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-rw-r--r--v_windows/v/examples/sokol/06_obj_viewer/assets/models/v.mtl20
-rw-r--r--v_windows/v/examples/sokol/06_obj_viewer/assets/models/v.obj_194
-rw-r--r--v_windows/v/examples/sokol/06_obj_viewer/gouraud.glsl108
-rw-r--r--v_windows/v/examples/sokol/06_obj_viewer/modules/obj/obj.v595
-rw-r--r--v_windows/v/examples/sokol/06_obj_viewer/modules/obj/rend.v297
-rw-r--r--v_windows/v/examples/sokol/06_obj_viewer/modules/obj/struct.v104
-rw-r--r--v_windows/v/examples/sokol/06_obj_viewer/modules/obj/util.v44
-rw-r--r--v_windows/v/examples/sokol/06_obj_viewer/show_obj.v338
-rw-r--r--v_windows/v/examples/sokol/06_obj_viewer/v.mod0
9 files changed, 1700 insertions, 0 deletions
diff --git a/v_windows/v/examples/sokol/06_obj_viewer/assets/models/v.mtl b/v_windows/v/examples/sokol/06_obj_viewer/assets/models/v.mtl
new file mode 100644
index 0000000..47d0381
--- /dev/null
+++ b/v_windows/v/examples/sokol/06_obj_viewer/assets/models/v.mtl
@@ -0,0 +1,20 @@
+# Blender MTL File: 'v-logo.blend'
+# Material Count: 2
+newmtl Material.001
+Ns 96.078431
+Ka 0.2 0.2 0.2
+Kd 0.365 0.529 0.749
+Ks 0.85 0.85 0.85
+Ke 0 0 0
+Ni 1
+d 1
+illum 1
+newmtl Material.002
+Ns 96.078431
+Ka 0.1 0.1 0.1
+Kd 0.325 0.42 0.541
+Ks 0.85 0.85 0.85
+Ke 0 0 0
+Ni 1
+d 1
+illum 1 \ No newline at end of file
diff --git a/v_windows/v/examples/sokol/06_obj_viewer/assets/models/v.obj_ b/v_windows/v/examples/sokol/06_obj_viewer/assets/models/v.obj_
new file mode 100644
index 0000000..d25cc0a
--- /dev/null
+++ b/v_windows/v/examples/sokol/06_obj_viewer/assets/models/v.obj_
@@ -0,0 +1,194 @@
+# Blender v2.92.0 V Logo
+mtllib v.mtl
+o Vleft.020_Plane.030
+v -1.379 6.295 0.625
+v -1.389 6.019 -3.177
+v -1.442 6.063 -3.177
+v -1.433 6.339 0.625
+v -4.038 6.499 0.662
+v -4.037 6.537 0.661
+v -4.047 6.261 -3.141
+v -4.048 6.222 -3.140
+v -3.900 6.637 0.658
+v -3.910 6.360 -3.144
+v -3.974 6.342 -3.142
+v -3.964 6.618 0.660
+v -4.012 6.582 0.661
+v -4.022 6.306 -3.142
+v -1.273 6.135 0.624
+v -1.283 5.859 -3.178
+v -1.321 5.933 -3.178
+v -1.311 6.209 0.624
+v 1.288 -1.652 0.018
+v 1.282 -1.628 -3.759
+v -1.510 6.387 0.625
+v -1.520 6.111 -3.177
+v -1.559 6.128 -3.176
+v -1.550 6.404 0.626
+v -1.103 -1.603 0.043
+v -1.113 -1.579 -3.759
+v -1.082 -1.597 -3.759
+v -1.072 -1.620 0.043
+v -1.127 -1.583 0.043
+v -1.137 -1.560 -3.759
+v -1.042 -1.631 0.043
+v -1.052 -1.608 -3.759
+v -1.490 6.095 -3.177
+v -1.480 6.372 0.625
+v -1.148 -1.563 0.043
+v -1.158 -1.540 -3.759
+v -1.164 -1.541 0.043
+v -1.174 -1.518 -3.759
+v -1.171 -1.528 0.043
+v -1.181 -1.504 -3.759
+v -1.347 5.974 -3.178
+v -1.337 6.250 0.624
+v -4.034 6.459 0.662
+v -4.044 6.183 -3.140
+vn 0.634 0.771 -0.057
+vn -0.999 0.034 0.000
+vn -0.278 0.958 -0.068
+vn -0.868 0.494 -0.033
+vn 0.889 0.455 -0.035
+vn 0.947 0.319 -0.012
+vn 0.399 0.914 -0.067
+vn -0.502 -0.864 -0.004
+vn 0.097 0.992 -0.072
+vn -0.630 -0.776 -0.003
+vn -0.009 -0.999 -0.006
+vn 0.564 0.822 -0.061
+vn -0.693 -0.720 -0.002
+vn -0.805 -0.592 -0.001
+vn -0.888 -0.458 -0.000
+vn 0.843 0.535 -0.041
+vn -0.993 -0.116 0.011
+vn 0.731 0.680 -0.051
+vn -0.938 -0.344 0.013
+vn 0.450 0.890 -0.065
+vn -0.604 0.794 -0.056
+vn 0.005 -0.072 0.997
+vn -0.000 0.075 -0.997
+vn -0.329 -0.944 -0.005
+usemtl Material.001
+s 1
+f 1//1 2//1 3//1 4//1
+f 5//2 6//2 7//2 8//2
+f 9//3 10//3 11//3 12//3
+f 6//4 13//4 14//4 7//4
+f 15//5 16//5 17//5 18//5
+f 19//6 20//6 16//6 15//6
+f 21//7 22//7 23//7 24//7
+f 25//8 26//8 27//8 28//8
+f 24//9 23//9 10//9 9//9
+f 29//10 30//10 26//10 25//10
+f 19//11 31//11 32//11 20//11
+f 4//12 3//12 33//12 34//12
+f 35//13 36//13 30//13 29//13
+f 37//14 38//14 36//14 35//14
+f 39//15 40//15 38//15 37//15
+f 18//16 17//16 41//16 42//16
+f 43//17 5//17 8//17 44//17
+f 42//18 41//18 2//18 1//18
+f 39//19 43//19 44//19 40//19
+f 34//20 33//20 22//20 21//20
+f 13//21 12//21 11//21 14//21
+f 15//22 18//22 42//22 1//22 4//22 34//22 21//22 24//22 9//22 12//22 13//22 6//22 5//22 43//22 39//22 37//22 35//22 29//22 25//22 28//22 31//22 19//22
+f 22//23 33//23 3//23 2//23 41//23 17//23 16//23 20//23 32//23 27//23 26//23 30//23 36//23 38//23 40//23 44//23 8//23 7//23 14//23 11//23 10//23 23//23
+f 28//24 27//24 32//24 31//24
+o Vleft.019_Plane.029
+v 1.617 6.547 -4.385
+v 1.627 6.270 -0.582
+v 1.681 6.314 -0.582
+v 1.671 6.591 -4.385
+v 4.277 6.750 -4.422
+v 4.276 6.789 -4.421
+v 4.286 6.513 -0.618
+v 4.287 6.474 -0.618
+v 1.280 -1.685 -3.803
+v 1.290 -1.656 -0.000
+v -1.044 -1.625 -0.000
+v -1.059 -1.615 -3.788
+v 4.250 6.834 -4.420
+v 4.260 6.557 -0.617
+v 1.512 6.387 -4.384
+v 1.522 6.110 -0.581
+v 1.559 6.184 -0.581
+v 1.550 6.461 -4.384
+v 1.410 -1.581 -3.803
+v 4.273 6.711 -4.422
+v 4.282 6.434 -0.619
+v 1.419 -1.552 -0.000
+v 1.749 6.639 -4.385
+v 1.758 6.362 -0.582
+v 1.798 6.380 -0.582
+v 1.788 6.656 -4.386
+v 1.342 -1.657 -3.803
+v 1.351 -1.628 -0.000
+v 1.321 -1.645 -0.000
+v 1.311 -1.674 -3.803
+v 4.148 6.612 -0.615
+v 4.139 6.888 -4.418
+v 4.213 6.593 -0.617
+v 4.203 6.870 -4.420
+v 1.366 -1.637 -3.803
+v 1.375 -1.608 -0.000
+v 1.728 6.347 -0.582
+v 1.719 6.623 -4.385
+v 1.386 -1.617 -3.803
+v 1.396 -1.588 -0.000
+v 1.402 -1.595 -3.803
+v 1.412 -1.566 -0.000
+v 1.585 6.225 -0.581
+v 1.575 6.501 -4.384
+vn -0.634 0.771 0.057
+vn 0.999 0.034 -0.000
+vn -0.021 -0.999 0.002
+vn 0.868 0.494 0.033
+vn -0.889 0.455 0.035
+vn 0.943 -0.332 -0.013
+vn -0.399 0.914 0.067
+vn 0.502 -0.864 0.005
+vn -0.097 0.992 0.072
+vn 0.278 0.958 0.068
+vn 0.630 -0.776 0.004
+vn -0.564 0.822 0.061
+vn 0.693 -0.720 0.003
+vn -0.950 0.311 0.014
+vn 0.805 -0.592 0.002
+vn 0.888 -0.458 0.001
+vn -0.843 0.535 0.041
+vn 0.993 -0.116 -0.011
+vn -0.731 0.680 0.051
+vn -0.450 0.890 0.065
+vn 0.604 0.794 0.056
+vn -0.005 -0.070 -0.997
+vn 0.000 -0.000 1.000
+vn 0.001 0.072 0.997
+vn 0.329 -0.944 0.006
+usemtl Material.002
+s 1
+f 45//25 46//25 47//25 48//25
+f 49//26 50//26 51//26 52//26
+f 53//27 54//27 55//27 56//27
+f 50//28 57//28 58//28 51//28
+f 59//29 60//29 61//29 62//29
+f 63//30 64//30 65//30 66//30
+f 67//31 68//31 69//31 70//31
+f 71//32 72//32 73//32 74//32
+f 70//33 69//33 75//33 76//33
+f 76//34 75//34 77//34 78//34
+f 79//35 80//35 72//35 71//35
+f 48//36 47//36 81//36 82//36
+f 83//37 84//37 80//37 79//37
+f 56//38 55//38 60//38 59//38
+f 85//39 86//39 84//39 83//39
+f 63//40 66//40 86//40 85//40
+f 62//41 61//41 87//41 88//41
+f 64//42 49//42 52//42 65//42
+f 88//43 87//43 46//43 45//43
+f 82//44 81//44 68//44 67//44
+f 57//45 78//45 77//45 58//45
+f 63//46 85//46 83//46 79//46 71//46 74//46 53//46 56//46 59//46 62//46 88//46 45//46 48//46 82//46 67//46 70//46 76//46 78//46 57//46 50//46 49//46 64//46
+f 66//47 84//47 86//47
+f 66//48 65//48 52//48 51//48 58//48 77//48 75//48 69//48 68//48 81//48 47//48 46//48 87//48 61//48 60//48 55//48 54//48 73//48 72//48 80//48 84//48
+f 74//49 73//49 54//49 53//49
diff --git a/v_windows/v/examples/sokol/06_obj_viewer/gouraud.glsl b/v_windows/v/examples/sokol/06_obj_viewer/gouraud.glsl
new file mode 100644
index 0000000..7f36499
--- /dev/null
+++ b/v_windows/v/examples/sokol/06_obj_viewer/gouraud.glsl
@@ -0,0 +1,108 @@
+//#pragma sokol @ctype mat4 hmm_mat4
+
+#pragma sokol @vs vs
+
+uniform vs_params {
+ mat4 u_MVMatrix; // A constant representing the combined model/view matrix.
+ mat4 u_MVPMatrix; // A constant representing the combined model/view/projection matrix.
+ mat4 u_NMatrix; // A constant representing the Normal Matrix
+};
+
+in vec4 a_Position; // Per-vertex position information we will pass in.
+in vec3 a_Normal; // Per-vertex normal information we will pass in.
+in vec4 a_Color; // Per-vertex color information we will pass in.
+in vec2 a_Texcoord0;
+
+out vec3 v_Position; // This will be passed into the fragment shader.
+out vec4 v_Color; // This will be passed into the fragment shader.
+out vec3 v_Normal; // This will be passed into the fragment shader.
+out vec3 v_Normal1;
+out vec2 uv; // This will be passed into the fragment shader.
+
+// The entry point for our vertex shader.
+void main()
+{
+ // Transform the vertex into eye space.
+ v_Position = vec3(u_MVMatrix * a_Position);
+ // Pass through the color.
+ v_Color = a_Color;
+ // calc eye space normal
+ v_Normal = vec3(u_NMatrix * vec4(a_Normal, 1.0));
+ // texture coord
+ uv = a_Texcoord0;
+
+ v_Normal1 = normalize(vec3(u_MVMatrix * vec4(a_Normal, 1.0)));
+
+ // gl_Position is a special variable used to store the final position.
+ // Multiply the vertex by the matrix to get the final point in normalized screen coordinates.
+ gl_Position = u_MVPMatrix * a_Position;
+}
+
+#pragma sokol @end
+
+#pragma sokol @fs fs
+//precision mediump float; // Set the default precision to medium. We don't need as high of a precision in the fragment shader
+uniform sampler2D tex;
+uniform fs_params {
+ vec4 u_LightPos; // The position of the light in eye space.
+ vec4 ambientColor;
+ vec4 diffuseColor;
+ vec4 specularColor;
+
+};
+in vec3 v_Position; // Interpolated position for this fragment.
+in vec4 v_Color; // This is the color from the vertex shader interpolated across the triangle per fragment.
+in vec3 v_Normal; // Interpolated normal for this fragment.
+in vec3 v_Normal1;
+in vec2 uv;
+out vec4 frag_color;
+
+vec3 lightDirection = -u_LightPos.xyz;// vec3(0.0, -0.5, 0.5);
+//const vec4 ambientColor = vec4(0.094, 0.0, 0.0, 1.0);
+//const vec4 diffuseColor = vec4(0.5, 0.0, 0.0, 1.0);
+//const vec4 specularColor = vec4(1.0, 1.0, 1.0, 1.0);
+//const float shininess = 10.0;
+const vec4 lightColor = vec4(1.0, 1.0, 1.0, 1.0);
+
+vec3 phongBRDF(vec3 lightDir, vec3 viewDir, vec3 normal, vec3 phongDiffuseCol, vec3 phongSpecularCol, float phongShininess) {
+ vec3 color = phongDiffuseCol;
+ vec3 reflectDir = reflect(-lightDir, normal);
+ float specDot = max(dot(reflectDir, viewDir), 0.0);
+ color += pow(specDot, phongShininess) * phongSpecularCol;
+ return color;
+}
+
+vec4 getPhong(in vec4 diffuseColor) {
+ vec3 lightDir = normalize(-lightDirection);
+ vec3 viewDir = normalize(-v_Position);
+ vec3 n = normalize(v_Normal);
+
+ vec3 luminance = ambientColor.rgb * 0.5;
+
+ float illuminance = dot(lightDir, n);
+ if(illuminance > 0.0) {
+ // we save specular shiness in specularColor.a
+ vec3 brdf = phongBRDF(lightDir, viewDir, n, diffuseColor.rgb, specularColor.rgb, specularColor.a * 1000);
+ luminance += brdf * illuminance * lightColor.rgb;
+ }
+
+ vec4 outColor = vec4(luminance,1.0);
+ return outColor;
+}
+
+// The entry point for our fragment shader.
+void main()
+{
+ vec4 txt = texture(tex, uv);
+
+ // Directional light
+ float directional = dot(normalize(v_Normal1), normalize(vec3(0,0.5,1))) ;
+ directional = directional * 0.15;
+
+ // Multiply the color by the diffuse illumination level to get final output color.
+ frag_color = vec4(clamp(directional + txt.rgb * getPhong(diffuseColor).rgb,0,1), txt.a * diffuseColor.a);
+
+}
+#pragma sokol @end
+
+#pragma sokol @program gouraud vs fs \ No newline at end of file
diff --git a/v_windows/v/examples/sokol/06_obj_viewer/modules/obj/obj.v b/v_windows/v/examples/sokol/06_obj_viewer/modules/obj/obj.v
new file mode 100644
index 0000000..1d239a0
--- /dev/null
+++ b/v_windows/v/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/examples/sokol/06_obj_viewer/modules/obj/rend.v b/v_windows/v/examples/sokol/06_obj_viewer/modules/obj/rend.v
new file mode 100644
index 0000000..d4ea3bc
--- /dev/null
+++ b/v_windows/v/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/examples/sokol/06_obj_viewer/modules/obj/struct.v b/v_windows/v/examples/sokol/06_obj_viewer/modules/obj/struct.v
new file mode 100644
index 0000000..55a528b
--- /dev/null
+++ b/v_windows/v/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/examples/sokol/06_obj_viewer/modules/obj/util.v b/v_windows/v/examples/sokol/06_obj_viewer/modules/obj/util.v
new file mode 100644
index 0000000..a1e596a
--- /dev/null
+++ b/v_windows/v/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
+}
diff --git a/v_windows/v/examples/sokol/06_obj_viewer/show_obj.v b/v_windows/v/examples/sokol/06_obj_viewer/show_obj.v
new file mode 100644
index 0000000..e2e0be3
--- /dev/null
+++ b/v_windows/v/examples/sokol/06_obj_viewer/show_obj.v
@@ -0,0 +1,338 @@
+/**********************************************************************
+*
+* .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()
+}
diff --git a/v_windows/v/examples/sokol/06_obj_viewer/v.mod b/v_windows/v/examples/sokol/06_obj_viewer/v.mod
new file mode 100644
index 0000000..e69de29
--- /dev/null
+++ b/v_windows/v/examples/sokol/06_obj_viewer/v.mod