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authorIndrajith K L2022-12-03 17:00:20 +0530
committerIndrajith K L2022-12-03 17:00:20 +0530
commitf5c4671bfbad96bf346bd7e9a21fc4317b4959df (patch)
tree2764fc62da58f2ba8da7ed341643fc359873142f /v_windows/v/old/examples/sokol/06_obj_viewer/modules/obj
downloadcli-tools-windows-master.tar.gz
cli-tools-windows-master.tar.bz2
cli-tools-windows-master.zip
Adds most of the toolsHEADmaster
Diffstat (limited to 'v_windows/v/old/examples/sokol/06_obj_viewer/modules/obj')
-rw-r--r--v_windows/v/old/examples/sokol/06_obj_viewer/modules/obj/obj.v595
-rw-r--r--v_windows/v/old/examples/sokol/06_obj_viewer/modules/obj/rend.v297
-rw-r--r--v_windows/v/old/examples/sokol/06_obj_viewer/modules/obj/struct.v104
-rw-r--r--v_windows/v/old/examples/sokol/06_obj_viewer/modules/obj/util.v44
4 files changed, 1040 insertions, 0 deletions
diff --git a/v_windows/v/old/examples/sokol/06_obj_viewer/modules/obj/obj.v b/v_windows/v/old/examples/sokol/06_obj_viewer/modules/obj/obj.v
new file mode 100644
index 0000000..1d239a0
--- /dev/null
+++ b/v_windows/v/old/examples/sokol/06_obj_viewer/modules/obj/obj.v
@@ -0,0 +1,595 @@
+module obj
+
+/**********************************************************************
+*
+* .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:
+**********************************************************************/
+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('$row_count .obj Rows parsed')
+ // remove default part if empty
+ if obj_part.part.len > 1 && obj_part.part[0].faces.len == 0 {
+ obj_part.part = obj_part.part[1..]
+ }
+}
+
+// load the materials if found the .mtl file
+fn (mut obj_part ObjPart) load_materials() {
+ rows := read_lines_from_file(obj_part.material_file)
+ println('Material file [$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)
+}
diff --git a/v_windows/v/old/examples/sokol/06_obj_viewer/modules/obj/rend.v b/v_windows/v/old/examples/sokol/06_obj_viewer/modules/obj/rend.v
new file mode 100644
index 0000000..d4ea3bc
--- /dev/null
+++ b/v_windows/v/old/examples/sokol/06_obj_viewer/modules/obj/rend.v
@@ -0,0 +1,297 @@
+/**********************************************************************
+*
+* .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 &byte) 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.data.subimage[0][0] = C.sg_range{
+ ptr: buf
+ size: size_t(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 := 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: [$file_name] ERROR!')
+ exit(0)
+ }
+ res := create_texture(int(img.width), int(img.height), img.data)
+ img.free()
+ return res
+}
+
+/******************************************************************************
+* Pipeline
+******************************************************************************/
+pub fn (mut obj_part ObjPart) create_pipeline(in_part []int, shader C.sg_shader, texture C.sg_image) Render_data {
+ mut res := Render_data{}
+ obj_buf := obj_part.get_buffer(in_part)
+ res.n_vert = obj_buf.n_vertex
+ res.material = obj_part.part[in_part[0]].material
+
+ // vertex buffer
+ mut vert_buffer_desc := C.sg_buffer_desc{
+ label: 0
+ }
+ unsafe { C.memset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc)) }
+
+ vert_buffer_desc.size = size_t(obj_buf.vbuf.len * int(sizeof(Vertex_pnct)))
+ vert_buffer_desc.data = C.sg_range{
+ ptr: obj_buf.vbuf.data
+ size: size_t(obj_buf.vbuf.len * int(sizeof(Vertex_pnct)))
+ }
+
+ vert_buffer_desc.@type = .vertexbuffer
+ vert_buffer_desc.label = 'vertbuf_part_${in_part:03}'.str
+ vbuf := gfx.make_buffer(&vert_buffer_desc)
+
+ // index buffer
+ mut index_buffer_desc := C.sg_buffer_desc{
+ label: 0
+ }
+ unsafe { C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc)) }
+
+ index_buffer_desc.size = size_t(obj_buf.ibuf.len * int(sizeof(u32)))
+ index_buffer_desc.data = C.sg_range{
+ ptr: obj_buf.ibuf.data
+ size: size_t(obj_buf.ibuf.len * int(sizeof(u32)))
+ }
+
+ index_buffer_desc.@type = .indexbuffer
+ index_buffer_desc.label = 'indbuf_part_${in_part:03}'.str
+ ibuf := gfx.make_buffer(&index_buffer_desc)
+
+ mut pipdesc := C.sg_pipeline_desc{}
+ unsafe { C.memset(&pipdesc, 0, sizeof(pipdesc)) }
+ pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_pnct))
+
+ // the constants [C.ATTR_vs_a_Position, C.ATTR_vs_a_Color, C.ATTR_vs_a_Texcoord0] are generated by sokol-shdc
+ pipdesc.layout.attrs[C.ATTR_vs_a_Position].format = .float3 // x,y,z as f32
+ pipdesc.layout.attrs[C.ATTR_vs_a_Normal].format = .float3 // x,y,z as f32
+ pipdesc.layout.attrs[C.ATTR_vs_a_Color].format = .ubyte4n // color as u32
+ pipdesc.layout.attrs[C.ATTR_vs_a_Texcoord0].format = .float2 // u,v as f32
+ // pipdesc.layout.attrs[C.ATTR_vs_a_Texcoord0].format = .short2n // u,v as u16
+ pipdesc.index_type = .uint32
+
+ color_state := C.sg_color_state{
+ blend: C.sg_blend_state{
+ enabled: true
+ src_factor_rgb: gfx.BlendFactor(C.SG_BLENDFACTOR_SRC_ALPHA)
+ dst_factor_rgb: gfx.BlendFactor(C.SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA)
+ }
+ }
+ pipdesc.colors[0] = color_state
+
+ pipdesc.depth = C.sg_depth_state{
+ write_enabled: true
+ compare: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
+ }
+ pipdesc.cull_mode = .front
+
+ pipdesc.label = 'pip_part_${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(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 = 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 := 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)
+
+ vs_uniforms_range := C.sg_range{
+ ptr: in_data.vs_data
+ size: size_t(in_data.vs_len)
+ }
+ fs_uniforms_range := C.sg_range{
+ ptr: unsafe { &tmp_fs_params }
+ size: size_t(in_data.fs_len)
+ }
+
+ gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params, &vs_uniforms_range)
+ gfx.apply_uniforms(C.SG_SHADERSTAGE_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}")
+}
diff --git a/v_windows/v/old/examples/sokol/06_obj_viewer/modules/obj/struct.v b/v_windows/v/old/examples/sokol/06_obj_viewer/modules/obj/struct.v
new file mode 100644
index 0000000..55a528b
--- /dev/null
+++ b/v_windows/v/old/examples/sokol/06_obj_viewer/modules/obj/struct.v
@@ -0,0 +1,104 @@
+/**********************************************************************
+*
+* .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
+}
diff --git a/v_windows/v/old/examples/sokol/06_obj_viewer/modules/obj/util.v b/v_windows/v/old/examples/sokol/06_obj_viewer/modules/obj/util.v
new file mode 100644
index 0000000..a1e596a
--- /dev/null
+++ b/v_windows/v/old/examples/sokol/06_obj_viewer/modules/obj/util.v
@@ -0,0 +1,44 @@
+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()
+ } $else {
+ path = os.resource_abs_path('assets/models/' + file_path)
+ rows = os.read_lines(path) or {
+ eprintln('File [$path] NOT FOUND! file_path: $file_path')
+ 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)
+ }
+ } $else {
+ path = os.resource_abs_path('assets/models/' + file_path)
+ buffer = os.read_bytes(path) or {
+ eprintln('Texure file: [$path] NOT FOUND!')
+ exit(0)
+ }
+ }
+ return buffer
+}