic is enabled
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	img_desc.data.subimage[0][0] = C.sg_range{
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		ptr: buf
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		size: size_t(sz)
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	}
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	sg_img := C.sg_make_image(&img_desc)
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	return sg_img
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}
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pub fn destroy_texture(sg_img C.sg_image) {
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	C.sg_destroy_image(sg_img)
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}
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pub fn load_texture(file_name string) C.sg_image {
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	buffer := read_bytes_from_file(file_name)
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	stbi.set_flip_vertically_on_load(true)
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	img := stbi.load_from_memory(buffer.data, buffer.len) or {
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		eprintln('Texure file: [$file_name] ERROR!')
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		exit(0)
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	}
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	res := create_texture(int(img.width), int(img.height), img.data)
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	img.free()
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	return res
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}
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/******************************************************************************
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* Pipeline
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******************************************************************************/
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pub fn (mut obj_part ObjPart) create_pipeline(in_part []int, shader C.sg_shader, texture C.sg_image) Render_data {
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	mut res := Render_data{}
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	obj_buf := obj_part.get_buffer(in_part)
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	res.n_vert = obj_buf.n_vertex
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	res.material = obj_part.part[in_part[0]].material
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	// vertex buffer
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	mut vert_buffer_desc := C.sg_buffer_desc{
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		label: 0
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	}
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	unsafe { C.memset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc)) }
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	vert_buffer_desc.size = size_t(obj_buf.vbuf.len * int(sizeof(Vertex_pnct)))
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	vert_buffer_desc.data = C.sg_range{
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		ptr: obj_buf.vbuf.data
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		size: size_t(obj_buf.vbuf.len * int(sizeof(Vertex_pnct)))
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	}
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	vert_buffer_desc.@type = .vertexbuffer
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	vert_buffer_desc.label = 'vertbuf_part_${in_part:03}'.str
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	vbuf := gfx.make_buffer(&vert_buffer_desc)
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	// index buffer
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	mut index_buffer_desc := C.sg_buffer_desc{
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		label: 0
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	}
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	unsafe { C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc)) }
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	index_buffer_desc.size = size_t(obj_buf.ibuf.len * int(sizeof(u32)))
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	index_buffer_desc.data = C.sg_range{
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		ptr: obj_buf.ibuf.data
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		size: size_t(obj_buf.ibuf.len * int(sizeof(u32)))
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	}
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	index_buffer_desc.@type = .indexbuffer
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	index_buffer_desc.label = 'indbuf_part_${in_part:03}'.str
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	ibuf := gfx.make_buffer(&index_buffer_desc)
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	mut pipdesc := C.sg_pipeline_desc{}
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	unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) }
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	pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_pnct))
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	// the constants [C.ATTR_vs_a_Position, C.ATTR_vs_a_Color, C.ATTR_vs_a_Texcoord0] are generated by sokol-shdc
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	pipdesc.layout.attrs[C.ATTR_vs_a_Position].format = .float3 // x,y,z as f32
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	pipdesc.layout.attrs[C.ATTR_vs_a_Normal].format = .float3 // x,y,z as f32
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	pipdesc.layout.attrs[C.ATTR_vs_a_Color].format = .ubyte4n // color as u32
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	pipdesc.layout.attrs[C.ATTR_vs_a_Texcoord0].format = .float2 // u,v as f32
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	// pipdesc.layout.attrs[C.ATTR_vs_a_Texcoord0].format  = .short2n  // u,v as u16
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	pipdesc.index_type = .uint32
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	color_state := C.sg_color_state{
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		blend: C.sg_blend_state{
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			enabled: true
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			src_factor_rgb: gfx.BlendFactor(C.SG_BLENDFACTOR_SRC_ALPHA)
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			dst_factor_rgb: gfx.BlendFactor(C.SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA)
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		}
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	}
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	pipdesc.colors[0] = color_state
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	pipdesc.depth = C.sg_depth_state{
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		write_enabled: true
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		compare: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
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	}
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	pipdesc.cull_mode = .front
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	pipdesc.label = 'pip_part_${in_part:03}'.str
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	// shader
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	pipdesc.shader = shader
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	res.bind.vertex_buffers[0] = vbuf
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	res.bind.index_buffer = ibuf
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	res.bind.fs_images[C.SLOT_tex] = texture
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	res.pipeline = gfx.make_pipeline(&pipdesc)
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	// println('Buffers part [$in_part] init done!')
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	return res
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}
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/******************************************************************************
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* Render functions
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******************************************************************************/
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// agregate all the part by materials
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pub fn (mut obj_part ObjPart) init_render_data(texture C.sg_image) {
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	// create shader
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	// One shader for all the model
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	shader := gfx.make_shader(C.gouraud_shader_desc(gfx.query_backend()))
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	mut part_dict := map[string][]int{}
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	for i, p in obj_part.part {
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		if p.faces.len > 0 {
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			part_dict[p.material] << i
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		}
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	}
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	obj_part.rend_data.clear()
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	// println("Material dict: ${obj_part.mat_map.keys()}")
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	for k, v in part_dict {
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		// println("$k => Parts $v")
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		mut txt := texture
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		if k in obj_part.mat_map {
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			mat_map := obj_part.mat[obj_part.mat_map[k]]
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			if 'map_Kd' in mat_map.maps {
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				file_name := mat_map.maps['map_Kd']
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				if file_name in obj_part.texture {
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					txt = obj_part.texture[file_name]
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					// println("Texture [${file_name}] => from CACHE")
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				} else {
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					txt = load_texture(file_name)
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					obj_part.texture[file_name] = txt
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					// println("Texture [${file_name}] => LOADED")
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				}
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			}
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		}
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		// key := obj_part.texture.keys()[0]
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		// obj_part.rend_data << obj_part.create_pipeline(v, shader, obj_part.texture[key])
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		obj_part.rend_data << obj_part.create_pipeline(v, shader, txt)
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	}
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	// println("Texture array len: ${obj_part.texture.len}")
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	// println("Calc bounding box.")
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	obj_part.calc_bbox()
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	println('init_render_data DONE!')
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}
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pub fn (obj_part ObjPart) bind_and_draw(rend_data_index int, in_data Shader_data) u32 {
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	// apply the pipline and bindings
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	mut part_render_data := obj_part.rend_data[rend_data_index]
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	// pass light position
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	mut tmp_fs_params := Tmp_fs_param{}
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	tmp_fs_params.ligth = in_data.fs_data.ligth
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	if part_render_data.material in obj_part.mat_map {
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		mat_index := obj_part.mat_map[part_render_data.material]
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		mat := obj_part.mat[mat_index]
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		// ambient
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		tmp_fs_params.ka = in_data.fs_data.ka
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		if 'Ka' in mat.ks {
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			tmp_fs_params.ka = mat.ks['Ka']
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		}
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		// specular
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		tmp_fs_params.ks = in_data.fs_data.ks
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		if 'Ks' in mat.ks {
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			tmp_fs_params.ks = mat.ks['Ks']
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		}
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		//  specular exponent Ns
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		if 'Ns' in mat.ns {
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			tmp_fs_params.ks.e[3] = mat.ns['Ns'] / 1000.0
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		} else {
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			// defautl value is 10
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			tmp_fs_params.ks.e[3] = f32(10) / 1000.0
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		}
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		// diffuse
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		tmp_fs_params.kd = in_data.fs_data.kd
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		if 'Kd' in mat.ks {
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			tmp_fs_params.kd = mat.ks['Kd']
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		}
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		// alpha/transparency
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		if 'Tr' in mat.ns {
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			tmp_fs_params.kd.e[3] = mat.ns['Tr']
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		}
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	}
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	gfx.apply_pipeline(part_render_data.pipeline)
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	gfx.apply_bindings(part_render_data.bind)
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	vs_uniforms_range := C.sg_range{
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		ptr: in_data.vs_data
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		size: size_t(in_data.vs_len)
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	}
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	fs_uniforms_range := C.sg_range{
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		ptr: unsafe { &tmp_fs_params }
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		size: size_t(in_data.fs_len)
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	}
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	gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params, &vs_uniforms_range)
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	gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params, &fs_uniforms_range)
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	gfx.draw(0, int(part_render_data.n_vert), 1)
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	return part_render_data.n_vert
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}
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pub fn (obj_part ObjPart) bind_and_draw_all(in_data Shader_data) u32 {
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	mut n_vert := u32(0)
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	// println("Parts: ${obj_part.rend_data.len}")
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	for i, _ in obj_part.rend_data {
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		n_vert += obj_part.bind_and_draw(i, in_data)
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	}
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	return n_vert
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}
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pub fn (mut obj_part ObjPart) calc_bbox() {
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	obj_part.max = m4.Vec4{
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		e: [f32(-math.max_f32), -math.max_f32, -math.max_f32, 0]!
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	}
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	obj_part.min = m4.Vec4{
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		e: [f32(math.max_f32), math.max_f32, math.max_f32, 0]!
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	}
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	for v in obj_part.v {
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		if v.e[0] > obj_part.max.e[0] {
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			obj_part.max.e[0] = v.e[0]
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		}
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		if v.e[1] > obj_part.max.e[1] {
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			obj_part.max.e[1] = v.e[1]
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		}
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		if v.e[2] > obj_part.max.e[2] {
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			obj_part.max.e[2] = v.e[2]
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		}
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		if v.e[0] < obj_part.min.e[0] {
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			obj_part.min.e[0] = v.e[0]
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		}
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		if v.e[1] < obj_part.min.e[1] {
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			obj_part.min.e[1] = v.e[1]
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		}
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		if v.e[2] < obj_part.min.e[2] {
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			obj_part.min.e[2] = v.e[2]
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		}
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	}
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	val1 := obj_part.max.mod3()
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	val2 := obj_part.min.mod3()
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	if val1 > val2 {
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		obj_part.radius = f32(val1)
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	} else {
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		obj_part.radius = f32(val2)
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	}
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	// println("BBox: ${obj_part.min} <=> ${obj_part.max}\nRadius: ${obj_part.radius}")
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}
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