Initial project import
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@@ -0,0 +1,26 @@
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# Blender MTL File: 'None'
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# Material Count: 2
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newmtl Material.001
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Ns 96.078443
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Ka 1.000000 1.000000 1.000000
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Kd 0.640000 0.640000 0.640000
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Ks 0.500000 0.500000 0.500000
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Ke 0.000000 0.000000 0.000000
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Ni 1.000000
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d 1.000000
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illum 2
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map_Kd apple.png
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newmtl Material.002
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Ns 96.078443
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Ka 1.000000 1.000000 1.000000
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Kd 0.640000 0.640000 0.640000
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Ks 0.500000 0.500000 0.500000
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Ke 0.000000 0.000000 0.000000
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Ni 1.000000
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d 1.000000
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illum 2
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map_Kd apple.png
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Binary file not shown.
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After Width: | Height: | Size: 34 KiB |
@@ -0,0 +1,12 @@
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# Blender MTL File: 'donut.blend'
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# Material Count: 1
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newmtl Material.001
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Ns 225.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.500000 0.500000 0.500000
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Ke 0.259059 0.005681 0.342383
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Ni 1.450000
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d 0.800000
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illum 9
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@@ -0,0 +1,20 @@
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# Blender MTL File: 'v-logo.blend'
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# Material Count: 2
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newmtl Material.001
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Ns 96.078431
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Ka 0.2 0.2 0.2
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Kd 0.365 0.529 0.749
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Ks 0.85 0.85 0.85
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Ke 0 0 0
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Ni 1
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d 1
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illum 1
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newmtl Material.002
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Ns 96.078431
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Ka 0.1 0.1 0.1
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Kd 0.325 0.42 0.541
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Ks 0.85 0.85 0.85
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Ke 0 0 0
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Ni 1
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d 1
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illum 1
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@@ -0,0 +1,109 @@
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//#pragma sokol @ctype mat4 hmm_mat4
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#pragma sokol @vs vs
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uniform vs_params {
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mat4 u_MVMatrix; // A constant representing the combined model/view matrix.
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mat4 u_MVPMatrix; // A constant representing the combined model/view/projection matrix.
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mat4 u_NMatrix; // A constant representing the Normal Matrix
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};
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in vec4 a_Position; // Per-vertex position information we will pass in.
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in vec3 a_Normal; // Per-vertex normal information we will pass in.
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//in vec4 a_Color; // Per-vertex color information we will pass in.
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in vec2 a_Texcoord0;
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out vec3 v_Position; // This will be passed into the fragment shader.
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//out vec4 v_Color; // This will be passed into the fragment shader.
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out vec3 v_Normal; // This will be passed into the fragment shader.
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out vec3 v_Normal1;
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out vec2 uv; // This will be passed into the fragment shader.
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// The entry point for our vertex shader.
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void main()
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{
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// Transform the vertex into eye space.
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v_Position = vec3(u_MVMatrix * a_Position);
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// Pass through the color.
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//v_Color = a_Color;
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// calc eye space normal
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v_Normal = vec3(u_NMatrix * vec4(a_Normal, 1.0));
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// texture coord
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uv = a_Texcoord0;
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v_Normal1 = normalize(vec3(u_MVMatrix * vec4(a_Normal, 1.0)));
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// gl_Position is a special variable used to store the final position.
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// Multiply the vertex by the matrix to get the final point in normalized screen coordinates.
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gl_Position = u_MVPMatrix * a_Position;
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}
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#pragma sokol @end
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#pragma sokol @fs fs
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//precision mediump float; // Set the default precision to medium. We don't need as high of a precision in the fragment shader
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uniform texture2D tex;
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uniform sampler smp;
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uniform fs_params {
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vec4 u_LightPos; // The position of the light in eye space.
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vec4 ambientColor;
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vec4 diffuseColor;
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vec4 specularColor;
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};
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in vec3 v_Position; // Interpolated position for this fragment.
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//in vec4 v_Color; // This is the color from the vertex shader interpolated across the triangle per fragment.
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in vec3 v_Normal; // Interpolated normal for this fragment.
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in vec3 v_Normal1;
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in vec2 uv;
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out vec4 frag_color;
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vec3 lightDirection = -u_LightPos.xyz;// vec3(0.0, -0.5, 0.5);
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//const vec4 ambientColor = vec4(0.094, 0.0, 0.0, 1.0);
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//const vec4 diffuseColor = vec4(0.5, 0.0, 0.0, 1.0);
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//const vec4 specularColor = vec4(1.0, 1.0, 1.0, 1.0);
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//const float shininess = 10.0;
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const vec4 lightColor = vec4(1.0, 1.0, 1.0, 1.0);
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vec3 phongBRDF(vec3 lightDir, vec3 viewDir, vec3 normal, vec3 phongDiffuseCol, vec3 phongSpecularCol, float phongShininess) {
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vec3 color = phongDiffuseCol;
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vec3 reflectDir = reflect(-lightDir, normal);
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float specDot = max(dot(reflectDir, viewDir), 0.0);
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color += pow(specDot, phongShininess) * phongSpecularCol;
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return color;
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}
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vec4 getPhong(in vec4 diffuseColor) {
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vec3 lightDir = normalize(-lightDirection);
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vec3 viewDir = normalize(-v_Position);
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vec3 n = normalize(v_Normal);
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vec3 luminance = ambientColor.rgb * 0.5;
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float illuminance = dot(lightDir, n);
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if(illuminance > 0.0) {
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// we save specular shiness in specularColor.a
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vec3 brdf = phongBRDF(lightDir, viewDir, n, diffuseColor.rgb, specularColor.rgb, specularColor.a * 1000);
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luminance += brdf * illuminance * lightColor.rgb;
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}
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vec4 outColor = vec4(luminance,1.0);
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return outColor;
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}
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// The entry point for our fragment shader.
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void main()
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{
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vec4 txt = texture(sampler2D(tex, smp), uv);
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// Directional light
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float directional = dot(normalize(v_Normal1), normalize(vec3(0,0.5,1))) ;
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directional = directional * 0.15;
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// Multiply the color by the diffuse illumination level to get final output color.
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frag_color = vec4(clamp(directional + txt.rgb * getPhong(diffuseColor).rgb,0,1), txt.a * diffuseColor.a);
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}
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#pragma sokol @end
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#pragma sokol @program gouraud vs fs
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@@ -0,0 +1,597 @@
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module obj
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/**********************************************************************
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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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import gg.m4
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import strconv
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enum F_state {
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start
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first
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ints
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decimals
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exp_start
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exp_sign
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exp_int
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}
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// read a int from a string
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fn get_int(s string, start_index int) (int, int) {
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mut i := start_index
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mut res := 0
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mut sgn := 1
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mut state := F_state.start
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for true {
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if i >= s.len {
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break
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}
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c := s[i]
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if state == .start {
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match c {
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`+` {
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i++
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state = .ints
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continue
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}
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`-` {
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sgn = -1
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i++
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state = .ints
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continue
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}
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`0`...`9` {
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state = .ints
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}
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` `, `\t` {
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i++
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continue
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}
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else { // no number found
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break
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}
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}
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}
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if state == .ints {
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match c {
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`0`...`9` {
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// println("${res} => ${(int(c) - 48)}")
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res = res * 10 + (int(c) - 48)
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i++
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continue
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}
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else {
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break
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}
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}
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}
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}
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// println("---")
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return res * sgn, i
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}
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// reas a float number from a string
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fn get_float(s string, start_index int) (f64, int) {
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mut i1 := start_index //+ 1
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for i1 < s.len && s[i1] in [` `, `\t`] {
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i1++
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}
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mut i := i1
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for i < s.len {
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if s[i] in [` `, `\t`] {
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break
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}
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i++
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}
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// println(" get_float: (${start_index},${i}) [${s[start_index..i]}]")
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// f_res := strconv.atof_quick(s[start_index..i])
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f_res := strconv.atof_quick(s[i1..i])
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return f_res, i
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}
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// read 3 f32 in sequence from a string
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fn parse_3f(row string, start_index int) m4.Vec4 {
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// println(row)
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mut i := start_index //+ 1
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mut f1 := f64(0)
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mut f2 := f64(0)
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f0, mut p := get_float(row, i)
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// print("Here f0: ${f0} ${p} ")
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f1, p = get_float(row, p + 1)
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// print("Here f1: ${f1} ${p} ")
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f2, p = get_float(row, p + 1)
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// print("Here f2: ${f2} ${p} ")
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return m4.Vec4{
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e: [f32(f0), f32(f1), f32(f2), 1]!
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}
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}
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// reas a sequence of f32 from a string
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fn (mut m ObjPart) parse_floats(row string, start_index int) m4.Vec4 {
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mut i := start_index //+ 1
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mut res_f := f64(0)
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mut res := m4.Vec4{
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e: [f32(0), 0, 0, 1]!
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}
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mut c := 0
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for true {
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res_f, i = get_float(row, i)
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unsafe {
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res.e[c] = f32(res_f)
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}
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c++
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i++
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if i >= row.len {
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break
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}
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}
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return res
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}
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// read and manage all the faes from an .obj file data
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fn (mut p Part) parse_faces(row string, start_index int, obj_part ObjPart) {
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mut i := start_index + 1
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mut res := [][3]int{}
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mut v := 0
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mut t := 0
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mut n := 0
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// println("row: ${row[i..]}")
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for true {
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t = 0
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n = 0
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if i >= row.len {
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break
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}
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mut c := row[i]
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if (c > `9` || c < `0`) && c != `-` {
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i++
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continue
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}
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v, i = get_int(row, i)
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if i < row.len && row[i] == `/` {
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if row[i + 1] != `/` {
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t, i = get_int(row, i + 1)
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if i < row.len && row[i] == `/` {
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n, i = get_int(row, i + 1)
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}
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} else {
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i++
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n, i = get_int(row, i + 1)
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}
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}
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// manage negative indexes
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// NOTE: not well suporeted now
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if v < 0 {
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// println("${obj_part.v.len} ${obj_part.v.len-c}")
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v = obj_part.v.len - v + 1
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// exit(0)
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}
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if n < 0 {
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n = obj_part.vn.len - n + 1
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}
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if t < 0 {
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t = obj_part.vt.len - t + 1
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}
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res << [v - 1, n - 1, t - 1]!
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}
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// println("ok res: ${res}")
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// println(p.faces.len)
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p.faces << res
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}
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// parse the obj file, if single_material is true it use only one default material
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pub fn (mut obj_part ObjPart) parse_obj_buffer(rows []string, single_material bool) {
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mut mat_count := 0
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mut row_count := 0
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default_part := Part{
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name: 'default part'
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}
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obj_part.part << default_part
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// println("OBJ file has ${rows.len} rows")
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for c, row in rows {
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// println("${c} ${row}")
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mut i := 0
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row_count++
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for true {
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if i >= row.len {
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break
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}
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match row[i] {
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`s` {
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break
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}
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`m` {
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if row[i..i + 6] == 'mtllib' {
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obj_part.material_file = row[i + 7..].trim_space()
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obj_part.load_materials()
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}
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break
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}
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`o`, `g` {
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mut part := Part{}
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part.name = row[i + 1..].trim_space()
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obj_part.part << part
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mat_count = 0
|
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break
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}
|
||||
`u` {
|
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if single_material == false && row[i..i + 6] == 'usemtl' {
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material := row[i + 7..].trim_space()
|
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// println("material: ${material}")
|
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// manage multiple materials in an part
|
||||
if obj_part.part[obj_part.part.len - 1].material.len > 0 {
|
||||
mat_count++
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||||
mut part := Part{}
|
||||
if mat_count > 1 {
|
||||
li := obj_part.part[obj_part.part.len - 1].name.last_index('_m') or {
|
||||
obj_part.part[obj_part.part.len - 1].name.len - 1
|
||||
}
|
||||
part.name = obj_part.part[obj_part.part.len - 1].name[..li] +
|
||||
'_m${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
|
||||
}
|
||||
// parameters 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} => ${obj_part.v[obj_part.v.len-1]}")
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||||
break
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||||
}
|
||||
}
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||||
}
|
||||
`f` {
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||||
// println("${c} ${row}")
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obj_part.part[obj_part.part.len - 1].parse_faces(row, i, obj_part)
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||||
// println(obj_part.part[obj_part.part.len - 1].faces.len)
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||||
// println("Faces line: ${c}")
|
||||
break
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||||
}
|
||||
// end of the line, comments
|
||||
`\n`, `#` {
|
||||
break
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||||
}
|
||||
else {}
|
||||
}
|
||||
|
||||
i++
|
||||
}
|
||||
// if c == 2 { break }
|
||||
if c % 100000 == 0 && c > 0 {
|
||||
println('${c} rows parsed')
|
||||
}
|
||||
}
|
||||
println('${row_count} .obj Rows parsed')
|
||||
// remove default part if empty
|
||||
if obj_part.part.len > 1 && obj_part.part[0].faces.len == 0 {
|
||||
obj_part.part = obj_part.part[1..]
|
||||
}
|
||||
}
|
||||
|
||||
// load the materials if found the .mtl file
|
||||
fn (mut obj_part ObjPart) load_materials() {
|
||||
rows := read_lines_from_file(obj_part.material_file)
|
||||
println('Material file [${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
|
||||
}
|
||||
}
|
||||
// transparency
|
||||
`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 // position
|
||||
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 +1,305 @@
|
||||
/**********************************************************************
|
||||
*
|
||||
* .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 &u8) (gfx.Image, gfx.Sampler) {
|
||||
sz := w * h * 4
|
||||
mut img_desc := gfx.ImageDesc{
|
||||
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: &char(unsafe { nil })
|
||||
d3d11_texture: 0
|
||||
}
|
||||
// comment if .dynamic is enabled
|
||||
img_desc.data.subimage[0][0] = gfx.Range{
|
||||
ptr: buf
|
||||
size: usize(sz)
|
||||
}
|
||||
|
||||
sg_img := gfx.make_image(&img_desc)
|
||||
|
||||
mut smp_desc := gfx.SamplerDesc{
|
||||
min_filter: .linear
|
||||
mag_filter: .linear
|
||||
wrap_u: .clamp_to_edge
|
||||
wrap_v: .clamp_to_edge
|
||||
}
|
||||
|
||||
sg_smp := gfx.make_sampler(&smp_desc)
|
||||
return sg_img, sg_smp
|
||||
}
|
||||
|
||||
pub fn destroy_texture(sg_img gfx.Image) {
|
||||
gfx.destroy_image(sg_img)
|
||||
}
|
||||
|
||||
pub fn load_texture(file_name string) (gfx.Image, gfx.Sampler) {
|
||||
buffer := read_bytes_from_file(file_name)
|
||||
stbi.set_flip_vertically_on_load(true)
|
||||
img := stbi.load_from_memory(buffer.data, buffer.len) or {
|
||||
eprintln('Texture file: [${file_name}] ERROR!')
|
||||
exit(0)
|
||||
}
|
||||
sg_img, sg_smp := create_texture(int(img.width), int(img.height), img.data)
|
||||
img.free()
|
||||
return sg_img, sg_smp
|
||||
}
|
||||
|
||||
/******************************************************************************
|
||||
* Pipeline
|
||||
******************************************************************************/
|
||||
pub fn (mut obj_part ObjPart) create_pipeline(in_part []int, shader gfx.Shader, texture gfx.Image, sampler gfx.Sampler) Render_data {
|
||||
mut res := Render_data{}
|
||||
obj_buf := obj_part.get_buffer(in_part)
|
||||
res.n_vert = obj_buf.n_vertex
|
||||
res.material = obj_part.part[in_part[0]].material
|
||||
|
||||
// vertex buffer
|
||||
mut vert_buffer_desc := gfx.BufferDesc{}
|
||||
unsafe { vmemset(&vert_buffer_desc, 0, int(sizeof(vert_buffer_desc))) }
|
||||
|
||||
vert_buffer_desc.size = usize(obj_buf.vbuf.len * int(sizeof(Vertex_pnct)))
|
||||
vert_buffer_desc.data = gfx.Range{
|
||||
ptr: obj_buf.vbuf.data
|
||||
size: usize(obj_buf.vbuf.len * int(sizeof(Vertex_pnct)))
|
||||
}
|
||||
|
||||
vert_buffer_desc.type = .vertexbuffer
|
||||
vert_buffer_desc.label = &char('vertbuf_part_${in_part:03}'.str)
|
||||
vbuf := gfx.make_buffer(&vert_buffer_desc)
|
||||
|
||||
// index buffer
|
||||
mut index_buffer_desc := gfx.BufferDesc{}
|
||||
unsafe { vmemset(&index_buffer_desc, 0, int(sizeof(index_buffer_desc))) }
|
||||
|
||||
index_buffer_desc.size = usize(obj_buf.ibuf.len * int(sizeof(u32)))
|
||||
index_buffer_desc.data = gfx.Range{
|
||||
ptr: obj_buf.ibuf.data
|
||||
size: usize(obj_buf.ibuf.len * int(sizeof(u32)))
|
||||
}
|
||||
|
||||
index_buffer_desc.type = .indexbuffer
|
||||
index_buffer_desc.label = &char('indbuf_part_${in_part:03}'.str)
|
||||
ibuf := gfx.make_buffer(&index_buffer_desc)
|
||||
|
||||
mut pipdesc := gfx.PipelineDesc{}
|
||||
unsafe { vmemset(&pipdesc, 0, int(sizeof(pipdesc))) }
|
||||
pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_pnct))
|
||||
|
||||
// the constants [C.ATTR_vs_a_Position, C.ATTR_vs_a_Color, C.ATTR_vs_a_Texcoord0] are generated by sokol-shdc
|
||||
pipdesc.layout.attrs[C.ATTR_vs_a_Position].format = .float3 // x,y,z as f32
|
||||
pipdesc.layout.attrs[C.ATTR_vs_a_Normal].format = .float3 // x,y,z as f32
|
||||
// pipdesc.layout.attrs[C.ATTR_vs_a_Color].format = .ubyte4n // color as u32
|
||||
pipdesc.layout.attrs[C.ATTR_vs_a_Texcoord0].format = .float2 // u,v as f32
|
||||
// pipdesc.layout.attrs[C.ATTR_vs_a_Texcoord0].format = .short2n // u,v as u16
|
||||
pipdesc.index_type = .uint32
|
||||
|
||||
color_state := gfx.ColorTargetState{
|
||||
blend: gfx.BlendState{
|
||||
enabled: true
|
||||
src_factor_rgb: .src_alpha
|
||||
dst_factor_rgb: .one_minus_src_alpha
|
||||
}
|
||||
}
|
||||
pipdesc.colors[0] = color_state
|
||||
|
||||
pipdesc.depth = gfx.DepthState{
|
||||
write_enabled: true
|
||||
compare: .less_equal
|
||||
}
|
||||
pipdesc.cull_mode = .front
|
||||
|
||||
pipdesc.label = &char('pip_part_${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.bind.fs.samplers[C.SLOT_smp] = sampler
|
||||
res.pipeline = gfx.make_pipeline(&pipdesc)
|
||||
// println('Buffers part [${in_part}] init done!')
|
||||
|
||||
return res
|
||||
}
|
||||
|
||||
/******************************************************************************
|
||||
* Render functions
|
||||
******************************************************************************/
|
||||
// aggregate all the part by materials
|
||||
pub fn (mut obj_part ObjPart) init_render_data(texture gfx.Image, sampler gfx.Sampler) {
|
||||
// create shader
|
||||
// One shader for all the model
|
||||
shader := gfx.make_shader(voidptr(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 ${v}")
|
||||
|
||||
mut txt := texture
|
||||
mut smp := sampler
|
||||
|
||||
if k in obj_part.mat_map {
|
||||
mat_map := obj_part.mat[obj_part.mat_map[k]]
|
||||
if 'map_Kd' in mat_map.maps {
|
||||
file_name := mat_map.maps['map_Kd']
|
||||
if file_name in obj_part.texture {
|
||||
txt = obj_part.texture[file_name]
|
||||
// println("Texture [${file_name}] => from CACHE")
|
||||
} else {
|
||||
txt, smp = load_texture(file_name)
|
||||
obj_part.texture[file_name] = txt
|
||||
obj_part.sampler[file_name] = smp
|
||||
// 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, smp)
|
||||
}
|
||||
// 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 pipeline and bindings
|
||||
mut part_render_data := obj_part.rend_data[rend_data_index]
|
||||
|
||||
// pass light position
|
||||
mut tmp_fs_params := Tmp_fs_param{}
|
||||
tmp_fs_params.light = in_data.fs_data.light
|
||||
|
||||
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 {
|
||||
// default 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)
|
||||
|
||||
vs_uniforms_range := gfx.Range{
|
||||
ptr: in_data.vs_data
|
||||
size: usize(in_data.vs_len)
|
||||
}
|
||||
fs_uniforms_range := gfx.Range{
|
||||
ptr: unsafe { &tmp_fs_params }
|
||||
size: usize(in_data.fs_len)
|
||||
}
|
||||
|
||||
gfx.apply_uniforms(.vs, C.SLOT_vs_params, &vs_uniforms_range)
|
||||
gfx.apply_uniforms(.fs, C.SLOT_fs_params, &fs_uniforms_range)
|
||||
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 +1,106 @@
|
||||
/**********************************************************************
|
||||
*
|
||||
* .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 sokol.gfx
|
||||
|
||||
// part struct maintaining the face indices
|
||||
pub struct Part {
|
||||
pub mut:
|
||||
faces [][][3]int // v n t index order, if -1 not available
|
||||
name string
|
||||
material string
|
||||
}
|
||||
|
||||
// material 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 gfx.Pipeline
|
||||
bind gfx.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 // mapping material name to its material index
|
||||
texture map[string]gfx.Image // GPU loaded texture map
|
||||
sampler map[string]gfx.Sampler // GPU loaded sampler
|
||||
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
|
||||
// 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:
|
||||
light 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 = unsafe { nil }
|
||||
vs_len int
|
||||
fs_data &Tmp_fs_param = unsafe { nil }
|
||||
fs_len int
|
||||
}
|
||||
@@ -0,0 +1,24 @@
|
||||
module obj
|
||||
|
||||
import os
|
||||
import os.asset
|
||||
|
||||
// read a file as single lines
|
||||
pub fn read_lines_from_file(file_path string) []string {
|
||||
if os.exists(file_path) {
|
||||
return os.read_lines(file_path) or { [] }
|
||||
}
|
||||
return read_bytes_from_file(file_path).bytestr().split_into_lines()
|
||||
}
|
||||
|
||||
// read a file as []u8
|
||||
pub fn read_bytes_from_file(file_path string) []u8 {
|
||||
if os.exists(file_path) {
|
||||
return os.read_bytes(file_path) or { [] }
|
||||
}
|
||||
mpath := 'models/${file_path}'
|
||||
return asset.read_bytes('assets', mpath) or {
|
||||
eprintln('Model file NOT FOUND: `${mpath}`')
|
||||
exit(0)
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,308 @@
|
||||
// vtest build: misc-tooling // needs .h files that are produced by `v shader`
|
||||
/**********************************************************************
|
||||
*
|
||||
* .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:
|
||||
* Run `v shader .` in this directory to compile the shaders.
|
||||
* For more info and help with shader compilation see `docs.md` and `v help shader`.
|
||||
*
|
||||
* 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 math
|
||||
import sokol.sapp
|
||||
import sokol.gfx
|
||||
import sokol.sgl
|
||||
import time
|
||||
import os
|
||||
import obj
|
||||
|
||||
// GLSL Include and functions
|
||||
|
||||
#include "@VMODROOT/gouraud.h" # It should be generated with `v shader .` (see the instructions at the top of this file)
|
||||
|
||||
fn C.gouraud_shader_desc(gfx.Backend) &gfx.ShaderDesc
|
||||
|
||||
const win_width = 600
|
||||
const win_height = 600
|
||||
const bg_color = gg.white
|
||||
|
||||
struct App {
|
||||
mut:
|
||||
gg &gg.Context = unsafe { nil }
|
||||
texture gfx.Image
|
||||
sampler gfx.Sampler
|
||||
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 = unsafe { nil }
|
||||
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.light = m4.vec3(x_light, radius_light, z_light)
|
||||
|
||||
sd := obj.Shader_data{
|
||||
vs_data: unsafe { &tmp_vs_param }
|
||||
vs_len: int(sizeof(tmp_vs_param))
|
||||
fs_data: unsafe { &tmp_fs_params }
|
||||
fs_len: int(sizeof(tmp_fs_params))
|
||||
}
|
||||
|
||||
return app.obj_part.bind_and_draw_all(sd)
|
||||
}
|
||||
|
||||
fn frame(mut app App) {
|
||||
// clear
|
||||
mut color_action := gfx.ColorAttachmentAction{
|
||||
load_action: .clear
|
||||
clear_value: gfx.Color{
|
||||
r: 0.0
|
||||
g: 0.0
|
||||
b: 0.0
|
||||
a: 1.0
|
||||
}
|
||||
}
|
||||
|
||||
mut pass_action := gfx.PassAction{}
|
||||
pass_action.colors[0] = color_action
|
||||
pass := sapp.create_default_pass(pass_action)
|
||||
gfx.begin_pass(&pass)
|
||||
|
||||
// render the data
|
||||
draw_start_glsl(app)
|
||||
draw_model(app, m4.Vec4{})
|
||||
// uncomment 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 := sgl.Desc{
|
||||
max_vertices: 128 * 65536
|
||||
}
|
||||
sgl.setup(&sgl_desc)
|
||||
|
||||
// 1x1 pixel white, default texture
|
||||
unsafe {
|
||||
tmp_txt := malloc(4)
|
||||
tmp_txt[0] = u8(0xFF)
|
||||
tmp_txt[1] = u8(0xFF)
|
||||
tmp_txt[2] = u8(0xFF)
|
||||
tmp_txt[3] = u8(0xFF)
|
||||
app.texture, app.sampler = obj.create_texture(1, 1, tmp_txt)
|
||||
free(tmp_txt)
|
||||
}
|
||||
// glsl
|
||||
app.obj_part.init_render_data(app.texture, app.sampler)
|
||||
app.init_flag = true
|
||||
}
|
||||
|
||||
fn cleanup(mut app App) {
|
||||
/*
|
||||
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)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn main() {
|
||||
/*
|
||||
obj.tst()
|
||||
exit(0)
|
||||
*/
|
||||
// App init
|
||||
mut app := &App{}
|
||||
|
||||
// app.file_name = 'v.obj' // default object is the v logo
|
||||
app.file_name = 'utahTeapot.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.')
|
||||
eprintln(' If no file name is passed the default V logo will be showed.')
|
||||
eprintln(' Try one of the .obj files in the "assets/models/" folder.')
|
||||
eprintln("single_material_flag: if true the viewer use for all the model's parts the default material")
|
||||
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
|
||||
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()
|
||||
}
|
||||
Whitespace-only changes.
Reference in new issue
Block a user