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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/show_obj.v
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Adds most of the toolsHEADmaster
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+/**********************************************************************
+*
+* .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:
+* - download the sokol shader convertor tool from https://github.com/floooh/sokol-tools-bin
+*
+* - compile the .glsl shader with:
+* linux : sokol-shdc --input gouraud.glsl --output gouraud.h --slang glsl330
+* windows: sokol-shdc.exe --input gouraud.glsl --output gouraud.h --slang glsl330
+*
+* --slang parameter can be:
+* - glsl330: desktop GL
+* - glsl100: GLES2 / WebGL
+* - glsl300es: GLES3 / WebGL2
+* - hlsl4: D3D11
+* - hlsl5: D3D11
+* - metal_macos: Metal on macOS
+* - metal_ios: Metal on iOS device
+* - metal_sim: Metal on iOS simulator
+* - wgpu: WebGPU
+*
+* you can have multiple platforms at the same time passing parameters like this: --slang glsl330:hlsl5:metal_macos
+* for further infos have a look at the sokol shader tool docs.
+*
+* 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 gx
+import math
+import sokol.sapp
+import sokol.gfx
+import sokol.sgl
+import time
+import os
+import obj
+
+// GLSL Include and functions
+
+#flag -I @VMODROOT/.
+#include "gouraud.h" #Please use sokol-shdc to generate the necessary rt_glsl.h file from rt_glsl.glsl (see the instructions at the top of this file)
+
+fn C.gouraud_shader_desc(gfx.Backend) &C.sg_shader_desc
+
+const (
+ win_width = 600
+ win_height = 600
+ bg_color = gx.white
+)
+
+struct App {
+mut:
+ gg &gg.Context
+ texture C.sg_image
+ 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
+ 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.ligth = 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) {
+ ws := gg.window_size_real_pixels()
+
+ // clear
+ mut color_action := C.sg_color_attachment_action{
+ action: gfx.Action(C.SG_ACTION_CLEAR)
+ value: C.sg_color{
+ r: 0.0
+ g: 0.0
+ b: 0.0
+ a: 1.0
+ }
+ }
+
+ mut pass_action := C.sg_pass_action{}
+ pass_action.colors[0] = color_action
+ gfx.begin_default_pass(&pass_action, ws.width, ws.height)
+
+ // render the data
+ draw_start_glsl(app)
+ draw_model(app, m4.Vec4{})
+ // uncoment 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 := C.sgl_desc_t{
+ max_vertices: 128 * 65536
+ }
+ sgl.setup(&sgl_desc)
+
+ // 1x1 pixel white, default texture
+ unsafe {
+ tmp_txt := malloc(4)
+ tmp_txt[0] = byte(0xFF)
+ tmp_txt[1] = byte(0xFF)
+ tmp_txt[2] = byte(0xFF)
+ tmp_txt[3] = byte(0xFF)
+ app.texture = obj.create_texture(1, 1, tmp_txt)
+ free(tmp_txt)
+ }
+ // glsl
+ app.obj_part.init_render_data(app.texture)
+ app.init_flag = true
+}
+
+fn cleanup(mut app App) {
+ gfx.shutdown()
+ /*
+ 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)
+ }
+ }
+}
+
+/******************************************************************************
+* Main
+******************************************************************************/
+// is needed for easier diagnostics on windows
+[console]
+fn main() {
+ /*
+ obj.tst()
+ exit(0)
+ */
+
+ // App init
+ mut app := &App{
+ gg: 0
+ obj_part: 0
+ }
+
+ app.file_name = 'v.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, it must be in the folder "assets/models"')
+ eprintln(' if no file name is passed the default V logo will be showed.')
+ eprintln(' if you want custom models you can put them in the folder "assets/models".')
+ eprintln("single_material_flag: if true the viewer use for all the model's parts the default material\n")
+ 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()
+}