Loading mtl textures!

This commit is contained in:
Krzosa Karol
2022-03-01 00:36:03 +01:00
parent 59e47f8a34
commit 8cfe508629
4 changed files with 158 additions and 48 deletions

8
.gitignore vendored
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@@ -4,6 +4,12 @@ assets/
stats/ stats/
data.txt data.txt
*.ilk
*.exp
*.exe
*.lib
*.pdb
*.sln *.sln
*.vcxproj* *.vcxproj*
*.rdbg *.rdbg
*.sublime*

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@@ -25,8 +25,11 @@
/// - [x] FPS Camera /// - [x] FPS Camera
/// - [x] Reading OBJ models /// - [x] Reading OBJ models
/// - [ ] Reading more OBJ formats /// - [ ] Reading more OBJ formats
/// - [ ] Reading OBJ .mtl files /// - [x] Reading OBJ .mtl files
/// - [x] Loading materials
/// - [x] Rendering textures obj models
/// - [x] Reading complex obj models (sponza) /// - [x] Reading complex obj models (sponza)
/// - [ ] Fix sponza uv coordinates
/// - [ ] Reading PMX files /// - [ ] Reading PMX files
/// - [ ] Rendering multiple objects, queue renderer /// - [ ] Rendering multiple objects, queue renderer
/// - [x] Simple function to render a mesh /// - [x] Simple function to render a mesh
@@ -92,8 +95,8 @@ struct R_Render {
F32 *depth320; F32 *depth320;
}; };
#include "obj_parser.cpp"
#include "stb_image.h" #include "stb_image.h"
#include "obj_parser.cpp"
#include <float.h> #include <float.h>
GLOBAL B32 draw_rects = 0; GLOBAL B32 draw_rects = 0;
@@ -291,6 +294,9 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, F32 ligh
F32 v = tex0.y * (w1 / p0.w) + tex1.y * (w2 / p1.w) + tex2.y * (w3 / p2.w); F32 v = tex0.y * (w1 / p0.w) + tex1.y * (w2 / p1.w) + tex2.y * (w3 / p2.w);
u /= interpolated_w; u /= interpolated_w;
v /= interpolated_w; v /= interpolated_w;
u = CLAMP(0, u, 1);
v = CLAMP(0, v, 1);
if(u > 1 || v > 1 || u < 0 || v < 0) continue;
// @Note: We could do: interpolated_w = 1.f / interpolated_w to get proper depth // @Note: We could do: interpolated_w = 1.f / interpolated_w to get proper depth
// but why waste an instruction, the smaller the depth value the farther the object // but why waste an instruction, the smaller the depth value the farther the object
F32* depth = depth_buffer + (x + y * dst->x); F32* depth = depth_buffer + (x + y * dst->x);
@@ -411,26 +417,6 @@ FUNCTION
} }
} }
FUNCTION
Bitmap load_image(const char* path) {
int x, y, n;
unsigned char* data = stbi_load(path, &x, &y, &n, 4);
Bitmap result = { (U32*)data, x, y };
#if PREMULTIPLIED_ALPHA_BLENDING
U32 *p = result.pixels;
for (int Y = 0; Y < y; Y++) {
for (int X = 0; X < x; X++) {
Vec4 color = vec4abgr(*p);
color.r *= color.a;
color.g *= color.a;
color.b *= color.a;
*p++ = vec4_to_u32abgr(color);
}
}
#endif
return result;
}
FN void r_scatter_plot(Bitmap *dst, F64 *data, I64 data_len) { FN void r_scatter_plot(Bitmap *dst, F64 *data, I64 data_len) {
F64 min = F32MAX; F64 min = F32MAX;
F64 max = FLT_MIN; F64 max = FLT_MIN;
@@ -453,9 +439,14 @@ FN void r_scatter_plot(Bitmap *dst, F64 *data, I64 data_len) {
} }
S8 scenario_name = string_null; S8 scenario_name = string_null;
FN void r_draw_mesh(R_Render *r, ObjMesh *mesh, Vec3 *vertices, Vec2 *tex_coords, Vec3 *normals) { FN void r_draw_mesh(R_Render *r, OBJMaterial *materials, ObjMesh *mesh, Vec3 *vertices, Vec2 *tex_coords, Vec3 *normals) {
for (int i = 0; i < mesh->indices.len; i++) { for (int i = 0; i < mesh->indices.len; i++) {
ObjIndex *index = mesh->indices.e + i; ObjIndex *index = mesh->indices.e + i;
OBJMaterial *material = materials + index->material_id;
Bitmap *image = &material->texture_ambient;
if(image->pixels == 0) {
image = &r->img;
}
R_Vertex vert[] = { R_Vertex vert[] = {
{ {
vertices[index->vertex[0] - 1], vertices[index->vertex[0] - 1],
@@ -572,10 +563,9 @@ FN void r_draw_mesh(R_Render *r, ObjMesh *mesh, Vec3 *vertices, Vec2 *tex_coords
in[j].pos.y += r->screen320.y / 2; in[j].pos.y += r->screen320.y / 2;
} }
draw_triangle_nearest(&r->screen320, r->depth320, image, light, in[0].pos, in[1].pos, in[2].pos, in[0].tex, in[1].tex, in[2].tex);
draw_triangle_nearest(&r->screen320, r->depth320, &r->img, light, in[0].pos, in[1].pos, in[2].pos, in[0].tex, in[1].tex, in[2].tex);
if (in_count > 3) { if (in_count > 3) {
draw_triangle_nearest(&r->screen320, r->depth320, &r->img, light, in[0].pos, in[2].pos, in[3].pos, in[0].tex, in[2].tex, in[3].tex); draw_triangle_nearest(&r->screen320, r->depth320, image, light, in[0].pos, in[2].pos, in[3].pos, in[0].tex, in[2].tex, in[3].tex);
} }
@@ -618,17 +608,17 @@ int main() {
} }
scenario_name = LIT("assets/f22.obj"); // scenario_name = LIT("assets/f22.obj");
//scenario_name = LIT("assets/cube.obj"); //scenario_name = LIT("assets/cube.obj");
//scenario_name = LIT("assets/AnyConv.com__White.obj"); //scenario_name = LIT("assets/AnyConv.com__White.obj");
//scenario_name = LIT("assets/sponza/sponza.obj"); scenario_name = LIT("assets/sponza/sponza.obj");
Obj obj = load_obj(scenario_name); Obj obj = load_obj(os.perm_arena, scenario_name);
Vec3* vertices = (Vec3 *)obj.vertices.e; Vec3* vertices = (Vec3 *)obj.vertices.e;
Vec2* tex_coords = (Vec2*)obj.texture_coordinates.e; Vec2* tex_coords = (Vec2*)obj.texture_coordinates.e;
Vec3 *normals = (Vec3 *)obj.normals.e; Vec3 *normals = (Vec3 *)obj.normals.e;
ObjMesh *mesh = obj.mesh.e; ObjMesh *mesh = obj.mesh.e;
F32 speed = 5.f; F32 speed = 100.f;
F32 rotation = 0; F32 rotation = 0;
int screen_x = 320; int screen_x = 320;
@@ -638,7 +628,7 @@ int main() {
r.screen320 = {(U32 *)PUSH_SIZE(os.perm_arena, screen_x*screen_y*sizeof(U32)), screen_x, screen_y}; r.screen320 = {(U32 *)PUSH_SIZE(os.perm_arena, screen_x*screen_y*sizeof(U32)), screen_x, screen_y};
r.plot = {(U32 *)PUSH_SIZE(os.perm_arena, 1280*720*sizeof(U32)), 1280, 720}; r.plot = {(U32 *)PUSH_SIZE(os.perm_arena, 1280*720*sizeof(U32)), 1280, 720};
r.depth320 = (F32 *)PUSH_SIZE(os.perm_arena, sizeof(F32) * screen_x * screen_y); r.depth320 = (F32 *)PUSH_SIZE(os.perm_arena, sizeof(F32) * screen_x * screen_y);
r.img = load_image("assets/cat.png"); r.img = load_image("assets/bricksx64.png");
/* @Note: Transparent texture */ { /* @Note: Transparent texture */ {
#if 0 #if 0
@@ -712,7 +702,7 @@ int main() {
r.transform = mat4_rotation_z(rotation); r.transform = mat4_rotation_z(rotation);
r.transform = r.transform * mat4_rotation_y(rotation); r.transform = r.transform * mat4_rotation_y(rotation);
for (int i = 0; i < obj.mesh.len; i++) { for (int i = 0; i < obj.mesh.len; i++) {
r_draw_mesh(&r, mesh+i, vertices, tex_coords, normals); r_draw_mesh(&r, obj.materials.e, mesh+i, vertices, tex_coords, normals);
} }

View File

@@ -38,13 +38,53 @@ struct ObjMesh {
DynamicArray<ObjIndex> indices; DynamicArray<ObjIndex> indices;
}; };
struct OBJMaterial {
char name[64];
U32 name_len;
Bitmap texture_ambient; // map_Ka
Bitmap texture_diffuse; // map_Kd
Bitmap texture_dissolve; // map_d
Bitmap texture_displacment; // map_Disp
F32 non_transparency; // d
F32 transparency; // Tr
F32 optical_density; // Ni
F32 shininess; // Ns
I32 illumination_model; // illum
Vec3 ambient_color; // Ka
Vec3 diffuse_color; // Kd
Vec3 specular_color; // Ks
};
struct Obj { struct Obj {
DynamicArray<Vec3> vertices; DynamicArray<Vec3> vertices;
DynamicArray<Vec2> texture_coordinates; DynamicArray<Vec2> texture_coordinates;
DynamicArray<Vec3> normals; DynamicArray<Vec3> normals;
DynamicArray<ObjMesh> mesh; DynamicArray<ObjMesh> mesh;
DynamicArray<OBJMaterial> materials;
}; };
FUNCTION
Bitmap load_image(const char* path) {
int x, y, n;
unsigned char* data = stbi_load(path, &x, &y, &n, 4);
Bitmap result = { (U32*)data, x, y };
#if PREMULTIPLIED_ALPHA_BLENDING
if(data) {
U32 *p = result.pixels;
for (int Y = 0; Y < y; Y++) {
for (int X = 0; X < x; X++) {
Vec4 color = vec4abgr(*p);
color.r *= color.a;
color.g *= color.a;
color.b *= color.a;
*p++ = vec4_to_u32abgr(color);
}
}
}
#endif
return result;
}
namespace obj { namespace obj {
enum class TokenType { enum class TokenType {
none, word, number, whitespace, end none, word, number, whitespace, end
@@ -62,7 +102,7 @@ namespace obj {
}; };
}; };
FN Token next_token_raw(char** data) { FUNCTION Token next_token_raw(char** data) {
Token result = {}; Token result = {};
result.s = *data; result.s = *data;
*data += 1; *data += 1;
@@ -101,7 +141,7 @@ namespace obj {
return result; return result;
} }
FN Token next_token(char** data) { FUNCTION Token next_token(char** data) {
Token result; Token result;
do { do {
result = next_token_raw(data); result = next_token_raw(data);
@@ -109,25 +149,91 @@ namespace obj {
return result; return result;
} }
FN double expect_number(char** data) { FUNCTION double expect_number(char** data) {
Token t = next_token(data); Token t = next_token(data);
TASSERT(t.type == TokenType::number); // @Todo: Error handling, error flag TASSERT(t.type == TokenType::number); // @Todo: Error handling, error flag
return t.number; return t.number;
} }
FN void expect_token(char** data, char token) { FUNCTION void expect_token(char** data, char token) {
Token t = next_token(data); Token t = next_token(data);
TASSERT(t.type == (TokenType)token); // @Todo: Error handling, error flag TASSERT(t.type == (TokenType)token); // @Todo: Error handling, error flag
} }
FN void debug_expect_raw(char** data, TokenType type) { FUNCTION void debug_expect_raw(char** data, TokenType type) {
char* data_temp = *data; char* data_temp = *data;
Token t = next_token_raw(&data_temp); Token t = next_token_raw(&data_temp);
TASSERT(t.type == type); TASSERT(t.type == type);
} }
// Each face needs to have own material_id, group_id, smoothing .. FUNCTION void parse_mtl(Arena *arena, Obj* obj, S8 path_obj_folder, S8 mtl_file) {
Obj parse(char* data) { Scratch scratch;
char *data = (char *)mtl_file.str;
OBJMaterial *m = 0;
for (;;) {
Token token = next_token(&data);
if (token.type == TokenType::end) break;
else if (token.type == TokenType::word) {
if (string_compare(token.s8, LIT("newmtl"))) {
token = next_token(&data);
m = obj->materials.push_empty();
ZERO_STRUCT(m);
m->name_len = CLAMP_TOP(token.len, 64);
memory_copy(token.s8.str, m->name, m->name_len);
}
else if (string_compare(token.s8, LIT("Ns"))) {
m->shininess = expect_number(&data);
}
else if (string_compare(token.s8, LIT("Ka"))) {
m->ambient_color.x = expect_number(&data);
m->ambient_color.y = expect_number(&data);
m->ambient_color.z = expect_number(&data);
}
else if (string_compare(token.s8, LIT("Kd"))) {
m->diffuse_color.x = expect_number(&data);
m->diffuse_color.y = expect_number(&data);
m->diffuse_color.z = expect_number(&data);
}
else if (string_compare(token.s8, LIT("Ks"))) {
m->specular_color.x = expect_number(&data);
m->specular_color.y = expect_number(&data);
m->specular_color.z = expect_number(&data);
}
else if (string_compare(token.s8, LIT("Ni"))) {
m->optical_density = expect_number(&data);
}
else if (string_compare(token.s8, LIT("d"))) {
m->non_transparency = expect_number(&data);
}
else if (string_compare(token.s8, LIT("illum"))) {
m->illumination_model = (I32)expect_number(&data);
}
else if (string_compare(token.s8, LIT("map_Kd"))) {
Token t = next_token(&data);
S8 path = string_format(scratch, "%s/%s\0", path_obj_folder, t.s8);
m->texture_diffuse = load_image((const char *)path.str);
}
else if (string_compare(token.s8, LIT("map_Ka"))) {
Token t = next_token(&data);
S8 path = string_format(scratch, "%s/%s\0", path_obj_folder, t.s8);
m->texture_ambient = load_image((const char *)path.str);
}
else if (string_compare(token.s8, LIT("map_d"))) {
Token t = next_token(&data);
S8 path = string_format(scratch, "%s/%s\0", path_obj_folder, t.s8);
m->texture_dissolve = load_image((const char *)path.str);
}
else if (string_compare(token.s8, LIT("map_Disp"))) {
Token t = next_token(&data);
S8 path = string_format(scratch, "%s/%s\0", path_obj_folder, t.s8);
m->texture_displacment = load_image((const char *)path.str);
}
}
}
}
FUNCTION Obj parse(Arena *arena, char* data, S8 path_obj_folder) {
Scratch mtl_scratch;
Obj result = {}; Obj result = {};
int smoothing = 0; int smoothing = 0;
ObjMesh *mesh = result.mesh.push_empty(); ObjMesh *mesh = result.mesh.push_empty();
@@ -158,13 +264,23 @@ namespace obj {
norm->z = (float)expect_number(&data); norm->z = (float)expect_number(&data);
debug_expect_raw(&data, TokenType::whitespace); debug_expect_raw(&data, TokenType::whitespace);
} }
else if (string_compare(token.s8, LIT("mtlib"))) { else if (string_compare(token.s8, LIT("mtllib"))) {
Token t = next_token(&data); Token t = next_token(&data);
TASSERT(t.type == TokenType::word); S8 path = string_format(mtl_scratch, "%s/%s", path_obj_folder, t.s8);
S8 mtl_file = os_read_file(mtl_scratch, path).error_is_fatal();
PUSH_SIZE(mtl_scratch, 1);
parse_mtl(arena, &result, path_obj_folder, mtl_file);
} }
else if (string_compare(token.s8, LIT("usemtl"))) { else if (string_compare(token.s8, LIT("usemtl"))) {
Token t = next_token(&data); Token t = next_token(&data);
TASSERT(t.type == TokenType::word); TASSERT(t.type == TokenType::word);
for(U64 i = 0; i < result.materials.len; i++) {
OBJMaterial *m = result.materials.e + i;
if(string_compare(string_make((U8 *)m->name, m->name_len), t.s8)) {
material_id = i;
break;
}
}
} }
else if (string_compare(token.s8, LIT("o"))) { else if (string_compare(token.s8, LIT("o"))) {
Token t = next_token(&data); Token t = next_token(&data);
@@ -227,7 +343,7 @@ namespace obj {
return result; return result;
} }
FN void test_lex() { FUNCTION void test_lex() {
const char* d = "v 0.885739 0.001910 -0.380334"; const char* d = "v 0.885739 0.001910 -0.380334";
char* dd = (char *)d; char* dd = (char *)d;
TASSERT(next_token(&dd).type == TokenType::word); TASSERT(next_token(&dd).type == TokenType::word);
@@ -250,11 +366,11 @@ namespace obj {
} }
} }
FUNCTION FUNCTION Obj load_obj(Arena *arena, S8 file) {
Obj load_obj(S8 file) {
Scratch scratch; Scratch scratch;
S8 data = os_read_file(scratch, file).error_is_fatal(); S8 data = os_read_file(scratch, file).error_is_fatal();
PUSH_SIZE(scratch, 1); PUSH_SIZE(scratch, 1);
Obj result = obj::parse((char *)data.str); S8 path = string_chop_last_slash(file);
Obj result = obj::parse(arena, (char *)data.str, path);
return result; return result;
} }

2
ui.cpp
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@@ -170,7 +170,5 @@ FUNCTION void ui_end_frame(Bitmap *dst, UI *ui, Font *font) {
} break; } break;
INVALID_DEFAULT_CASE; INVALID_DEFAULT_CASE;
} }
} }
} }