Asset processor, got rid of stb image in the program
This commit is contained in:
@@ -1,46 +1,10 @@
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///
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#include "multimedia.cpp"
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/// [ ] - Cache bitmaps
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#include "obj.cpp"
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/// [ ] - Fix potential portability issues due to compiler struct alignment differences etc.
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///
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struct Obj_Index {
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#define STBI_ASSERT assert
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int vertex[3];
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#define STB_IMAGE_IMPLEMENTATION
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int tex[3];
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#include "stb_image.h"
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int normal[3];
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S32 material_id;
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S32 smoothing_group_id;
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};
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struct Obj_Mesh {
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char name[64];
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Array<Obj_Index> indices;
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};
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struct Obj_Material {
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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_displacement; // 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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S32 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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String name;
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Array<Vec3> vertices;
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Array<Vec2> texture_coordinates;
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Array<Vec3> normals;
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Array<Obj_Mesh> mesh;
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Array<Obj_Material> materials;
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};
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enum class Obj_Token_Type {
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enum class Obj_Token_Type {
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none, word, number, whitespace, end
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none, word, number, whitespace, end
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@@ -413,23 +377,8 @@ os_append_file(String file, String data) {
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return _os_write_file(file, data, true);
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return _os_write_file(file, data, true);
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}
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}
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struct Stream{
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U8 *cursor;
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U8 *end;
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};
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#define stream_read_array(s,T,c) (T *)stream_read(s,sizeof(T)*(c))
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#define stream_read_struct(s,T) stream_read_array(s,T,1)
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function void *
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stream_read(Stream *s, SizeU size){
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U8 *result = s->cursor;
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s->cursor += size;
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assert(s->end >= s->cursor);
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return result;
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}
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function void
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function void
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dump_obj_to_file(Obj *obj){
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dump_obj_to_file(Obj *obj, String out_name){
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obj->vertices.allocator = 0;
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obj->vertices.allocator = 0;
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obj->vertices.cap = obj->vertices.len;
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obj->vertices.cap = obj->vertices.len;
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@@ -473,33 +422,27 @@ dump_obj_to_file(Obj *obj){
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}
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}
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String result = string_flatten(arena, &sb);
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String result = string_flatten(arena, &sb);
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os_write_file("sponza.bin"_s, result);
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os_write_file(out_name, result);
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}
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}
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function Obj *
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int
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load_obj_dump(Allocator *allocator, String filename){
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main(int argc, char **argv){
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String string = os_read_file(allocator, filename);
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Obj sponza_obj = load_obj(&os_process_heap, "assets/sponza/sponza.obj"_s);
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dump_obj_to_file(&sponza_obj, "sponza.bin"_s);
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Obj *obj = (Obj *)string.str;
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Obj plane_obj = load_obj(&pernament_arena, "assets/f22.obj"_s);
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Stream stream = {(U8 *)(obj+1), string.str + string.len};
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obj->name.str = stream_read_array(&stream, U8, obj->name.len);
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obj->vertices.data = stream_read_array(&stream, Vec3, obj->vertices.len);
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obj->texture_coordinates.data = stream_read_array(&stream, Vec2, obj->texture_coordinates.len);
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obj->normals.data = stream_read_array(&stream, Vec3, obj->normals.len);
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obj->mesh.data = stream_read_array(&stream, Obj_Mesh, obj->mesh.len);
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obj->materials.data = stream_read_array(&stream, Obj_Material, obj->materials.len);
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Iter(obj->mesh){
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// Add brick texture as main texture
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it->indices.data = stream_read_array(&stream, Obj_Index, it->indices.len);
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Scratch scratch;
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Set_Allocator(scratch);
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Obj_Material material = {};
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material.texture_ambient = load_image("assets/bricksx64.png"_s);
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plane_obj.materials.add(material);
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For(plane_obj.mesh){
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IFor(it->indices, jt, j){
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jt->material_id = 0;
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}
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}
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}
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Iter(obj->materials){
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dump_obj_to_file(&plane_obj, "plane.bin"_s);
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it->texture_ambient.pixels = stream_read_array(&stream, U32, it->texture_ambient.x*it->texture_ambient.y);
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}
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it->texture_diffuse.pixels = stream_read_array(&stream, U32, it->texture_diffuse.x*it->texture_diffuse.y);
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it->texture_dissolve.pixels = stream_read_array(&stream, U32, it->texture_dissolve.x*it->texture_dissolve.y);
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it->texture_displacement.pixels = stream_read_array(&stream, U32, it->texture_displacement.x*it->texture_displacement.y);
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}
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return obj;
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}
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@@ -1,4 +1,8 @@
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@echo off
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@echo off
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rem clang assets.cpp -Wall -Wno-unused-function -Wno-missing-braces -fno-exceptions -fdiagnostics-absolute-paths -g -I".." -o assets.exe -Wl,user32.lib
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rem assets.exe
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clang main.cpp -Wall -Wno-unused-function -Wno-missing-braces -fno-exceptions -fdiagnostics-absolute-paths -g -I".." -o main.exe -Wl,user32.lib
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clang main.cpp -Wall -Wno-unused-function -Wno-missing-braces -fno-exceptions -fdiagnostics-absolute-paths -g -I".." -o main.exe -Wl,user32.lib
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78
main.cpp
78
main.cpp
@@ -81,13 +81,14 @@
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/// ### Urgent:
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/// ### Urgent:
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///
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///
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/// - [ ] Simplify the code, especially for the 2d routines
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/// - [ ] Simplify the code, especially for the 2d routines
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/// - [ ] Asset processor as second program
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/// - [x] Asset processor as second program
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///
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///
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///
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///
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#define PREMULTIPLIED_ALPHA_BLENDING 1
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#define PREMULTIPLIED_ALPHA_BLENDING 1
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#include "multimedia.cpp"
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#include "multimedia.cpp"
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#include "profile.cpp"
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#include "profile.cpp"
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#include "obj.cpp"
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struct Vertex {
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struct Vertex {
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Vec3 pos;
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Vec3 pos;
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@@ -112,11 +113,6 @@ struct Render {
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F32 *depth320;
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F32 *depth320;
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};
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};
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#define STBI_ASSERT assert
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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#include "obj_parser.cpp"
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enum Scene {
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enum Scene {
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Scene_F22,
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Scene_F22,
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Scene_Sponza,
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Scene_Sponza,
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@@ -213,13 +209,8 @@ void draw_bitmap(Bitmap* dst, Bitmap* src, Vec2 pos, Vec2 size=vec2(F32MAX, F32M
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S64 maxy = miny + (S64)(size.y + 0.5f);
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S64 maxy = miny + (S64)(size.y + 0.5f);
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S64 offsetx = 0;
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S64 offsetx = 0;
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S64 offsety = 0;
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S64 offsety = 0;
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maxx = clamp_top(maxx, (S64)dst->x);
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if (maxx > dst->x) {
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maxy = clamp_top(maxy, (S64)dst->y);
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maxx = dst->x;
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}
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if (maxy > dst->y) {
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maxy = dst->y;
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}
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if (minx < 0) {
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if (minx < 0) {
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offsetx = -minx;
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offsetx = -minx;
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minx = 0;
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minx = 0;
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@@ -228,6 +219,7 @@ void draw_bitmap(Bitmap* dst, Bitmap* src, Vec2 pos, Vec2 size=vec2(F32MAX, F32M
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offsety = -miny;
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offsety = -miny;
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miny = 0;
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miny = 0;
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}
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}
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F32 distx = (F32)(maxx - minx);
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F32 distx = (F32)(maxx - minx);
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F32 disty = (F32)(maxy - miny);
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F32 disty = (F32)(maxy - miny);
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for (S64 y = miny; y < maxy; y++) {
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for (S64 y = miny; y < maxy; y++) {
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@@ -247,7 +239,6 @@ void draw_bitmap(Bitmap* dst, Bitmap* src, Vec2 pos, Vec2 size=vec2(F32MAX, F32M
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}
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}
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}
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}
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}
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}
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}
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}
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function
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function
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@@ -396,8 +387,6 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig
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}
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}
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result_color = premultiplied_alpha(dst_color, result_color);
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result_color = premultiplied_alpha(dst_color, result_color);
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result_color = almost_linear_to_srgb(result_color);
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result_color = almost_linear_to_srgb(result_color);
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U32 color32 = vec4_to_u32abgr(result_color);
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U32 color32 = vec4_to_u32abgr(result_color);
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@@ -422,17 +411,19 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig
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}
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}
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function
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function
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void draw_triangle_bilinear(Bitmap* dst, F32 *depth_buffer, Bitmap *src, F32 light,
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void draw_triangle_bilinear(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 light_direction,
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Vec4 p0, Vec4 p1, Vec4 p2,
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Vec4 p0, Vec4 p1, Vec4 p2,
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Vec2 tex0, Vec2 tex1, Vec2 tex2) {
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Vec2 tex0, Vec2 tex1, Vec2 tex2,
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Vec3 norm0, Vec3 norm1, Vec3 norm2) {
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F32 min_x1 = (F32)(min(p0.x, min(p1.x, p2.x)));
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F32 min_x1 = (F32)(min(p0.x, min(p1.x, p2.x)));
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F32 min_y1 = (F32)(min(p0.y, min(p1.y, p2.y)));
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F32 min_y1 = (F32)(min(p0.y, min(p1.y, p2.y)));
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F32 max_x1 = (F32)(max(p0.x, max(p1.x, p2.x)));
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F32 max_x1 = (F32)(max(p0.x, max(p1.x, p2.x)));
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F32 max_y1 = (F32)(max(p0.y, max(p1.y, p2.y)));
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F32 max_y1 = (F32)(max(p0.y, max(p1.y, p2.y)));
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S64 min_x = (S64)max(0.f, floor(min_x1));
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S64 min_y = (S64)max(0.f, floor(min_y1));
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S64 min_x = (S64)clamp_bot(0.f, floor(min_x1));
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S64 max_x = (S64)min((F32)dst->x, ceil(max_x1));
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S64 min_y = (S64)clamp_bot(0.f, floor(min_y1));
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S64 max_y = (S64)min((F32)dst->y, ceil(max_y1));
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S64 max_x = (S64)clamp_top((F32)dst->x, ceil(max_x1));
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S64 max_y = (S64)clamp_top((F32)dst->y, ceil(max_y1));
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F32 area = edge_function(p0, p1, p2);
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F32 area = edge_function(p0, p1, p2);
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for (S64 y = min_y; y < max_y; y++) {
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for (S64 y = min_y; y < max_y; y++) {
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@@ -441,7 +432,6 @@ void draw_triangle_bilinear(Bitmap* dst, F32 *depth_buffer, Bitmap *src, F32 lig
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F32 edge1 = edge_function(p1, p2, { (F32)x,(F32)y });
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F32 edge1 = edge_function(p1, p2, { (F32)x,(F32)y });
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F32 edge2 = edge_function(p2, p0, { (F32)x,(F32)y });
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F32 edge2 = edge_function(p2, p0, { (F32)x,(F32)y });
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if (edge0 >= 0 && edge1 >= 0 && edge2 >= 0) {
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if (edge0 >= 0 && edge1 >= 0 && edge2 >= 0) {
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F32 w1 = edge1 / area;
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F32 w1 = edge1 / area;
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F32 w2 = edge2 / area;
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F32 w2 = edge2 / area;
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@@ -450,6 +440,7 @@ void draw_triangle_bilinear(Bitmap* dst, F32 *depth_buffer, Bitmap *src, F32 lig
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F32 u = tex0.x * (w1 / p0.w) + tex1.x * (w2 / p1.w) + tex2.x * (w3 / p2.w);
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F32 u = tex0.x * (w1 / p0.w) + tex1.x * (w2 / p1.w) + tex2.x * (w3 / p2.w);
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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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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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u /= interpolated_w;
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v /= interpolated_w;
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v /= interpolated_w;
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// @Note: We could do: interpolated_w = 1.f / interpolated_w to get proper depth
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// @Note: We could do: interpolated_w = 1.f / interpolated_w to get proper depth
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@@ -478,9 +469,12 @@ void draw_triangle_bilinear(Bitmap* dst, F32 *depth_buffer, Bitmap *src, F32 lig
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Vec4 blendx1 = lerp(pixelx1y1, pixelx2y1, udiff);
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Vec4 blendx1 = lerp(pixelx1y1, pixelx2y1, udiff);
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Vec4 blendx2 = lerp(pixelx1y2, pixelx2y2, udiff);
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Vec4 blendx2 = lerp(pixelx1y2, pixelx2y2, udiff);
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Vec4 result_color = lerp(blendx1, blendx2, vdiff);
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Vec4 result_color = lerp(blendx1, blendx2, vdiff);
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#if 0
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result_color.r *= light;
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result_color.r *= light;
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result_color.g *= light;
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result_color.g *= light;
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result_color.b *= light;
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result_color.b *= light;
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#endif
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#if PREMULTIPLIED_ALPHA_BLENDING
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#if PREMULTIPLIED_ALPHA_BLENDING
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Vec4 dst_color = vec4abgr(*dst_pixel);
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Vec4 dst_color = vec4abgr(*dst_pixel);
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dst_color = srgb_to_almost_linear(dst_color);
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dst_color = srgb_to_almost_linear(dst_color);
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@@ -496,27 +490,6 @@ void draw_triangle_bilinear(Bitmap* dst, F32 *depth_buffer, Bitmap *src, F32 lig
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}
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}
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}
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}
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function
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void scatter_plot(Bitmap *dst, F64 *data, S64 data_len) {
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F64 min = F32MAX;
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F64 max = F32MIN;
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F64 step = dst->x / (F64)data_len;
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for (U32 i = 0; i < data_len; i++) {
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if (min > data[i]) min = data[i];
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if (max < data[i]) max = data[i];
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}
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F64 diff = max - min;
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F64 x = 0;
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for (U32 i = 0; i < data_len; i++) {
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F64 *p = data + i;
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*p /= diff;
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F64 y = *p * dst->y;
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x += step;
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draw_rect(dst, (F32)x-2, (F32)y-2, 4, 4, vec4(1,0,0,1));
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//dst->pixels[xi + yi * dst->x] = 0xffff0000;
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}
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}
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function
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function
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void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh *mesh, Vec3 *vertices, Vec2 *tex_coords, Vec3 *normals) {
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void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh *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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for (int i = 0; i < mesh->indices.len; i++) {
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@@ -530,7 +503,6 @@ void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh *
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image = &material->texture_ambient;
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image = &material->texture_ambient;
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}
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}
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}
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}
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Vertex vert[] = {
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Vertex vert[] = {
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{
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{
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vertices[index->vertex[0] - 1],
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vertices[index->vertex[0] - 1],
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@@ -648,12 +620,12 @@ void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh *
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in[j].pos.y += r->screen320.y / 2;
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in[j].pos.y += r->screen320.y / 2;
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}
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}
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|
|
||||||
draw_triangle_nearest(&r->screen320, r->depth320, image, light_direction, in[0].pos, in[1].pos, in[2].pos, in[0].tex, in[1].tex, in[2].tex, in[0].norm, in[1].norm, in[2].norm);
|
draw_triangle_nearest(&r->screen320, r->depth320, image, light_direction, in[0].pos, in[1].pos, in[2].pos, in[0].tex, in[1].tex, in[2].tex, in[0].norm, in[1].norm, in[2].norm);
|
||||||
if (in_count > 3) {
|
if (in_count > 3) {
|
||||||
draw_triangle_nearest(&r->screen320, r->depth320, image, light_direction, in[0].pos, in[2].pos, in[3].pos, in[0].tex, in[2].tex, in[3].tex, in[0].norm, in[2].norm, in[3].norm);
|
draw_triangle_nearest(&r->screen320, r->depth320, image, light_direction, in[0].pos, in[2].pos, in[3].pos, in[0].tex, in[2].tex, in[3].tex, in[0].norm, in[2].norm, in[3].norm);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
#if 0
|
#if 0
|
||||||
ProfileScope *scope = profile_scopes + ProfileScopeName_draw_triangle;
|
ProfileScope *scope = profile_scopes + ProfileScopeName_draw_triangle;
|
||||||
LOCAL_PERSIST B32 profile_flag;
|
LOCAL_PERSIST B32 profile_flag;
|
||||||
@@ -662,7 +634,6 @@ void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh *
|
|||||||
save_profile_data(scope, scene_name, LIT("draw_triangle"));
|
save_profile_data(scope, scene_name, LIT("draw_triangle"));
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -670,7 +641,7 @@ void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh *
|
|||||||
#include "ui.cpp"
|
#include "ui.cpp"
|
||||||
global F32 speed = 100.f;
|
global F32 speed = 100.f;
|
||||||
global F32 rotation = 0;
|
global F32 rotation = 0;
|
||||||
global Obj f22;
|
global Obj *f22;
|
||||||
global Obj *sponza;
|
global Obj *sponza;
|
||||||
global Obj *obj;
|
global Obj *obj;
|
||||||
global Render r = {};
|
global Render r = {};
|
||||||
@@ -682,7 +653,7 @@ UI_SIGNAL_CALLBACK(scene_callback) {
|
|||||||
case Scene_F22: {
|
case Scene_F22: {
|
||||||
speed = 1;
|
speed = 1;
|
||||||
r.camera_pos = vec3(0,0,-2);
|
r.camera_pos = vec3(0,0,-2);
|
||||||
obj = &f22;
|
obj = f22;
|
||||||
} break;
|
} break;
|
||||||
case Scene_Sponza: {
|
case Scene_Sponza: {
|
||||||
speed = 100;
|
speed = 100;
|
||||||
@@ -706,12 +677,9 @@ int main(int argc, char **argv) {
|
|||||||
os.window_size.y = 180*2;
|
os.window_size.y = 180*2;
|
||||||
os.window_resizable = 1;
|
os.window_resizable = 1;
|
||||||
assert(os_init());
|
assert(os_init());
|
||||||
Font font = os_load_font(os.perm_arena, 24, "Arial", 0);
|
Font font = os_load_font(os.perm_arena, 72, "Arial", 0);
|
||||||
|
|
||||||
f22 = load_obj(&os_process_heap, "assets/f22.obj"_s);
|
f22 = load_obj_dump(os.perm_arena, "plane.bin"_s);
|
||||||
//Obj sponza_obj = load_obj(&os_process_heap, "assets/sponza/sponza.obj"_s);
|
|
||||||
//sponza = &sponza_obj;
|
|
||||||
//dump_obj_to_file(sponza);
|
|
||||||
sponza = load_obj_dump(os.perm_arena, "sponza.bin"_s);
|
sponza = load_obj_dump(os.perm_arena, "sponza.bin"_s);
|
||||||
scene_callback();
|
scene_callback();
|
||||||
|
|
||||||
@@ -722,7 +690,7 @@ int main(int argc, char **argv) {
|
|||||||
r.screen320 = {(U32 *)arena_push_size(os.perm_arena, screen_x*screen_y*sizeof(U32)), screen_x, screen_y};
|
r.screen320 = {(U32 *)arena_push_size(os.perm_arena, screen_x*screen_y*sizeof(U32)), screen_x, screen_y};
|
||||||
r.plot = {(U32 *)arena_push_size(os.perm_arena, 1280*720*sizeof(U32)), 1280, 720};
|
r.plot = {(U32 *)arena_push_size(os.perm_arena, 1280*720*sizeof(U32)), 1280, 720};
|
||||||
r.depth320 = (F32 *)arena_push_size(os.perm_arena, sizeof(F32) * screen_x * screen_y);
|
r.depth320 = (F32 *)arena_push_size(os.perm_arena, sizeof(F32) * screen_x * screen_y);
|
||||||
r.img = load_image("assets/bricksx64.png"_s);
|
//r.img = load_image(""_s);
|
||||||
|
|
||||||
|
|
||||||
String frame_data = {};
|
String frame_data = {};
|
||||||
|
|||||||
86
obj.cpp
Normal file
86
obj.cpp
Normal file
@@ -0,0 +1,86 @@
|
|||||||
|
///
|
||||||
|
/// [?] - Cache bitmaps
|
||||||
|
/// [ ] - Fix potential portability issues due to compiler struct alignment differences etc.
|
||||||
|
///
|
||||||
|
|
||||||
|
struct Obj_Index {
|
||||||
|
int vertex[3];
|
||||||
|
int tex[3];
|
||||||
|
int normal[3];
|
||||||
|
S32 material_id;
|
||||||
|
S32 smoothing_group_id;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct Obj_Mesh {
|
||||||
|
char name[64];
|
||||||
|
Array<Obj_Index> indices;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct Obj_Material {
|
||||||
|
char name[64];
|
||||||
|
U32 name_len;
|
||||||
|
Bitmap texture_ambient; // map_Ka
|
||||||
|
Bitmap texture_diffuse; // map_Kd
|
||||||
|
Bitmap texture_dissolve; // map_d
|
||||||
|
Bitmap texture_displacement; // map_Disp
|
||||||
|
F32 non_transparency; // d
|
||||||
|
F32 transparency; // Tr
|
||||||
|
F32 optical_density; // Ni
|
||||||
|
F32 shininess; // Ns
|
||||||
|
S32 illumination_model; // illum
|
||||||
|
Vec3 ambient_color; // Ka
|
||||||
|
Vec3 diffuse_color; // Kd
|
||||||
|
Vec3 specular_color; // Ks
|
||||||
|
};
|
||||||
|
|
||||||
|
struct Obj {
|
||||||
|
String name;
|
||||||
|
Array<Vec3> vertices;
|
||||||
|
Array<Vec2> texture_coordinates;
|
||||||
|
Array<Vec3> normals;
|
||||||
|
Array<Obj_Mesh> mesh;
|
||||||
|
Array<Obj_Material> materials;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct Stream{
|
||||||
|
U8 *cursor;
|
||||||
|
U8 *end;
|
||||||
|
};
|
||||||
|
|
||||||
|
#define stream_read_array(s,T,c) (T *)stream_read(s,sizeof(T)*(c))
|
||||||
|
#define stream_read_struct(s,T) stream_read_array(s,T,1)
|
||||||
|
function void *
|
||||||
|
stream_read(Stream *s, SizeU size){
|
||||||
|
U8 *result = s->cursor;
|
||||||
|
s->cursor += size;
|
||||||
|
assert(s->end >= s->cursor);
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
function Obj *
|
||||||
|
load_obj_dump(Allocator *allocator, String filename){
|
||||||
|
String string = os_read_file(allocator, filename);
|
||||||
|
|
||||||
|
Obj *obj = (Obj *)string.str;
|
||||||
|
Stream stream = {(U8 *)(obj+1), string.str + string.len};
|
||||||
|
obj->name.str = stream_read_array(&stream, U8, obj->name.len);
|
||||||
|
obj->vertices.data = stream_read_array(&stream, Vec3, obj->vertices.len);
|
||||||
|
obj->texture_coordinates.data = stream_read_array(&stream, Vec2, obj->texture_coordinates.len);
|
||||||
|
obj->normals.data = stream_read_array(&stream, Vec3, obj->normals.len);
|
||||||
|
obj->mesh.data = stream_read_array(&stream, Obj_Mesh, obj->mesh.len);
|
||||||
|
obj->materials.data = stream_read_array(&stream, Obj_Material, obj->materials.len);
|
||||||
|
|
||||||
|
Iter(obj->mesh){
|
||||||
|
it->indices.data = stream_read_array(&stream, Obj_Index, it->indices.len);
|
||||||
|
}
|
||||||
|
|
||||||
|
Iter(obj->materials){
|
||||||
|
it->texture_ambient.pixels = stream_read_array(&stream, U32, it->texture_ambient.x*it->texture_ambient.y);
|
||||||
|
it->texture_diffuse.pixels = stream_read_array(&stream, U32, it->texture_diffuse.x*it->texture_diffuse.y);
|
||||||
|
it->texture_dissolve.pixels = stream_read_array(&stream, U32, it->texture_dissolve.x*it->texture_dissolve.y);
|
||||||
|
it->texture_displacement.pixels = stream_read_array(&stream, U32, it->texture_displacement.x*it->texture_displacement.y);
|
||||||
|
}
|
||||||
|
|
||||||
|
return obj;
|
||||||
|
}
|
||||||
|
|
||||||
Reference in New Issue
Block a user