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319 lines
7.7 KiB
V
319 lines
7.7 KiB
V
/**********************************************************************
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*
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* .obj viewer
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*
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* Copyright (c) 2021 Dario Deledda. All rights reserved.
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* Use of this source code is governed by an MIT license
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* that can be found in the LICENSE file.
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*
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* Example .obj model of V from SurmanPP
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*
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* HOW TO COMPILE SHADERS:
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* Run `v shader .` in this directory to compile the shaders.
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* For more info and help with shader compilation see `docs.md` and `v help shader`.
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*
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* ALTERNATIVE .OBJ MODELS:
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* you can load alternative models putting them in the "assets/model" folder with or without their .mtl file.
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* use the program help for further instructions.
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*
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* TODO:
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* - frame counter
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**********************************************************************/
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import gg
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import gg.m4
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import gx
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import math
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import sokol.sapp
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import sokol.gfx
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import sokol.sgl
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import time
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import os
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import obj
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// GLSL Include and functions
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#flag -I @VMODROOT/.
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#include "gouraud.h" # Should be generated with `v shader .` (see the instructions at the top of this file)
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fn C.gouraud_shader_desc(gfx.Backend) &gfx.ShaderDesc
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const (
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win_width = 600
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win_height = 600
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bg_color = gx.white
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)
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struct App {
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mut:
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gg &gg.Context = unsafe { nil }
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texture gfx.Image
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init_flag bool
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frame_count int
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mouse_x int = -1
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mouse_y int = -1
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scroll_y int // mouse wheel value
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// time
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ticks i64
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// model
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obj_part &obj.ObjPart
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n_vertex u32
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// init parameters
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file_name string
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single_material_flag bool
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}
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/******************************************************************************
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* Draw functions
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******************************************************************************/
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[inline]
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fn vec4(x f32, y f32, z f32, w f32) m4.Vec4 {
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return m4.Vec4{
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e: [x, y, z, w]!
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}
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}
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fn calc_matrices(w f32, h f32, rx f32, ry f32, in_scale f32, pos m4.Vec4) obj.Mats {
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proj := m4.perspective(60, w / h, 0.01, 100.0) // set far plane to 100 fro the zoom function
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view := m4.look_at(vec4(f32(0.0), 0, 6, 0), vec4(f32(0), 0, 0, 0), vec4(f32(0), 1,
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0, 0))
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view_proj := view * proj
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rxm := m4.rotate(m4.rad(rx), vec4(f32(1), 0, 0, 0))
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rym := m4.rotate(m4.rad(ry), vec4(f32(0), 1, 0, 0))
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model_pos := m4.unit_m4().translate(pos)
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model_m := (rym * rxm) * model_pos
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scale_m := m4.scale(vec4(in_scale, in_scale, in_scale, 1))
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mv := scale_m * model_m // model view
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nm := mv.inverse().transpose() // normal matrix
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mvp := mv * view_proj // model view projection
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return obj.Mats{
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mv: mv
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mvp: mvp
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nm: nm
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}
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}
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fn draw_model(app App, model_pos m4.Vec4) u32 {
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if app.init_flag == false {
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return 0
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}
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ws := gg.window_size_real_pixels()
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dw := ws.width / 2
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dh := ws.height / 2
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mut scale := f32(1)
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if app.obj_part.radius > 1 {
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scale = 1 / (app.obj_part.radius)
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} else {
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scale = app.obj_part.radius
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}
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scale *= 3
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// *** vertex shader uniforms ***
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rot := [f32(app.mouse_y), f32(app.mouse_x)]
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mut zoom_scale := scale + f32(app.scroll_y) / (app.obj_part.radius * 4)
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mats := calc_matrices(dw, dh, rot[0], rot[1], zoom_scale, model_pos)
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mut tmp_vs_param := obj.Tmp_vs_param{
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mv: mats.mv
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mvp: mats.mvp
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nm: mats.nm
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}
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// *** fragment shader uniforms ***
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time_ticks := f32(time.ticks() - app.ticks) / 1000
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radius_light := f32(app.obj_part.radius)
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x_light := f32(math.cos(time_ticks) * radius_light)
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z_light := f32(math.sin(time_ticks) * radius_light)
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mut tmp_fs_params := obj.Tmp_fs_param{}
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tmp_fs_params.light = m4.vec3(x_light, radius_light, z_light)
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sd := obj.Shader_data{
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vs_data: unsafe { &tmp_vs_param }
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vs_len: int(sizeof(tmp_vs_param))
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fs_data: unsafe { &tmp_fs_params }
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fs_len: int(sizeof(tmp_fs_params))
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}
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return app.obj_part.bind_and_draw_all(sd)
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}
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fn frame(mut app App) {
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ws := gg.window_size_real_pixels()
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// clear
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mut color_action := gfx.ColorAttachmentAction{
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action: .clear
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value: gfx.Color{
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r: 0.0
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g: 0.0
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b: 0.0
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a: 1.0
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}
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}
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mut pass_action := gfx.PassAction{}
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pass_action.colors[0] = color_action
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gfx.begin_default_pass(&pass_action, ws.width, ws.height)
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// render the data
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draw_start_glsl(app)
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draw_model(app, m4.Vec4{})
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// uncomment if you want a raw benchmark mode
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/*
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mut n_vertex_drawn := u32(0)
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n_x_obj := 20
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for x in 0..n_x_obj {
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for z in 0..30 {
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for y in 0..4 {
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n_vertex_drawn += draw_model(app, m4.Vec4{e:[f32((x-(n_x_obj>>1))*3),-3 + y*3,f32(-6*z),1]!})
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}
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}
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}
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*/
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draw_end_glsl(app)
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// println("v:$n_vertex_drawn")
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app.frame_count++
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}
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fn draw_start_glsl(app App) {
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if app.init_flag == false {
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return
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}
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ws := gg.window_size_real_pixels()
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gfx.apply_viewport(0, 0, ws.width, ws.height, true)
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}
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fn draw_end_glsl(app App) {
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gfx.end_pass()
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gfx.commit()
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}
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/******************************************************************************
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* Init / Cleanup
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******************************************************************************/
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fn my_init(mut app App) {
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mut object := &obj.ObjPart{}
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obj_file_lines := obj.read_lines_from_file(app.file_name)
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object.parse_obj_buffer(obj_file_lines, app.single_material_flag)
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object.summary()
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app.obj_part = object
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// set max vertices,
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// for a large number of the same type of object it is better use the instances!!
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desc := sapp.create_desc()
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gfx.setup(&desc)
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sgl_desc := sgl.Desc{
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max_vertices: 128 * 65536
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}
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sgl.setup(&sgl_desc)
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// 1x1 pixel white, default texture
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unsafe {
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tmp_txt := malloc(4)
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tmp_txt[0] = u8(0xFF)
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tmp_txt[1] = u8(0xFF)
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tmp_txt[2] = u8(0xFF)
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tmp_txt[3] = u8(0xFF)
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app.texture = obj.create_texture(1, 1, tmp_txt)
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free(tmp_txt)
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}
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// glsl
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app.obj_part.init_render_data(app.texture)
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app.init_flag = true
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}
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fn cleanup(mut app App) {
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/*
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for _, mat in app.obj_part.texture {
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obj.destroy_texture(mat)
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}
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*/
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}
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/******************************************************************************
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* events handling
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******************************************************************************/
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fn my_event_manager(mut ev gg.Event, mut app App) {
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if ev.typ == .mouse_move {
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app.mouse_x = int(ev.mouse_x)
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app.mouse_y = int(ev.mouse_y)
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}
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if ev.scroll_y != 0 {
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app.scroll_y += int(ev.scroll_y)
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}
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if ev.typ == .touches_began || ev.typ == .touches_moved {
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if ev.num_touches > 0 {
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touch_point := ev.touches[0]
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app.mouse_x = int(touch_point.pos_x)
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app.mouse_y = int(touch_point.pos_y)
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}
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}
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}
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/******************************************************************************
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* Main
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******************************************************************************/
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fn main() {
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/*
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obj.tst()
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exit(0)
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*/
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// App init
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mut app := &App{
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gg: 0
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obj_part: 0
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}
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app.file_name = 'v.obj_' // default object is the v logo
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app.single_material_flag = false
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$if !android {
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if os.args.len > 3 || (os.args.len >= 2 && os.args[1] in ['-h', '--help', '\\?', '-?']) {
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eprintln('Usage:\nshow_obj [file_name:string] [single_material_flag:(true|false)]\n')
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eprintln('file_name : name of the .obj file, it must be in the folder "assets/models"')
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eprintln(' if no file name is passed the default V logo will be showed.')
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eprintln(' if you want custom models you can put them in the folder "assets/models".')
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eprintln("single_material_flag: if true the viewer use for all the model's parts the default material\n")
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exit(0)
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}
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if os.args.len >= 2 {
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app.file_name = os.args[1]
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}
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if os.args.len >= 3 {
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app.single_material_flag = os.args[2].bool()
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}
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println('Loading model: ${app.file_name}')
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println('Using single material: ${app.single_material_flag}')
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}
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app.gg = gg.new_context(
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width: win_width
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height: win_height
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create_window: true
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window_title: 'V Wavefront OBJ viewer - Use the mouse wheel to zoom'
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user_data: app
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bg_color: bg_color
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frame_fn: frame
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init_fn: my_init
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cleanup_fn: cleanup
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event_fn: my_event_manager
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)
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app.ticks = time.ticks()
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app.gg.run()
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}
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