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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)
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@@ -9,6 +9,7 @@
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* TODO:
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**********************************************************************/
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module obj
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import sokol.gfx
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import gg.m4
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import math
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@@ -46,10 +47,10 @@ pub fn destroy_texture(sg_img C.sg_image) {
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}
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pub fn load_texture(file_name string) C.sg_image {
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buffer := obj.read_bytes_from_file(file_name)
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buffer := read_bytes_from_file(file_name)
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stbi.set_flip_vertically_on_load(true)
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img := stbi.load_from_memory(buffer.data, buffer.len) or {
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eprintln("Texure file: [$file_name] ERROR!")
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eprintln('Texure file: [$file_name] ERROR!')
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exit(0)
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}
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res := create_texture(int(img.width), int(img.height), img.data)
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@@ -82,7 +83,7 @@ pub fn (mut obj_part ObjPart) create_pipeline(in_part []int, shader C.sg_shader,
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// index buffer
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mut index_buffer_desc := C.sg_buffer_desc{}
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unsafe {C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc))}
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unsafe { C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc)) }
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index_buffer_desc.size = size_t(obj_buf.ibuf.len * int(sizeof(u32)))
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index_buffer_desc.data = C.sg_range{
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@@ -90,8 +91,8 @@ pub fn (mut obj_part ObjPart) create_pipeline(in_part []int, shader C.sg_shader,
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size: size_t(obj_buf.ibuf.len * int(sizeof(u32)))
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}
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index_buffer_desc.@type = .indexbuffer
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index_buffer_desc.label = "indbuf_part_${in_part:03}".str
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index_buffer_desc.@type = .indexbuffer
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index_buffer_desc.label = 'indbuf_part_${in_part:03}'.str
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ibuf := gfx.make_buffer(&index_buffer_desc)
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mut pipdesc := C.sg_pipeline_desc{}
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@@ -99,10 +100,10 @@ pub fn (mut obj_part ObjPart) create_pipeline(in_part []int, shader C.sg_shader,
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pipdesc.layout.buffers[0].stride = int(sizeof(Vertex_pnct))
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// the constants [C.ATTR_vs_a_Position, C.ATTR_vs_a_Color, C.ATTR_vs_a_Texcoord0] are generated by sokol-shdc
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pipdesc.layout.attrs[C.ATTR_vs_a_Position].format = .float3 // x,y,z as f32
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pipdesc.layout.attrs[C.ATTR_vs_a_Normal ].format = .float3 // x,y,z as f32
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pipdesc.layout.attrs[C.ATTR_vs_a_Color ].format = .ubyte4n // color as u32
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pipdesc.layout.attrs[C.ATTR_vs_a_Texcoord0 ].format = .float2 // u,v as f32
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pipdesc.layout.attrs[C.ATTR_vs_a_Position].format = .float3 // x,y,z as f32
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pipdesc.layout.attrs[C.ATTR_vs_a_Normal].format = .float3 // x,y,z as f32
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pipdesc.layout.attrs[C.ATTR_vs_a_Color].format = .ubyte4n // color as u32
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pipdesc.layout.attrs[C.ATTR_vs_a_Texcoord0].format = .float2 // u,v as f32
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// pipdesc.layout.attrs[C.ATTR_vs_a_Texcoord0].format = .short2n // u,v as u16
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pipdesc.index_type = .uint32
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@@ -130,7 +131,7 @@ pub fn (mut obj_part ObjPart) create_pipeline(in_part []int, shader C.sg_shader,
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res.bind.index_buffer = ibuf
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res.bind.fs_images[C.SLOT_tex] = texture
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res.pipeline = gfx.make_pipeline(&pipdesc)
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//println('Buffers part [$in_part] init done!')
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// println('Buffers part [$in_part] init done!')
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return res
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}
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@@ -151,10 +152,10 @@ pub fn (mut obj_part ObjPart) init_render_data(texture C.sg_image) {
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}
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}
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obj_part.rend_data.clear()
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//println("Material dict: ${obj_part.mat_map.keys()}")
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// println("Material dict: ${obj_part.mat_map.keys()}")
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for k, v in part_dict {
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//println("$k => Parts $v")
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// println("$k => Parts $v")
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mut txt := texture
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@@ -164,22 +165,22 @@ pub fn (mut obj_part ObjPart) init_render_data(texture C.sg_image) {
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file_name := mat_map.maps['map_Kd']
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if file_name in obj_part.texture {
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txt = obj_part.texture[file_name]
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//println("Texture [${file_name}] => from CACHE")
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// println("Texture [${file_name}] => from CACHE")
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} else {
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txt = obj.load_texture(file_name)
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txt = load_texture(file_name)
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obj_part.texture[file_name] = txt
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//println("Texture [${file_name}] => LOADED")
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// println("Texture [${file_name}] => LOADED")
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}
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}
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}
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//key := obj_part.texture.keys()[0]
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//obj_part.rend_data << obj_part.create_pipeline(v, shader, obj_part.texture[key])
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// key := obj_part.texture.keys()[0]
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// obj_part.rend_data << obj_part.create_pipeline(v, shader, obj_part.texture[key])
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obj_part.rend_data << obj_part.create_pipeline(v, shader, txt)
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}
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//println("Texture array len: ${obj_part.texture.len}")
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//println("Calc bounding box.")
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// println("Texture array len: ${obj_part.texture.len}")
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// println("Calc bounding box.")
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obj_part.calc_bbox()
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println("init_render_data DONE!")
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println('init_render_data DONE!')
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}
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pub fn (obj_part ObjPart) bind_and_draw(rend_data_index int, in_data Shader_data) u32 {
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@@ -187,7 +188,7 @@ pub fn (obj_part ObjPart) bind_and_draw(rend_data_index int, in_data Shader_data
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mut part_render_data := obj_part.rend_data[rend_data_index]
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// pass light position
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mut tmp_fs_params := obj.Tmp_fs_param{}
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mut tmp_fs_params := Tmp_fs_param{}
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tmp_fs_params.ligth = in_data.fs_data.ligth
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if part_render_data.material in obj_part.mat_map {
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@@ -246,27 +247,47 @@ pub fn (obj_part ObjPart) bind_and_draw(rend_data_index int, in_data Shader_data
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pub fn (obj_part ObjPart) bind_and_draw_all(in_data Shader_data) u32 {
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mut n_vert := u32(0)
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//println("Parts: ${obj_part.rend_data.len}")
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// println("Parts: ${obj_part.rend_data.len}")
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for i, _ in obj_part.rend_data {
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n_vert += obj_part.bind_and_draw(i,in_data)
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n_vert += obj_part.bind_and_draw(i, in_data)
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}
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return n_vert
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}
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pub fn (mut obj_part ObjPart) calc_bbox() {
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obj_part.max = m4.Vec4{e:[f32(-math.max_f32), -math.max_f32, -math.max_f32, 0]!}
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obj_part.min = m4.Vec4{e:[f32( math.max_f32), math.max_f32, math.max_f32, 0]!}
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obj_part.max = m4.Vec4{
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e: [f32(-math.max_f32), -math.max_f32, -math.max_f32, 0]!
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}
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obj_part.min = m4.Vec4{
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e: [f32(math.max_f32), math.max_f32, math.max_f32, 0]!
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}
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for v in obj_part.v {
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if v.e[0] > obj_part.max.e[0] { obj_part.max.e[0] = v.e[0] }
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if v.e[1] > obj_part.max.e[1] { obj_part.max.e[1] = v.e[1] }
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if v.e[2] > obj_part.max.e[2] { obj_part.max.e[2] = v.e[2] }
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if v.e[0] > obj_part.max.e[0] {
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obj_part.max.e[0] = v.e[0]
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}
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if v.e[1] > obj_part.max.e[1] {
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obj_part.max.e[1] = v.e[1]
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}
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if v.e[2] > obj_part.max.e[2] {
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obj_part.max.e[2] = v.e[2]
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}
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if v.e[0] < obj_part.min.e[0] { obj_part.min.e[0] = v.e[0] }
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if v.e[1] < obj_part.min.e[1] { obj_part.min.e[1] = v.e[1] }
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if v.e[2] < obj_part.min.e[2] { obj_part.min.e[2] = v.e[2] }
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if v.e[0] < obj_part.min.e[0] {
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obj_part.min.e[0] = v.e[0]
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}
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if v.e[1] < obj_part.min.e[1] {
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obj_part.min.e[1] = v.e[1]
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}
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if v.e[2] < obj_part.min.e[2] {
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obj_part.min.e[2] = v.e[2]
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}
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}
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val1 := obj_part.max.mod3()
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val2 := obj_part.min.mod3()
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if val1 > val2 { obj_part.radius = f32(val1) } else { obj_part.radius = f32(val2) }
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//println("BBox: ${obj_part.min} <=> ${obj_part.max}\nRadius: ${obj_part.radius}")
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if val1 > val2 {
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obj_part.radius = f32(val1)
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} else {
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obj_part.radius = f32(val2)
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}
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// println("BBox: ${obj_part.min} <=> ${obj_part.max}\nRadius: ${obj_part.radius}")
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}
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