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author | Indrajith K L | 2022-12-03 17:00:20 +0530 |
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committer | Indrajith K L | 2022-12-03 17:00:20 +0530 |
commit | f5c4671bfbad96bf346bd7e9a21fc4317b4959df (patch) | |
tree | 2764fc62da58f2ba8da7ed341643fc359873142f /v_windows/v/old/examples/sokol/06_obj_viewer/modules/obj/rend.v | |
download | cli-tools-windows-master.tar.gz cli-tools-windows-master.tar.bz2 cli-tools-windows-master.zip |
Diffstat (limited to 'v_windows/v/old/examples/sokol/06_obj_viewer/modules/obj/rend.v')
-rw-r--r-- | v_windows/v/old/examples/sokol/06_obj_viewer/modules/obj/rend.v | 297 |
1 files changed, 297 insertions, 0 deletions
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}") +} |