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

cgen: do full struct initialisation for V structs, fixes invalid data from map[string]Struct{}['unknown'] (#9878)

This commit is contained in:
Don Park
2021-04-26 23:18:48 -06:00
committed by GitHub
parent 787a63dab6
commit aebb551e93
16 changed files with 107 additions and 99 deletions

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@@ -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)
}

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@@ -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}")
}

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/**********************************************************************
*
* .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
}

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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
}