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mirror of https://github.com/vlang/v.git synced 2023-08-10 21:13:21 +03:00

tools: format most examples and tutorials, add them to v test-cleancode (#9826)

This commit is contained in:
Lukas Neubert
2021-04-20 16:16:35 +02:00
committed by GitHub
parent dff50686d6
commit 16e79bc3ca
38 changed files with 471 additions and 433 deletions

View File

@ -9,10 +9,11 @@
* TODO:
**********************************************************************/
module obj
import gg.m4
import strconv
enum F_state{
enum F_state {
start
first
ints
@ -24,10 +25,10 @@ enum F_state{
// 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 i := start_index
mut res := 0
mut sgn := 1
mut state := F_state.start
for true {
if i >= s.len {
@ -50,20 +51,20 @@ fn get_int(s string, start_index int) (int, int) {
`0`...`9` {
state = .ints
}
` `,`\t` {
` `, `\t` {
i++
continue
}
else{ // no number found
else { // no number found
break
}
}
}
if state == .ints {
match c {
`0`...`9` {
//println("$res => ${(int(c) - 48)}")
// println("$res => ${(int(c) - 48)}")
res = res * 10 + (int(c) - 48)
i++
continue
@ -73,55 +74,60 @@ fn get_int(s string, start_index int) (int, int) {
}
}
}
}
//println("---")
// println("---")
return res * sgn, i
}
// reas a float number from a string
fn get_float(s string, start_index int) (f64, int) {
mut i1 := start_index //+ 1
for i1 < s.len && s[i1] in [` `,`\t`] {
for i1 < s.len && s[i1] in [` `, `\t`] {
i1++
}
mut i := i1
for i < s.len {
if s[i] in [` `,`\t`] {
if s[i] in [` `, `\t`] {
break
}
i++
}
//println(" get_float: ($start_index,$i) [${s[start_index..i]}]")
//f_res := strconv.atof_quick(s[start_index..i])
}
// 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)
// 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]!}
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
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) }
unsafe {
res.e[c] = f32(res_f)
}
c++
i++
if i >= row.len {
@ -133,12 +139,12 @@ fn (mut m ObjPart) parse_floats(row string, start_index int) m4.Vec4 {
// 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..]}")
mut i := start_index + 1
mut res := [][3]int{}
mut v := 0
mut t := 0
mut n := 0
// println("row: ${row[i..]}")
for true {
t = 0
n = 0
@ -146,29 +152,28 @@ fn (mut p Part) parse_faces(row string, start_index int, obj ObjPart) {
break
}
mut c := row[i]
if (c > `9` || c < `0`) && c != `-`{
if (c > `9` || c < `0`) && c != `-` {
i++
continue
}
v, i = get_int(row, i)
if i < row.len && row[i] == `/` {
if row[i+1] != `/` {
t,i = get_int(row, i+1)
if row[i + 1] != `/` {
t, i = get_int(row, i + 1)
if i < row.len && row[i] == `/` {
n,i = get_int(row, i+1)
n, i = get_int(row, i + 1)
}
} else {
i++
n,i = get_int(row, i+1)
n, i = get_int(row, i + 1)
}
}
// manage negative indexes
// NOTE: not well suporeted now
if v < 0 {
//println("${obj.v.len} ${obj.v.len-c}")
// println("${obj.v.len} ${obj.v.len-c}")
v = obj.v.len - v + 1
//exit(0)
// exit(0)
}
if n < 0 {
n = obj.vn.len - n + 1
@ -176,23 +181,24 @@ fn (mut p Part) parse_faces(row string, start_index int, obj ObjPart) {
if t < 0 {
t = obj.vt.len - t + 1
}
res << [v-1,n-1,t-1]!
res << [v - 1, n - 1, t - 1]!
}
//println("ok res: ${res}")
//println(p.faces.len)
// 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){
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"}
default_part := Part{
name: 'default part'
}
obj_part.part << default_part
//println("OBJ file has ${rows.len} rows")
// println("OBJ file has ${rows.len} rows")
for c, row in rows {
//println("$c $row")
// println("$c $row")
mut i := 0
row_count++
for true {
@ -204,32 +210,35 @@ pub fn (mut obj_part ObjPart) parse_obj_buffer(rows []string, single_material bo
break
}
`m` {
if row[i..i+6] == "mtllib" {
obj_part.material_file = row[i+7..].trim_space()
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()
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")
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}"
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"
part.name = obj_part.part[obj_part.part.len - 1].name + '_m01'
}
obj_part.part << part
}
@ -239,54 +248,53 @@ pub fn (mut obj_part ObjPart) parse_obj_buffer(rows []string, single_material bo
}
`v` {
i++
match row[i]{
match row[i] {
// normals
`n` {
obj_part.vn << parse_3f(row, i+2)
//println("Vertex line: $c")
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}")
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")
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 => ${obj_part.v[obj_part.v.len-1]}")
obj_part.v << parse_3f(row, i + 1)
// println("$row => ${obj_part.v[obj_part.v.len-1]}")
break
}
}
}
`f` {
//println("$c $row")
// println("$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")
// println(obj_part.part[obj_part.part.len - 1].faces.len)
// println("Faces line: $c")
break
}
// end of the line, comments
`\n`,`#` {
`\n`, `#` {
break
}
else{}
else {}
}
i++
}
//if c == 2 { break }
if c % 100000 == 0 && c > 0{
println("$c rows parsed")
// if c == 2 { break }
if c % 100000 == 0 && c > 0 {
println('$c rows parsed')
}
}
println("$row_count .obj Rows parsed")
println('$row_count .obj Rows parsed')
// remove default part if empty
if obj_part.part.len > 1 && obj_part.part[0].faces.len == 0 {
obj_part.part = obj_part.part[1..]
@ -295,10 +303,10 @@ pub fn (mut obj_part ObjPart) parse_obj_buffer(rows []string, single_material bo
// load the materials if found the .mtl file
fn (mut obj_part ObjPart) load_materials() {
rows := obj.read_lines_from_file(obj_part.material_file)
println("Material file [${obj_part.material_file}] ${rows.len} Rows.")
rows := read_lines_from_file(obj_part.material_file)
println('Material file [$obj_part.material_file] $rows.len Rows.')
for row in rows {
//println("$row")
// println("$row")
mut i := 0
for true {
if i >= row.len {
@ -306,35 +314,37 @@ fn (mut obj_part ObjPart) load_materials() {
}
match row[i] {
`n` {
if row[i..i+6] == "newmtl" {
name := row[i+6..].trim_space()
mut mat := Material{name: name}
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`] {
if row[i + 1] !in [`a`, `d`, `e`, `s`] {
break
}
k_name := row[i..i+2]
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]
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 row[i..i + 4] == 'map_' {
name := row[i..i + 6]
if (i + 7) < row.len {
file_name := row[i+7..].trim_space()
file_name := row[i + 7..].trim_space()
obj_part.mat[obj_part.mat.len - 1].maps[name] = file_name
}
break
@ -342,33 +352,33 @@ fn (mut obj_part ObjPart) load_materials() {
}
// trasparency
`d` {
if row[i+1] == ` ` {
value, _ := get_float(row, i+2)
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)
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`,`#` {
`\n`, `#` {
break
}
` `,`\t` {
` `, `\t` {
i++
continue
}
else{
else {
break
}
}
i++
}
}
// create map material name => material index
for i, m in obj_part.mat {
if m.name !in obj_part.mat_map {
@ -376,7 +386,7 @@ fn (mut obj_part ObjPart) load_materials() {
}
}
println("Material Loading Done!")
println('Material Loading Done!')
}
//==============================================================================
@ -392,7 +402,7 @@ pub mut:
nx f32 // normal
ny f32
nz f32
color u32 = 0xFFFFFFFF // color
color u32 = 0xFFFFFFFF // color
u f32 // uv
v f32
// u u16 // for compatibility with D3D11
@ -402,33 +412,33 @@ pub mut:
// struct used to pass the data to the sokol calls
pub struct Skl_buffer {
pub mut:
vbuf []Vertex_pnct
ibuf []u32
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
// in_part := 0
mut v_count_index := 0
mut out_buf := Skl_buffer{}
mut cache := map[string]int
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
// 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 $face")
// println("$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 {
@ -437,42 +447,42 @@ pub fn (mut obj_part ObjPart) get_buffer(in_part_list []int) Skl_buffer {
for i < (face.len - 1) {
v_seq << 0
v_seq << i
v_seq << (i + 1)
v_seq << (i + 1)
i++
}
//println("BIG FACES! ${fc} ${face.len} v_seq:${v_seq.len}")
// 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 ++
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}_${t_index}"
key := '${v_index}_${n_index}_$t_index'
if key !in cache {
cache[key] = v_count_index
mut pnct := Vertex_pnct {
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]
@ -486,23 +496,21 @@ pub fn (mut obj_part ObjPart) get_buffer(in_part_list []int) Skl_buffer {
// texture uv
if t_index >= 0 {
pnct.u = obj_part.vt[t_index].e[0]
pnct.v = obj_part.vt[t_index].e[1]
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")
// println("Cache used! $key")
out_buf.ibuf << u32(cache[key])
cache_hit++
}
}
}
}
/*
println("------------")
for c1, x1 in out_buf.vbuf[..10] {
@ -510,7 +518,7 @@ pub fn (mut obj_part ObjPart) get_buffer(in_part_list []int) Skl_buffer {
}
println(out_buf.ibuf[..10])
*/
//println("vbuf size: ${out_buf.vbuf.len} ibuf size: ${out_buf.ibuf.len} Cache hit: $cache_hit")
// 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
}
@ -520,36 +528,36 @@ pub fn (mut obj_part ObjPart) get_buffer(in_part_list []int) Skl_buffer {
//==============================================================================
// 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}")
println('---- Stats ----')
println('vertices: $obj_part.v.len')
println('normals : $obj_part.vn.len')
println('uv : $obj_part.vt.len')
println('parts : $obj_part.part.len')
// Parts
println("---- Parts ----")
println('---- Parts ----')
for c, x in obj_part.part {
println("${c:3} [${x.name:-16}] mat:[${x.material:-10}] ${x.faces.len:7} faces")
println('${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()}")
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 = $v")
println('${c:3} [${mat.name:-16}]')
for k, v in mat.ks {
print('$k = $v')
}
for k,v in mat.ns {
println("$k = $v")
for k, v in mat.ns {
println('$k = $v')
}
for k,v in mat.maps {
println("$k = $v")
for k, v in mat.maps {
println('$k = $v')
}
}
}
// debug test function, do not remove.
pub fn tst(){
/*
pub fn tst() {
/*
//fname := "capsule.obj"
//fname := "Forklift.obj"
fname := "cube.obj"
@ -559,8 +567,8 @@ pub fn tst(){
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
@ -568,20 +576,20 @@ pub fn tst(){
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])
*/
s := 'K 1 1 1'
r := strconv.atof_quick(s[1..s.len - 1])
println(r)
}
}

View File

@ -9,6 +9,7 @@
* TODO:
**********************************************************************/
module obj
import sokol.gfx
import gg.m4
import math
@ -46,10 +47,10 @@ pub fn destroy_texture(sg_img C.sg_image) {
}
pub fn load_texture(file_name string) C.sg_image {
buffer := obj.read_bytes_from_file(file_name)
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: [$file_name] ERROR!")
eprintln('Texure file: [$file_name] ERROR!')
exit(0)
}
res := create_texture(int(img.width), int(img.height), img.data)
@ -82,7 +83,7 @@ pub fn (mut obj_part ObjPart) create_pipeline(in_part []int, shader C.sg_shader,
// index buffer
mut index_buffer_desc := C.sg_buffer_desc{}
unsafe {C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc))}
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{
@ -90,8 +91,8 @@ pub fn (mut obj_part ObjPart) create_pipeline(in_part []int, shader C.sg_shader,
size: size_t(obj_buf.ibuf.len * int(sizeof(u32)))
}
index_buffer_desc.@type = .indexbuffer
index_buffer_desc.label = "indbuf_part_${in_part:03}".str
index_buffer_desc.@type = .indexbuffer
index_buffer_desc.label = 'indbuf_part_${in_part:03}'.str
ibuf := gfx.make_buffer(&index_buffer_desc)
mut pipdesc := C.sg_pipeline_desc{}
@ -99,10 +100,10 @@ pub fn (mut obj_part ObjPart) create_pipeline(in_part []int, shader C.sg_shader,
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_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
@ -130,7 +131,7 @@ pub fn (mut obj_part ObjPart) create_pipeline(in_part []int, shader C.sg_shader,
res.bind.index_buffer = ibuf
res.bind.fs_images[C.SLOT_tex] = texture
res.pipeline = gfx.make_pipeline(&pipdesc)
//println('Buffers part [$in_part] init done!')
// println('Buffers part [$in_part] init done!')
return res
}
@ -151,10 +152,10 @@ pub fn (mut obj_part ObjPart) init_render_data(texture C.sg_image) {
}
}
obj_part.rend_data.clear()
//println("Material dict: ${obj_part.mat_map.keys()}")
// println("Material dict: ${obj_part.mat_map.keys()}")
for k, v in part_dict {
//println("$k => Parts $v")
// println("$k => Parts $v")
mut txt := texture
@ -164,22 +165,22 @@ pub fn (mut obj_part ObjPart) init_render_data(texture C.sg_image) {
file_name := mat_map.maps['map_Kd']
if file_name in obj_part.texture {
txt = obj_part.texture[file_name]
//println("Texture [${file_name}] => from CACHE")
// println("Texture [${file_name}] => from CACHE")
} else {
txt = obj.load_texture(file_name)
txt = load_texture(file_name)
obj_part.texture[file_name] = txt
//println("Texture [${file_name}] => LOADED")
// 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])
// 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.")
// println("Texture array len: ${obj_part.texture.len}")
// println("Calc bounding box.")
obj_part.calc_bbox()
println("init_render_data DONE!")
println('init_render_data DONE!')
}
pub fn (obj_part ObjPart) bind_and_draw(rend_data_index int, in_data Shader_data) u32 {
@ -187,7 +188,7 @@ pub fn (obj_part ObjPart) bind_and_draw(rend_data_index int, in_data Shader_data
mut part_render_data := obj_part.rend_data[rend_data_index]
// pass light position
mut tmp_fs_params := obj.Tmp_fs_param{}
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 {
@ -246,27 +247,47 @@ pub fn (obj_part ObjPart) bind_and_draw(rend_data_index int, in_data Shader_data
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}")
// println("Parts: ${obj_part.rend_data.len}")
for i, _ in obj_part.rend_data {
n_vert += obj_part.bind_and_draw(i,in_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]!}
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.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] }
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}")
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}")
}

View File

@ -9,27 +9,28 @@
* 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
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
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 struct Render_data {
pub mut:
pipeline C.sg_pipeline
bind C.sg_bindings
@ -40,41 +41,40 @@ pub mut:
// 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
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
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
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
mv m4.Mat4
mvp m4.Mat4
nm m4.Mat4
}
@ -83,9 +83,15 @@ pub mut:
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]!}
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
@ -95,4 +101,4 @@ pub mut:
vs_len int
fs_data &Tmp_fs_param
fs_len int
}
}

View File

@ -1,21 +1,22 @@
module obj
import os
// read a file as single lines
pub fn read_lines_from_file(file_path string) []string {
mut path := ""
mut path := ''
mut rows := []string{}
$if android {
path = "models/"+file_path
path = 'models/' + file_path
bts := os.read_apk_asset(path) or {
eprintln("File [$path] NOT FOUND!")
eprintln('File [$path] NOT FOUND!')
return rows
}
rows = bts.bytestr().split_into_lines()
} $else {
path = "assets/models/"+file_path
path = 'assets/models/' + file_path
rows = os.read_lines(path) or {
eprintln("File [$path] NOT FOUND!")
eprintln('File [$path] NOT FOUND!')
return rows
}
}
@ -24,20 +25,20 @@ pub fn read_lines_from_file(file_path string) []string {
// read a file as []byte
pub fn read_bytes_from_file(file_path string) []byte {
mut path := ""
mut path := ''
mut buffer := []byte{}
$if android {
path = "models/"+file_path
path = 'models/' + file_path
buffer = os.read_apk_asset(path) or {
eprintln("Texure file: [$path] NOT FOUND!")
eprintln('Texure file: [$path] NOT FOUND!')
exit(0)
}
} $else {
path = "assets/models/"+file_path
path = 'assets/models/' + file_path
buffer = os.read_bytes(path) or {
eprintln("Texure file: [$path] NOT FOUND!")
eprintln('Texure file: [$path] NOT FOUND!')
exit(0)
}
}
return buffer
}
}

View File

@ -44,7 +44,6 @@ import sokol.sapp
import sokol.gfx
import sokol.sgl
import time
import os
import obj
@ -52,6 +51,7 @@ import obj
#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 (
@ -67,19 +67,16 @@ mut:
init_flag bool
frame_count int
mouse_x int = -1
mouse_y int = -1
scroll_y int //mouse wheel value
mouse_x int = -1
mouse_y int = -1
scroll_y int // mouse wheel value
// time
ticks i64
ticks i64
// model
obj_part &obj.ObjPart
n_vertex u32
obj_part &obj.ObjPart
n_vertex u32
// init parameters
file_name string
file_name string
single_material_flag bool
}
@ -88,12 +85,15 @@ mut:
******************************************************************************/
[inline]
fn vec4(x f32, y f32, z f32, w f32) m4.Vec4 {
return m4.Vec4{e:[x, y, z, w]!}
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))
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))
@ -101,14 +101,18 @@ fn calc_matrices(w f32, h f32, rx f32, ry f32, in_scale f32, pos m4.Vec4) obj.Ma
model_pos := m4.unit_m4().translate(pos)
model_m := (rym * rxm) * model_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
mv := scale_m * model_m // model view
nm := mv.inverse().transpose() // normal matrix
mvp := mv * view_proj // model view projection
mvp := mv * view_proj // model view projection
return obj.Mats{mv:mv, mvp:mvp, nm:nm}
return obj.Mats{
mv: mv
mvp: mvp
nm: nm
}
}
fn draw_model(app App, model_pos m4.Vec4) u32 {
@ -117,12 +121,12 @@ fn draw_model(app App, model_pos m4.Vec4) u32 {
}
ws := gg.window_size_real_pixels()
dw := ws.width/2
dh := ws.height/2
dw := ws.width / 2
dh := ws.height / 2
mut scale := f32(1)
if app.obj_part.radius > 1 {
scale = 1/(app.obj_part.radius)
scale = 1 / (app.obj_part.radius)
} else {
scale = app.obj_part.radius
}
@ -130,29 +134,29 @@ fn draw_model(app App, model_pos m4.Vec4) u32 {
// *** 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 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
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)
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: &tmp_vs_param
vs_len: int(sizeof(tmp_vs_param))
vs_len: int(sizeof(tmp_vs_param))
fs_data: &tmp_fs_params
fs_len: int(sizeof(tmp_fs_params))
fs_len: int(sizeof(tmp_fs_params))
}
return app.obj_part.bind_and_draw_all(sd)
@ -179,8 +183,8 @@ fn frame(mut app App) {
// render the data
draw_start_glsl(app)
draw_model(app, m4.Vec4{})
// uncoment if you want a raw benchmark mode
/*
// uncoment if you want a raw benchmark mode
/*
mut n_vertex_drawn := u32(0)
n_x_obj := 20
@ -191,14 +195,14 @@ fn frame(mut app App) {
}
}
}
*/
*/
draw_end_glsl(app)
//println("v:$n_vertex_drawn")
// println("v:$n_vertex_drawn")
app.frame_count++
}
fn draw_start_glsl(app App){
fn draw_start_glsl(app App) {
if app.init_flag == false {
return
}
@ -206,7 +210,7 @@ fn draw_start_glsl(app App){
gfx.apply_viewport(0, 0, ws.width, ws.height, true)
}
fn draw_end_glsl(app App){
fn draw_end_glsl(app App) {
gfx.end_pass()
gfx.commit()
}
@ -240,7 +244,6 @@ fn my_init(mut app App) {
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
@ -248,11 +251,11 @@ fn my_init(mut app App) {
fn cleanup(mut app App) {
gfx.shutdown()
/*
/*
for _, mat in app.obj_part.texture {
obj.destroy_texture(mat)
}
*/
*/
}
/******************************************************************************
@ -280,20 +283,21 @@ fn my_event_manager(mut ev gg.Event, mut app App) {
/******************************************************************************
* Main
******************************************************************************/
[console] // is needed for easier diagnostics on windows
// is needed for easier diagnostics on windows
[console]
fn main() {
/*
/*
obj.tst()
exit(0)
*/
*/
// App init
mut app := &App{
gg: 0
gg: 0
obj_part: 0
}
app.file_name = "v.obj_" // default object is the v logo
app.file_name = 'v.obj_' // default object is the v logo
app.single_material_flag = false
$if !android {
@ -302,7 +306,7 @@ fn main() {
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')
eprintln("single_material_flag: if true the viewer use for all the model's parts the default material\n")
exit(0)
}
@ -312,8 +316,8 @@ fn main() {
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")
println('Loading model: $app.file_name')
println('Using single material: $app.single_material_flag')
}
app.gg = gg.new_context(