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mirror of https://github.com/vlang/v.git synced 2023-08-10 21:13:21 +03:00
This commit is contained in:
Larpon
2021-04-07 20:39:23 +02:00
committed by GitHub
parent 9541eb816b
commit 8caabf0e9e
29 changed files with 4825 additions and 2965 deletions

View File

@ -32,9 +32,9 @@ pub fn create_texture(w int, h int, buf &byte) C.sg_image {
d3d11_texture: 0
}
// comment if .dynamic is enabled
img_desc.content.subimage[0][0] = C.sg_subimage_content{
img_desc.data.subimage[0][0] = C.sg_range{
ptr: buf
size: sz
size: size_t(sz)
}
sg_img := C.sg_make_image(&img_desc)
@ -65,25 +65,35 @@ pub fn (mut obj_part ObjPart) create_pipeline(in_part []int, shader C.sg_shader,
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{}
unsafe { C.memset(&vert_buffer_desc, 0, sizeof(vert_buffer_desc)) }
vert_buffer_desc.size = obj_buf.vbuf.len * int(sizeof(Vertex_pnct))
vert_buffer_desc.content = &byte(obj_buf.vbuf.data)
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_${in_part:03}'.str
vbuf := gfx.make_buffer(&vert_buffer_desc)
// index buffer
mut index_buffer_desc := C.sg_buffer_desc{}
unsafe {C.memset(&index_buffer_desc, 0, sizeof(index_buffer_desc))}
index_buffer_desc.size = obj_buf.ibuf.len * int(sizeof(u32))
index_buffer_desc.content = &byte(obj_buf.ibuf.data)
index_buffer_desc.size = size_t(obj_buf.ibuf.len * int(sizeof(u32)))
index_buffer_desc.data = C.sg_range{
ptr: obj_buf.ibuf.data
size: size_t(obj_buf.ibuf.len * int(sizeof(u32)))
}
index_buffer_desc.@type = .indexbuffer
index_buffer_desc.label = "indbuf_part_${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))
@ -96,19 +106,23 @@ pub fn (mut obj_part ObjPart) create_pipeline(in_part []int, shader C.sg_shader,
// pipdesc.layout.attrs[C.ATTR_vs_a_Texcoord0].format = .short2n // u,v as u16
pipdesc.index_type = .uint32
pipdesc.blend.enabled = true
pipdesc.blend.src_factor_rgb = gfx.BlendFactor(C.SG_BLENDFACTOR_SRC_ALPHA)
pipdesc.blend.dst_factor_rgb = gfx.BlendFactor(C.SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA)
pipdesc.depth_stencil = C.sg_depth_stencil_state{
depth_write_enabled: true
depth_compare_func: gfx.CompareFunc(C.SG_COMPAREFUNC_LESS_EQUAL)
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.rasterizer = C.sg_rasterizer_state{
cull_mode: .front //.back
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
@ -128,9 +142,8 @@ pub fn (mut obj_part ObjPart) create_pipeline(in_part []int, shader C.sg_shader,
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())
//shader := gfx.make_shader(C.gouraud_shader_desc(gfx.query_backend()))
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 {
@ -139,7 +152,7 @@ pub fn (mut obj_part ObjPart) init_render_data(texture C.sg_image) {
}
obj_part.rend_data.clear()
//println("Material dict: ${obj_part.mat_map.keys()}")
for k, v in part_dict {
//println("$k => Parts $v")
@ -172,27 +185,27 @@ pub fn (mut obj_part ObjPart) init_render_data(texture C.sg_image) {
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 := obj.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
@ -200,7 +213,7 @@ pub fn (obj_part ObjPart) bind_and_draw(rend_data_index int, in_data Shader_data
// 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 {
@ -212,11 +225,21 @@ pub fn (obj_part ObjPart) bind_and_draw(rend_data_index int, in_data Shader_data
tmp_fs_params.kd.e[3] = mat.ns['Tr']
}
}
gfx.apply_pipeline(part_render_data.pipeline)
gfx.apply_bindings(part_render_data.bind)
gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params, in_data.vs_data, in_data.vs_len)
gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params, &tmp_fs_params, in_data.fs_len)
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: &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
}
@ -237,7 +260,7 @@ pub fn (mut obj_part ObjPart) calc_bbox() {
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] }

View File

@ -52,8 +52,7 @@ import obj
#flag -I @VROOT/.
#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
fn C.gouraud_shader_desc() &C.sg_shader_desc
fn C.gouraud_shader_desc(gfx.Backend) &C.sg_shader_desc
const (
win_width = 600
@ -74,11 +73,11 @@ mut:
// time
ticks i64
// model
obj_part &obj.ObjPart
n_vertex u32
// init parameters
file_name string
single_material_flag bool
@ -87,7 +86,7 @@ mut:
/******************************************************************************
* Draw functions
******************************************************************************/
[inline]
[inline]
fn vec4(x f32, y f32, z f32, w f32) m4.Vec4 {
return m4.Vec4{e:[x, y, z, w]!}
}
@ -99,7 +98,7 @@ fn calc_matrices(w f32, h f32, rx f32, ry f32, in_scale f32, pos m4.Vec4) obj.Ma
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
@ -108,7 +107,7 @@ fn calc_matrices(w f32, h f32, rx f32, ry f32, in_scale f32, pos m4.Vec4) obj.Ma
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}
}
@ -123,23 +122,23 @@ fn draw_model(app App, model_pos m4.Vec4) u32 {
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
}
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)
@ -148,7 +147,7 @@ fn draw_model(app App, model_pos m4.Vec4) u32 {
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))
@ -156,7 +155,7 @@ fn draw_model(app App, model_pos m4.Vec4) u32 {
fs_len: int(sizeof(tmp_fs_params))
}
return app.obj_part.bind_and_draw_all(sd)
return app.obj_part.bind_and_draw_all(sd)
}
fn frame(mut app App) {
@ -165,11 +164,14 @@ fn frame(mut app App) {
// 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
}
}
color_action.val[0] = 0
color_action.val[1] = 0
color_action.val[2] = 0
color_action.val[3] = 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)
@ -178,7 +180,7 @@ fn frame(mut app App) {
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
@ -189,9 +191,9 @@ fn frame(mut app App) {
}
}
}
*/
*/
draw_end_glsl(app)
//println("v:$n_vertex_drawn")
app.frame_count++
}
@ -227,7 +229,7 @@ fn my_init(mut app App) {
max_vertices: 128 * 65536
}
sgl.setup(&sgl_desc)
// 1x1 pixel white, default texture
unsafe {
tmp_txt := malloc(4)
@ -238,7 +240,7 @@ 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
@ -250,7 +252,7 @@ fn cleanup(mut app App) {
for _, mat in app.obj_part.texture {
obj.destroy_texture(mat)
}
*/
*/
}
/******************************************************************************
@ -261,11 +263,11 @@ fn my_event_manager(mut ev gg.Event, mut app App) {
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]
@ -290,8 +292,9 @@ fn main() {
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', '\\?', '-?']) {
@ -302,8 +305,8 @@ fn main() {
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 {
if os.args.len >= 2 {
app.file_name = os.args[1]
}
if os.args.len >= 3 {
@ -312,7 +315,7 @@ fn main() {
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