Loading mtl textures!
This commit is contained in:
8
.gitignore
vendored
8
.gitignore
vendored
@@ -4,6 +4,12 @@ assets/
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stats/
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data.txt
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*.ilk
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*.exp
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*.exe
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*.lib
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*.pdb
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*.sln
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*.vcxproj*
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*.rdbg
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*.rdbg
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*.sublime*
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54
main.cpp
54
main.cpp
@@ -25,8 +25,11 @@
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/// - [x] FPS Camera
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/// - [x] Reading OBJ models
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/// - [ ] Reading more OBJ formats
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/// - [ ] Reading OBJ .mtl files
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/// - [x] Reading OBJ .mtl files
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/// - [x] Loading materials
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/// - [x] Rendering textures obj models
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/// - [x] Reading complex obj models (sponza)
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/// - [ ] Fix sponza uv coordinates
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/// - [ ] Reading PMX files
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/// - [ ] Rendering multiple objects, queue renderer
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/// - [x] Simple function to render a mesh
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@@ -92,8 +95,8 @@ struct R_Render {
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F32 *depth320;
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};
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#include "obj_parser.cpp"
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#include "stb_image.h"
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#include "obj_parser.cpp"
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#include <float.h>
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GLOBAL B32 draw_rects = 0;
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@@ -291,6 +294,9 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, F32 ligh
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F32 v = tex0.y * (w1 / p0.w) + tex1.y * (w2 / p1.w) + tex2.y * (w3 / p2.w);
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u /= interpolated_w;
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v /= interpolated_w;
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u = CLAMP(0, u, 1);
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v = CLAMP(0, v, 1);
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if(u > 1 || v > 1 || u < 0 || v < 0) continue;
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// @Note: We could do: interpolated_w = 1.f / interpolated_w to get proper depth
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// but why waste an instruction, the smaller the depth value the farther the object
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F32* depth = depth_buffer + (x + y * dst->x);
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@@ -411,26 +417,6 @@ FUNCTION
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}
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}
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FUNCTION
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Bitmap load_image(const char* path) {
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int x, y, n;
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unsigned char* data = stbi_load(path, &x, &y, &n, 4);
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Bitmap result = { (U32*)data, x, y };
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#if PREMULTIPLIED_ALPHA_BLENDING
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U32 *p = result.pixels;
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for (int Y = 0; Y < y; Y++) {
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for (int X = 0; X < x; X++) {
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Vec4 color = vec4abgr(*p);
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color.r *= color.a;
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color.g *= color.a;
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color.b *= color.a;
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*p++ = vec4_to_u32abgr(color);
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}
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}
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#endif
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return result;
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}
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FN void r_scatter_plot(Bitmap *dst, F64 *data, I64 data_len) {
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F64 min = F32MAX;
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F64 max = FLT_MIN;
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@@ -453,9 +439,14 @@ FN void r_scatter_plot(Bitmap *dst, F64 *data, I64 data_len) {
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}
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S8 scenario_name = string_null;
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FN void r_draw_mesh(R_Render *r, ObjMesh *mesh, Vec3 *vertices, Vec2 *tex_coords, Vec3 *normals) {
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FN void r_draw_mesh(R_Render *r, OBJMaterial *materials, ObjMesh *mesh, Vec3 *vertices, Vec2 *tex_coords, Vec3 *normals) {
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for (int i = 0; i < mesh->indices.len; i++) {
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ObjIndex *index = mesh->indices.e + i;
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OBJMaterial *material = materials + index->material_id;
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Bitmap *image = &material->texture_ambient;
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if(image->pixels == 0) {
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image = &r->img;
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}
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R_Vertex vert[] = {
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{
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vertices[index->vertex[0] - 1],
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@@ -572,10 +563,9 @@ FN void r_draw_mesh(R_Render *r, ObjMesh *mesh, Vec3 *vertices, Vec2 *tex_coords
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in[j].pos.y += r->screen320.y / 2;
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}
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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);
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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);
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if (in_count > 3) {
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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);
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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);
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}
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@@ -618,17 +608,17 @@ int main() {
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}
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scenario_name = LIT("assets/f22.obj");
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// scenario_name = LIT("assets/f22.obj");
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//scenario_name = LIT("assets/cube.obj");
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//scenario_name = LIT("assets/AnyConv.com__White.obj");
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//scenario_name = LIT("assets/sponza/sponza.obj");
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Obj obj = load_obj(scenario_name);
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scenario_name = LIT("assets/sponza/sponza.obj");
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Obj obj = load_obj(os.perm_arena, scenario_name);
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Vec3* vertices = (Vec3 *)obj.vertices.e;
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Vec2* tex_coords = (Vec2*)obj.texture_coordinates.e;
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Vec3 *normals = (Vec3 *)obj.normals.e;
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ObjMesh *mesh = obj.mesh.e;
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F32 speed = 5.f;
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F32 speed = 100.f;
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F32 rotation = 0;
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int screen_x = 320;
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@@ -638,7 +628,7 @@ int main() {
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r.screen320 = {(U32 *)PUSH_SIZE(os.perm_arena, screen_x*screen_y*sizeof(U32)), screen_x, screen_y};
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r.plot = {(U32 *)PUSH_SIZE(os.perm_arena, 1280*720*sizeof(U32)), 1280, 720};
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r.depth320 = (F32 *)PUSH_SIZE(os.perm_arena, sizeof(F32) * screen_x * screen_y);
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r.img = load_image("assets/cat.png");
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r.img = load_image("assets/bricksx64.png");
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/* @Note: Transparent texture */ {
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#if 0
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@@ -712,7 +702,7 @@ int main() {
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r.transform = mat4_rotation_z(rotation);
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r.transform = r.transform * mat4_rotation_y(rotation);
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for (int i = 0; i < obj.mesh.len; i++) {
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r_draw_mesh(&r, mesh+i, vertices, tex_coords, normals);
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r_draw_mesh(&r, obj.materials.e, mesh+i, vertices, tex_coords, normals);
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}
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142
obj_parser.cpp
142
obj_parser.cpp
@@ -38,13 +38,53 @@ struct ObjMesh {
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DynamicArray<ObjIndex> indices;
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};
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struct OBJMaterial {
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char name[64];
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U32 name_len;
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Bitmap texture_ambient; // map_Ka
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Bitmap texture_diffuse; // map_Kd
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Bitmap texture_dissolve; // map_d
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Bitmap texture_displacment; // map_Disp
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F32 non_transparency; // d
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F32 transparency; // Tr
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F32 optical_density; // Ni
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F32 shininess; // Ns
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I32 illumination_model; // illum
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Vec3 ambient_color; // Ka
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Vec3 diffuse_color; // Kd
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Vec3 specular_color; // Ks
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};
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struct Obj {
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DynamicArray<Vec3> vertices;
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DynamicArray<Vec2> texture_coordinates;
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DynamicArray<Vec3> normals;
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DynamicArray<ObjMesh> mesh;
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DynamicArray<OBJMaterial> materials;
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};
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FUNCTION
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Bitmap load_image(const char* path) {
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int x, y, n;
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unsigned char* data = stbi_load(path, &x, &y, &n, 4);
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Bitmap result = { (U32*)data, x, y };
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#if PREMULTIPLIED_ALPHA_BLENDING
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if(data) {
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U32 *p = result.pixels;
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for (int Y = 0; Y < y; Y++) {
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for (int X = 0; X < x; X++) {
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Vec4 color = vec4abgr(*p);
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color.r *= color.a;
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color.g *= color.a;
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color.b *= color.a;
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*p++ = vec4_to_u32abgr(color);
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}
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}
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}
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#endif
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return result;
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}
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namespace obj {
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enum class TokenType {
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none, word, number, whitespace, end
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@@ -62,7 +102,7 @@ namespace obj {
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};
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};
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FN Token next_token_raw(char** data) {
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FUNCTION Token next_token_raw(char** data) {
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Token result = {};
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result.s = *data;
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*data += 1;
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@@ -101,7 +141,7 @@ namespace obj {
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return result;
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}
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FN Token next_token(char** data) {
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FUNCTION Token next_token(char** data) {
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Token result;
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do {
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result = next_token_raw(data);
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@@ -109,25 +149,91 @@ namespace obj {
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return result;
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}
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FN double expect_number(char** data) {
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FUNCTION double expect_number(char** data) {
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Token t = next_token(data);
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TASSERT(t.type == TokenType::number); // @Todo: Error handling, error flag
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return t.number;
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}
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FN void expect_token(char** data, char token) {
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FUNCTION void expect_token(char** data, char token) {
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Token t = next_token(data);
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TASSERT(t.type == (TokenType)token); // @Todo: Error handling, error flag
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}
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FN void debug_expect_raw(char** data, TokenType type) {
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FUNCTION void debug_expect_raw(char** data, TokenType type) {
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char* data_temp = *data;
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Token t = next_token_raw(&data_temp);
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TASSERT(t.type == type);
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}
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// Each face needs to have own material_id, group_id, smoothing ..
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Obj parse(char* data) {
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FUNCTION void parse_mtl(Arena *arena, Obj* obj, S8 path_obj_folder, S8 mtl_file) {
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Scratch scratch;
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char *data = (char *)mtl_file.str;
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OBJMaterial *m = 0;
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for (;;) {
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Token token = next_token(&data);
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if (token.type == TokenType::end) break;
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else if (token.type == TokenType::word) {
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if (string_compare(token.s8, LIT("newmtl"))) {
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token = next_token(&data);
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m = obj->materials.push_empty();
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ZERO_STRUCT(m);
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m->name_len = CLAMP_TOP(token.len, 64);
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memory_copy(token.s8.str, m->name, m->name_len);
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}
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else if (string_compare(token.s8, LIT("Ns"))) {
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m->shininess = expect_number(&data);
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}
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else if (string_compare(token.s8, LIT("Ka"))) {
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m->ambient_color.x = expect_number(&data);
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m->ambient_color.y = expect_number(&data);
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m->ambient_color.z = expect_number(&data);
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}
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else if (string_compare(token.s8, LIT("Kd"))) {
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m->diffuse_color.x = expect_number(&data);
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m->diffuse_color.y = expect_number(&data);
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m->diffuse_color.z = expect_number(&data);
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}
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else if (string_compare(token.s8, LIT("Ks"))) {
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m->specular_color.x = expect_number(&data);
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m->specular_color.y = expect_number(&data);
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m->specular_color.z = expect_number(&data);
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}
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else if (string_compare(token.s8, LIT("Ni"))) {
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m->optical_density = expect_number(&data);
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}
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else if (string_compare(token.s8, LIT("d"))) {
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m->non_transparency = expect_number(&data);
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}
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else if (string_compare(token.s8, LIT("illum"))) {
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m->illumination_model = (I32)expect_number(&data);
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}
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else if (string_compare(token.s8, LIT("map_Kd"))) {
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Token t = next_token(&data);
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S8 path = string_format(scratch, "%s/%s\0", path_obj_folder, t.s8);
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m->texture_diffuse = load_image((const char *)path.str);
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}
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else if (string_compare(token.s8, LIT("map_Ka"))) {
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Token t = next_token(&data);
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S8 path = string_format(scratch, "%s/%s\0", path_obj_folder, t.s8);
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m->texture_ambient = load_image((const char *)path.str);
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}
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else if (string_compare(token.s8, LIT("map_d"))) {
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Token t = next_token(&data);
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S8 path = string_format(scratch, "%s/%s\0", path_obj_folder, t.s8);
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m->texture_dissolve = load_image((const char *)path.str);
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}
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else if (string_compare(token.s8, LIT("map_Disp"))) {
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Token t = next_token(&data);
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S8 path = string_format(scratch, "%s/%s\0", path_obj_folder, t.s8);
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m->texture_displacment = load_image((const char *)path.str);
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}
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}
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}
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}
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FUNCTION Obj parse(Arena *arena, char* data, S8 path_obj_folder) {
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Scratch mtl_scratch;
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Obj result = {};
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int smoothing = 0;
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ObjMesh *mesh = result.mesh.push_empty();
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@@ -158,13 +264,23 @@ namespace obj {
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norm->z = (float)expect_number(&data);
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debug_expect_raw(&data, TokenType::whitespace);
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}
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else if (string_compare(token.s8, LIT("mtlib"))) {
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else if (string_compare(token.s8, LIT("mtllib"))) {
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Token t = next_token(&data);
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TASSERT(t.type == TokenType::word);
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S8 path = string_format(mtl_scratch, "%s/%s", path_obj_folder, t.s8);
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S8 mtl_file = os_read_file(mtl_scratch, path).error_is_fatal();
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PUSH_SIZE(mtl_scratch, 1);
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parse_mtl(arena, &result, path_obj_folder, mtl_file);
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}
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else if (string_compare(token.s8, LIT("usemtl"))) {
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Token t = next_token(&data);
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TASSERT(t.type == TokenType::word);
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for(U64 i = 0; i < result.materials.len; i++) {
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OBJMaterial *m = result.materials.e + i;
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if(string_compare(string_make((U8 *)m->name, m->name_len), t.s8)) {
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material_id = i;
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break;
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}
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}
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}
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else if (string_compare(token.s8, LIT("o"))) {
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Token t = next_token(&data);
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@@ -227,7 +343,7 @@ namespace obj {
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return result;
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}
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FN void test_lex() {
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FUNCTION void test_lex() {
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const char* d = "v 0.885739 0.001910 -0.380334";
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char* dd = (char *)d;
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TASSERT(next_token(&dd).type == TokenType::word);
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@@ -250,11 +366,11 @@ namespace obj {
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}
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}
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FUNCTION
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Obj load_obj(S8 file) {
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FUNCTION Obj load_obj(Arena *arena, S8 file) {
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Scratch scratch;
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S8 data = os_read_file(scratch, file).error_is_fatal();
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PUSH_SIZE(scratch, 1);
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Obj result = obj::parse((char *)data.str);
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S8 path = string_chop_last_slash(file);
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Obj result = obj::parse(arena, (char *)data.str, path);
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return result;
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}
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