Asset processor, got rid of stb image in the program

This commit is contained in:
Krzosa Karol
2022-05-18 16:51:19 +02:00
parent 61c3dfb48d
commit eca440cabd
4 changed files with 137 additions and 136 deletions

View File

@@ -1,46 +1,10 @@
///
/// [ ] - Cache bitmaps
/// [ ] - Fix potential portability issues due to compiler struct alignment differences etc.
///
#include "multimedia.cpp"
#include "obj.cpp"
struct Obj_Index {
int vertex[3];
int tex[3];
int normal[3];
S32 material_id;
S32 smoothing_group_id;
};
#define STBI_ASSERT assert
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
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;
};
enum class Obj_Token_Type {
none, word, number, whitespace, end
@@ -413,23 +377,8 @@ os_append_file(String file, String data) {
return _os_write_file(file, data, true);
}
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 void
dump_obj_to_file(Obj *obj){
dump_obj_to_file(Obj *obj, String out_name){
obj->vertices.allocator = 0;
obj->vertices.cap = obj->vertices.len;
@@ -473,33 +422,27 @@ dump_obj_to_file(Obj *obj){
}
String result = string_flatten(arena, &sb);
os_write_file("sponza.bin"_s, result);
os_write_file(out_name, result);
}
function Obj *
load_obj_dump(Allocator *allocator, String filename){
String string = os_read_file(allocator, filename);
int
main(int argc, char **argv){
Obj sponza_obj = load_obj(&os_process_heap, "assets/sponza/sponza.obj"_s);
dump_obj_to_file(&sponza_obj, "sponza.bin"_s);
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);
Obj plane_obj = load_obj(&pernament_arena, "assets/f22.obj"_s);
Iter(obj->mesh){
it->indices.data = stream_read_array(&stream, Obj_Index, it->indices.len);
// Add brick texture as main texture
Scratch scratch;
Set_Allocator(scratch);
Obj_Material material = {};
material.texture_ambient = load_image("assets/bricksx64.png"_s);
plane_obj.materials.add(material);
For(plane_obj.mesh){
IFor(it->indices, jt, j){
jt->material_id = 0;
}
}
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);
dump_obj_to_file(&plane_obj, "plane.bin"_s);
}
return obj;
}

View File

@@ -1,4 +1,8 @@
@echo off
rem clang assets.cpp -Wall -Wno-unused-function -Wno-missing-braces -fno-exceptions -fdiagnostics-absolute-paths -g -I".." -o assets.exe -Wl,user32.lib
rem assets.exe
clang main.cpp -Wall -Wno-unused-function -Wno-missing-braces -fno-exceptions -fdiagnostics-absolute-paths -g -I".." -o main.exe -Wl,user32.lib

View File

@@ -81,13 +81,14 @@
/// ### Urgent:
///
/// - [ ] Simplify the code, especially for the 2d routines
/// - [ ] Asset processor as second program
/// - [x] Asset processor as second program
///
///
#define PREMULTIPLIED_ALPHA_BLENDING 1
#include "multimedia.cpp"
#include "profile.cpp"
#include "obj.cpp"
struct Vertex {
Vec3 pos;
@@ -112,11 +113,6 @@ struct Render {
F32 *depth320;
};
#define STBI_ASSERT assert
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include "obj_parser.cpp"
enum Scene {
Scene_F22,
Scene_Sponza,
@@ -213,13 +209,8 @@ void draw_bitmap(Bitmap* dst, Bitmap* src, Vec2 pos, Vec2 size=vec2(F32MAX, F32M
S64 maxy = miny + (S64)(size.y + 0.5f);
S64 offsetx = 0;
S64 offsety = 0;
if (maxx > dst->x) {
maxx = dst->x;
}
if (maxy > dst->y) {
maxy = dst->y;
}
maxx = clamp_top(maxx, (S64)dst->x);
maxy = clamp_top(maxy, (S64)dst->y);
if (minx < 0) {
offsetx = -minx;
minx = 0;
@@ -228,6 +219,7 @@ void draw_bitmap(Bitmap* dst, Bitmap* src, Vec2 pos, Vec2 size=vec2(F32MAX, F32M
offsety = -miny;
miny = 0;
}
F32 distx = (F32)(maxx - minx);
F32 disty = (F32)(maxy - miny);
for (S64 y = miny; y < maxy; y++) {
@@ -247,7 +239,6 @@ void draw_bitmap(Bitmap* dst, Bitmap* src, Vec2 pos, Vec2 size=vec2(F32MAX, F32M
}
}
}
}
function
@@ -396,8 +387,6 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig
}
result_color = premultiplied_alpha(dst_color, result_color);
result_color = almost_linear_to_srgb(result_color);
U32 color32 = vec4_to_u32abgr(result_color);
@@ -422,17 +411,19 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig
}
function
void draw_triangle_bilinear(Bitmap* dst, F32 *depth_buffer, Bitmap *src, F32 light,
void draw_triangle_bilinear(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 light_direction,
Vec4 p0, Vec4 p1, Vec4 p2,
Vec2 tex0, Vec2 tex1, Vec2 tex2) {
Vec2 tex0, Vec2 tex1, Vec2 tex2,
Vec3 norm0, Vec3 norm1, Vec3 norm2) {
F32 min_x1 = (F32)(min(p0.x, min(p1.x, p2.x)));
F32 min_y1 = (F32)(min(p0.y, min(p1.y, p2.y)));
F32 max_x1 = (F32)(max(p0.x, max(p1.x, p2.x)));
F32 max_y1 = (F32)(max(p0.y, max(p1.y, p2.y)));
S64 min_x = (S64)max(0.f, floor(min_x1));
S64 min_y = (S64)max(0.f, floor(min_y1));
S64 max_x = (S64)min((F32)dst->x, ceil(max_x1));
S64 max_y = (S64)min((F32)dst->y, ceil(max_y1));
S64 min_x = (S64)clamp_bot(0.f, floor(min_x1));
S64 min_y = (S64)clamp_bot(0.f, floor(min_y1));
S64 max_x = (S64)clamp_top((F32)dst->x, ceil(max_x1));
S64 max_y = (S64)clamp_top((F32)dst->y, ceil(max_y1));
F32 area = edge_function(p0, p1, p2);
for (S64 y = min_y; y < max_y; y++) {
@@ -441,7 +432,6 @@ void draw_triangle_bilinear(Bitmap* dst, F32 *depth_buffer, Bitmap *src, F32 lig
F32 edge1 = edge_function(p1, p2, { (F32)x,(F32)y });
F32 edge2 = edge_function(p2, p0, { (F32)x,(F32)y });
if (edge0 >= 0 && edge1 >= 0 && edge2 >= 0) {
F32 w1 = edge1 / area;
F32 w2 = edge2 / area;
@@ -450,6 +440,7 @@ void draw_triangle_bilinear(Bitmap* dst, F32 *depth_buffer, Bitmap *src, F32 lig
F32 u = tex0.x * (w1 / p0.w) + tex1.x * (w2 / p1.w) + tex2.x * (w3 / p2.w);
F32 v = tex0.y * (w1 / p0.w) + tex1.y * (w2 / p1.w) + tex2.y * (w3 / p2.w);
u /= interpolated_w;
v /= interpolated_w;
// @Note: We could do: interpolated_w = 1.f / interpolated_w to get proper depth
@@ -478,9 +469,12 @@ void draw_triangle_bilinear(Bitmap* dst, F32 *depth_buffer, Bitmap *src, F32 lig
Vec4 blendx1 = lerp(pixelx1y1, pixelx2y1, udiff);
Vec4 blendx2 = lerp(pixelx1y2, pixelx2y2, udiff);
Vec4 result_color = lerp(blendx1, blendx2, vdiff);
#if 0
result_color.r *= light;
result_color.g *= light;
result_color.b *= light;
#endif
#if PREMULTIPLIED_ALPHA_BLENDING
Vec4 dst_color = vec4abgr(*dst_pixel);
dst_color = srgb_to_almost_linear(dst_color);
@@ -496,27 +490,6 @@ void draw_triangle_bilinear(Bitmap* dst, F32 *depth_buffer, Bitmap *src, F32 lig
}
}
function
void scatter_plot(Bitmap *dst, F64 *data, S64 data_len) {
F64 min = F32MAX;
F64 max = F32MIN;
F64 step = dst->x / (F64)data_len;
for (U32 i = 0; i < data_len; i++) {
if (min > data[i]) min = data[i];
if (max < data[i]) max = data[i];
}
F64 diff = max - min;
F64 x = 0;
for (U32 i = 0; i < data_len; i++) {
F64 *p = data + i;
*p /= diff;
F64 y = *p * dst->y;
x += step;
draw_rect(dst, (F32)x-2, (F32)y-2, 4, 4, vec4(1,0,0,1));
//dst->pixels[xi + yi * dst->x] = 0xffff0000;
}
}
function
void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh *mesh, Vec3 *vertices, Vec2 *tex_coords, Vec3 *normals) {
for (int i = 0; i < mesh->indices.len; i++) {
@@ -530,7 +503,6 @@ void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh *
image = &material->texture_ambient;
}
}
Vertex vert[] = {
{
vertices[index->vertex[0] - 1],
@@ -648,12 +620,12 @@ void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh *
in[j].pos.y += r->screen320.y / 2;
}
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) {
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
ProfileScope *scope = profile_scopes + ProfileScopeName_draw_triangle;
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"));
}
#endif
}
}
}
@@ -670,7 +641,7 @@ void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh *
#include "ui.cpp"
global F32 speed = 100.f;
global F32 rotation = 0;
global Obj f22;
global Obj *f22;
global Obj *sponza;
global Obj *obj;
global Render r = {};
@@ -682,7 +653,7 @@ UI_SIGNAL_CALLBACK(scene_callback) {
case Scene_F22: {
speed = 1;
r.camera_pos = vec3(0,0,-2);
obj = &f22;
obj = f22;
} break;
case Scene_Sponza: {
speed = 100;
@@ -706,12 +677,9 @@ int main(int argc, char **argv) {
os.window_size.y = 180*2;
os.window_resizable = 1;
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);
//Obj sponza_obj = load_obj(&os_process_heap, "assets/sponza/sponza.obj"_s);
//sponza = &sponza_obj;
//dump_obj_to_file(sponza);
f22 = load_obj_dump(os.perm_arena, "plane.bin"_s);
sponza = load_obj_dump(os.perm_arena, "sponza.bin"_s);
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.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.img = load_image("assets/bricksx64.png"_s);
//r.img = load_image(""_s);
String frame_data = {};

86
obj.cpp Normal file
View 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;
}