ref: cbfa17d446effcfc1e7d17aed624af8f098370f1
dir: /med.c/
#include <u.h> #include <libc.h> #include <thread.h> #include <draw.h> #include <memdraw.h> #include <mouse.h> #include <keyboard.h> #include <geometry.h> #include "libobj/obj.h" #include "libgraphics/graphics.h" #include "fns.h" enum { K↑, K↓, K←, K→, Krise, Kfall, KR↑, KR↓, KR←, KR→, KR↺, KR↻, Kzoomin, Kzoomout, Khud, Kfrustum, Ke }; enum { Sfov, Scampos, Scambx, Scamby, Scambz, Sfps, Sframes, Se }; typedef struct Camcfg Camcfg; struct Camcfg { Point3 p, lookat, up; double fov, clipn, clipf; int ptype; }; Rune keys[Ke] = { [K↑] = Kup, [K↓] = Kdown, [K←] = Kleft, [K→] = Kright, [Krise] = Kpgup, [Kfall] = Kpgdown, [KR↑] = 'w', [KR↓] = 's', [KR←] = 'a', [KR→] = 'd', [KR↺] = 'q', [KR↻] = 'e', [Kzoomin] = 'z', [Kzoomout] = 'x', [Khud] = 'h', [Kfrustum] = ' ', }; char stats[Se][256]; Image *screenb; Mousectl *mctl; Keyboardctl *kctl; Channel *drawc; int kdown; Scene *scene; Entity *subject; Model *model; Shadertab *shader; QLock scenelk; QLock drawlk; Mouse om; Quaternion orient = {1,0,0,0}; Camera cam; Camcfg camcfg = { 0,2,4,1, 0,0,0,1, 0,1,0,0, 40*DEG, 0.01, 10, PERSPECTIVE }; Point3 center = {0,0,0,1}; LightSource light; /* global point light */ static int doprof; static int showhud; Color (*tsampler)(Memimage*,Point2); static int min(int a, int b) { return a < b? a: b; } static int max(int a, int b) { return a > b? a: b; } static Point3 Vecquat(Quaternion q) { return Vec3(q.i, q.j, q.k); } static Point3 Ptquat(Quaternion q, double w) { return Pt3(q.i, q.j, q.k, w); } void materializefrustum(void) { Primitive l; Framebuf *fb; Point3 p[4]; int i; fb = cam.vp->getfb(cam.vp); p[0] = Pt3(0,0,1,1); p[1] = Pt3(Dx(fb->r),0,1,1); p[2] = Pt3(Dx(fb->r),Dy(fb->r),1,1); p[3] = Pt3(0,Dy(fb->r),1,1); memset(&l, 0, sizeof l); for(i = 0; i < nelem(p); i++){ /* front frame */ l.type = PLine; l.v[0].p = viewport2world(&cam, p[i]); l.v[1].p = viewport2world(&cam, p[(i+1)%nelem(p)]); qlock(&scenelk); model->prims = erealloc(model->prims, ++model->nprims*sizeof(*model->prims)); model->prims[model->nprims-1] = l; qunlock(&scenelk); /* middle frame */ l.v[0].p = viewport2world(&cam, subpt3(p[i], Vec3(0,0,0.5))); l.v[1].p = viewport2world(&cam, subpt3(p[(i+1)%nelem(p)], Vec3(0,0,0.5))); qlock(&scenelk); model->prims = erealloc(model->prims, ++model->nprims*sizeof(*model->prims)); model->prims[model->nprims-1] = l; qunlock(&scenelk); /* back frame */ l.v[0].p = viewport2world(&cam, subpt3(p[i], Vec3(0,0,1))); l.v[1].p = viewport2world(&cam, subpt3(p[(i+1)%nelem(p)], Vec3(0,0,1))); qlock(&scenelk); model->prims = erealloc(model->prims, ++model->nprims*sizeof(*model->prims)); model->prims[model->nprims-1] = l; qunlock(&scenelk); /* struts */ l.v[1].p = viewport2world(&cam, p[i]); qlock(&scenelk); model->prims = erealloc(model->prims, ++model->nprims*sizeof(*model->prims)); model->prims[model->nprims-1] = l; qunlock(&scenelk); } } void addcube(void) { static Point3 axis[3] = {{0,1,0,0}, {1,0,0,0}, {0,0,1,0}}; Primitive t[2]; Point3 p, v1, v2; int i, j, k; memset(t, 0, sizeof t); t[0].type = t[1].type = PTriangle; p = Vec3(-0.5,-0.5,0.5); v1 = Vec3(1,0,0); v2 = Vec3(0,1,0); t[0].v[0].p = addpt3(center, p); t[0].v[0].n = p; t[0].v[1].p = addpt3(center, addpt3(p, v1)); t[0].v[1].n = addpt3(p, v1); t[0].v[2].p = addpt3(center, addpt3(p, addpt3(v1, v2))); t[0].v[2].n = addpt3(p, addpt3(v1, v2)); t[1].v[0] = t[0].v[0]; t[1].v[1] = t[0].v[2]; t[1].v[2].p = addpt3(center, addpt3(p, v2)); t[1].v[2].n = addpt3(p, v2); for(i = 0; i < 6; i++){ for(j = 0; j < 2; j++) for(k = 0; k < 3; k++) if(i > 0){ t[j].v[k].p = qrotate(t[j].v[k].p, axis[i%3], PI/2); t[j].v[k].n = qrotate(t[j].v[k].n, axis[i%3], PI/2); } qlock(&scenelk); model->prims = erealloc(model->prims, (model->nprims += 2)*sizeof(*model->prims)); model->prims[model->nprims-2] = t[0]; model->prims[model->nprims-1] = t[1]; qunlock(&scenelk); } } Point3 gouraudvshader(VSparams *sp) { static double Ka = 0.1; /* ambient factor */ static double Ks = 0.5; /* specular factor */ double Kd; /* diffuse factor */ double spec; Point3 pos, lightdir, lookdir; Material *m; Color ambient, diffuse, specular; sp->v->n = Vecquat(mulq(mulq(orient, Quatvec(0, sp->v->n)), invq(orient))); sp->v->p = Ptquat(mulq(mulq(orient, Quatvec(0, sp->v->p)), invq(orient)), sp->v->p.w); pos = model2world(sp->su->entity, sp->v->p); m = sp->v->mtl; ambient = mulpt3(light.c, Ka); if(m != nil){ ambient.r *= m->ambient.r; ambient.g *= m->ambient.g; ambient.b *= m->ambient.b; ambient.a *= m->ambient.a; } lightdir = normvec3(subpt3(light.p, pos)); Kd = fmax(0, dotvec3(sp->v->n, lightdir)); diffuse = mulpt3(light.c, Kd); if(m != nil){ diffuse.r *= m->diffuse.r; diffuse.g *= m->diffuse.g; diffuse.b *= m->diffuse.b; diffuse.a *= m->diffuse.a; } lookdir = normvec3(subpt3(cam.p, pos)); lightdir = qrotate(lightdir, sp->v->n, PI); spec = pow(fmax(0, dotvec3(lookdir, lightdir)), m? m->shininess: 1); specular = mulpt3(light.c, spec*Ks); if(m != nil){ specular.r *= m->specular.r; specular.g *= m->specular.g; specular.b *= m->specular.b; specular.a *= m->specular.a; } sp->v->c = addpt3(ambient, addpt3(diffuse, specular)); return world2clip(&cam, pos); } Color gouraudshader(FSparams *sp) { Color tc, c; if(sp->v.mtl != nil && sp->v.mtl->diffusemap != nil && sp->v.uv.w != 0){ tc = texture(sp->v.mtl->diffusemap, sp->v.uv, tsampler); }else if(sp->su->entity->mdl->tex != nil && sp->v.uv.w != 0) tc = texture(sp->su->entity->mdl->tex, sp->v.uv, tsampler); else tc = Pt3(1,1,1,1); c.a = 1; c.b = fclamp(sp->v.c.b*tc.b, 0, 1); c.g = fclamp(sp->v.c.g*tc.g, 0, 1); c.r = fclamp(sp->v.c.r*tc.r, 0, 1); return c; } Point3 phongvshader(VSparams *sp) { Point3 pos; Color a, d, s; double ss; sp->v->n = Vecquat(mulq(mulq(orient, Quatvec(0, sp->v->n)), invq(orient))); sp->v->p = Ptquat(mulq(mulq(orient, Quatvec(0, sp->v->p)), invq(orient)), sp->v->p.w); pos = model2world(sp->su->entity, sp->v->p); addvattr(sp->v, "pos", VAPoint, &pos); if(sp->v->mtl != nil){ a = sp->v->mtl->ambient; d = sp->v->mtl->diffuse; s = sp->v->mtl->specular; ss = sp->v->mtl->shininess; addvattr(sp->v, "ambient", VAPoint, &a); addvattr(sp->v, "diffuse", VAPoint, &d); addvattr(sp->v, "specular", VAPoint, &s); addvattr(sp->v, "shininess", VANumber, &ss); } return world2clip(&cam, pos); } Color phongshader(FSparams *sp) { static double Ka = 0.1; /* ambient factor */ static double Ks = 0.5; /* specular factor */ double Kd; /* diffuse factor */ double spec; Color ambient, diffuse, specular, tc, c; Point3 pos, lookdir, lightdir; Material m; Vertexattr *va; va = getvattr(&sp->v, "pos"); pos = va->p; va = getvattr(&sp->v, "ambient"); m.ambient = va != nil? va->p: Pt3(1,1,1,1); va = getvattr(&sp->v, "diffuse"); m.diffuse = va != nil? va->p: Pt3(1,1,1,1); va = getvattr(&sp->v, "specular"); m.specular = va != nil? va->p: Pt3(1,1,1,1); va = getvattr(&sp->v, "shininess"); m.shininess = va != nil? va->n: 1; ambient = mulpt3(light.c, Ka); ambient.r *= m.ambient.r; ambient.g *= m.ambient.g; ambient.b *= m.ambient.b; ambient.a *= m.ambient.a; lightdir = normvec3(subpt3(light.p, pos)); Kd = fmax(0, dotvec3(sp->v.n, lightdir)); diffuse = mulpt3(light.c, Kd); diffuse.r *= m.diffuse.r; diffuse.g *= m.diffuse.g; diffuse.b *= m.diffuse.b; diffuse.a *= m.diffuse.a; lookdir = normvec3(subpt3(cam.p, pos)); lightdir = qrotate(lightdir, sp->v.n, PI); spec = pow(fmax(0, dotvec3(lookdir, lightdir)), m.shininess); specular = mulpt3(light.c, spec*Ks); specular.r *= m.specular.r; specular.g *= m.specular.g; specular.b *= m.specular.b; specular.a *= m.specular.a; if(sp->v.mtl != nil && sp->v.mtl->diffusemap != nil && sp->v.uv.w != 0) tc = texture(sp->v.mtl->diffusemap, sp->v.uv, tsampler); else if(sp->su->entity->mdl->tex != nil && sp->v.uv.w != 0) tc = texture(sp->su->entity->mdl->tex, sp->v.uv, tsampler); else tc = Pt3(1,1,1,1); c = addpt3(ambient, addpt3(diffuse, specular)); c.a = 1; c.b = fclamp(c.b*tc.b, 0, 1); c.g = fclamp(c.g*tc.g, 0, 1); c.r = fclamp(c.r*tc.r, 0, 1); return c; } Point3 identvshader(VSparams *sp) { Point3 pos, lightdir; double intens; sp->v->n = Vecquat(mulq(mulq(orient, Quatvec(0, sp->v->n)), invq(orient))); sp->v->p = Ptquat(mulq(mulq(orient, Quatvec(0, sp->v->p)), invq(orient)), sp->v->p.w); pos = model2world(sp->su->entity, sp->v->p); lightdir = normvec3(subpt3(light.p, pos)); intens = fmax(0, dotvec3(sp->v->n, lightdir)); addvattr(sp->v, "intensity", VANumber, &intens); if(sp->v->mtl != nil) sp->v->c = sp->v->mtl->diffuse; return world2clip(&cam, pos); } Color identshader(FSparams *sp) { Color tc, c; if(sp->v.mtl != nil && sp->v.mtl->diffusemap != nil && sp->v.uv.w != 0) tc = texture(sp->v.mtl->diffusemap, sp->v.uv, tsampler); else if(sp->su->entity->mdl->tex != nil && sp->v.uv.w != 0) tc = texture(sp->su->entity->mdl->tex, sp->v.uv, tsampler); else tc = Pt3(1,1,1,1); c.a = 1; c.b = fclamp(sp->v.c.b*tc.b, 0, 1); c.g = fclamp(sp->v.c.g*tc.g, 0, 1); c.r = fclamp(sp->v.c.r*tc.r, 0, 1); return c; } Shadertab shadertab[] = { { "ident", identvshader, identshader }, { "gouraud", gouraudvshader, gouraudshader }, { "phong", phongvshader, phongshader }, }; Shadertab * getshader(char *name) { int i; for(i = 0; i < nelem(shadertab); i++) if(strcmp(shadertab[i].name, name) == 0) return &shadertab[i]; return nil; } void zoomin(void) { cam.fov = fclamp(cam.fov - 1*DEG, 1*DEG, 180*DEG); reloadcamera(&cam); } void zoomout(void) { cam.fov = fclamp(cam.fov + 1*DEG, 1*DEG, 180*DEG); reloadcamera(&cam); } void drawstats(void) { int i; snprint(stats[Sfov], sizeof(stats[Sfov]), "FOV %g°", cam.fov/DEG); snprint(stats[Scampos], sizeof(stats[Scampos]), "%V", cam.p); snprint(stats[Scambx], sizeof(stats[Scambx]), "bx %V", cam.bx); snprint(stats[Scamby], sizeof(stats[Scamby]), "by %V", cam.by); snprint(stats[Scambz], sizeof(stats[Scambz]), "bz %V", cam.bz); snprint(stats[Sfps], sizeof(stats[Sfps]), "FPS %.0f/%.0f/%.0f/%.0f", !cam.stats.max? 0: 1e9/cam.stats.max, !cam.stats.avg? 0: 1e9/cam.stats.avg, !cam.stats.min? 0: 1e9/cam.stats.min, !cam.stats.v? 0: 1e9/cam.stats.v); snprint(stats[Sframes], sizeof(stats[Sframes]), "frame %llud", cam.stats.nframes); for(i = 0; i < Se; i++) stringbg(screen, addpt(screen->r.min, Pt(10,10 + i*font->height)), display->black, ZP, font, stats[i], display->white, ZP); } void redraw(void) { static Image *bg; if(bg == nil) bg = eallocimage(display, UR, RGB24, 1, 0x888888FF); lockdisplay(display); cam.vp->draw(cam.vp, screenb); draw(screen, screen->r, bg, nil, ZP); draw(screen, screen->r, screenb, nil, ZP); if(showhud) drawstats(); flushimage(display, 1); unlockdisplay(display); } void renderproc(void *) { uvlong t0, Δt; threadsetname("renderproc"); t0 = nsec(); for(;;){ qlock(&scenelk); shootcamera(&cam, shader); qunlock(&scenelk); if(doprof) fprint(2, "R %llud %llud\nE %llud %llud\nT %llud %llud\nr %llud %llud\n\n", cam.times.R[cam.times.cur-1].t0, cam.times.R[cam.times.cur-1].t1, cam.times.E[cam.times.cur-1].t0, cam.times.E[cam.times.cur-1].t1, cam.times.Tn[cam.times.cur-1].t0, cam.times.Tn[cam.times.cur-1].t1, cam.times.Rn[cam.times.cur-1].t0, cam.times.Rn[cam.times.cur-1].t1); Δt = nsec() - t0; if(Δt > HZ2MS(60)*1000000ULL){ nbsend(drawc, nil); t0 += Δt; } } } void drawproc(void *) { threadsetname("drawproc"); for(;;) if(recv(drawc, nil) && canqlock(&drawlk)){ redraw(); qunlock(&drawlk); } } void lmb(void) { if((om.buttons^mctl->buttons) == 0) qball(screen->r, om.xy, mctl->xy, &orient, nil); } void mmb(void) { enum { TSNEAREST, TSBILINEAR, SP, QUIT, }; static char *items[] = { [TSNEAREST] "use nearest sampler", [TSBILINEAR] "use bilinear sampler", [SP] "", [QUIT] "quit", nil, }; static Menu menu = { .item = items }; qlock(&drawlk); switch(menuhit(2, mctl, &menu, _screen)){ case TSNEAREST: tsampler = neartexsampler; break; case TSBILINEAR: tsampler = bilitexsampler; break; case QUIT: threadexitsall(nil); } qunlock(&drawlk); nbsend(drawc, nil); } static char * genrmbmenuitem(int idx) { static char *items[] = { "", "add cube", nil }; if(idx < nelem(shadertab)) return shadertab[idx].name; idx -= nelem(shadertab); return items[idx]; } void rmb(void) { enum { SP, ADDCUBE, }; static Menu menu = { .gen = genrmbmenuitem }; int idx; qlock(&drawlk); idx = menuhit(3, mctl, &menu, _screen); if(idx < 0) goto nohit; if(idx < nelem(shadertab)){ shader = &shadertab[idx]; memset(&cam.stats, 0, sizeof(cam.stats)); } idx -= nelem(shadertab); switch(idx){ case ADDCUBE: addcube(); break; } nohit: qunlock(&drawlk); nbsend(drawc, nil); } void mouse(void) { if((mctl->buttons & 1) != 0) lmb(); if((mctl->buttons & 2) != 0) mmb(); if((mctl->buttons & 4) != 0) rmb(); if((mctl->buttons & 8) != 0) zoomin(); if((mctl->buttons & 16) != 0) zoomout(); om = mctl->Mouse; } void kbdproc(void *) { Rune r, *a; char buf[128], *s; int fd, n; threadsetname("kbdproc"); if((fd = open("/dev/kbd", OREAD)) < 0) sysfatal("kbdproc: %r"); memset(buf, 0, sizeof buf); for(;;){ if(buf[0] != 0){ n = strlen(buf)+1; memmove(buf, buf+n, sizeof(buf)-n); } if(buf[0] == 0){ if((n = read(fd, buf, sizeof(buf)-1)) <= 0) break; buf[n-1] = 0; buf[n] = 0; } if(buf[0] == 'c'){ chartorune(&r, buf+1); if(r == Kdel){ close(fd); threadexitsall(nil); }else nbsend(kctl->c, &r); } if(buf[0] != 'k' && buf[0] != 'K') continue; s = buf+1; kdown = 0; while(*s){ s += chartorune(&r, s); for(a = keys; a < keys+Ke; a++) if(r == *a){ kdown |= 1 << a-keys; break; } } } } void keyproc(void *c) { threadsetname("keyproc"); for(;;){ nbsend(c, nil); sleep(HZ2MS(100)); /* key poll rate */ } } void handlekeys(void) { static int okdown; if(kdown & 1<<K↑) placecamera(&cam, subpt3(cam.p, mulpt3(cam.bz, 0.1)), cam.bz, cam.by); if(kdown & 1<<K↓) placecamera(&cam, addpt3(cam.p, mulpt3(cam.bz, 0.1)), cam.bz, cam.by); if(kdown & 1<<K←) placecamera(&cam, subpt3(cam.p, mulpt3(cam.bx, 0.1)), cam.bz, cam.by); if(kdown & 1<<K→) placecamera(&cam, addpt3(cam.p, mulpt3(cam.bx, 0.1)), cam.bz, cam.by); if(kdown & 1<<Krise) placecamera(&cam, addpt3(cam.p, mulpt3(cam.by, 0.1)), cam.bz, cam.by); if(kdown & 1<<Kfall) placecamera(&cam, subpt3(cam.p, mulpt3(cam.by, 0.1)), cam.bz, cam.by); if(kdown & 1<<KR↑) aimcamera(&cam, qrotate(cam.bz, cam.bx, 1*DEG)); if(kdown & 1<<KR↓) aimcamera(&cam, qrotate(cam.bz, cam.bx, -1*DEG)); if(kdown & 1<<KR←) aimcamera(&cam, qrotate(cam.bz, cam.by, 1*DEG)); if(kdown & 1<<KR→) aimcamera(&cam, qrotate(cam.bz, cam.by, -1*DEG)); if(kdown & 1<<KR↺) placecamera(&cam, cam.p, cam.bz, qrotate(cam.by, cam.bz, 1*DEG)); if(kdown & 1<<KR↻) placecamera(&cam, cam.p, cam.bz, qrotate(cam.by, cam.bz, -1*DEG)); if(kdown & 1<<Kzoomin) zoomin(); if(kdown & 1<<Kzoomout) zoomout(); if((okdown & 1<<Khud) == 0 && (kdown & 1<<Khud) != 0) showhud ^= 1; if((okdown & 1<<Kfrustum) == 0 && (kdown & 1<<Kfrustum) != 0) materializefrustum(); okdown = kdown; } void resize(void) { lockdisplay(display); if(getwindow(display, Refnone) < 0) fprint(2, "can't reattach to window\n"); unlockdisplay(display); nbsend(drawc, nil); } static void confproc(void) { char buf[64]; int fd; snprint(buf, sizeof buf, "/proc/%d/ctl", getpid()); fd = open(buf, OWRITE); if(fd < 0) sysfatal("open: %r"); if(doprof) fprint(fd, "profile\n"); close(fd); } void usage(void) { fprint(2, "usage: %s\n", argv0); exits("usage"); } void threadmain(int argc, char *argv[]) { Viewport *v; Renderer *rctl; Channel *keyc; GEOMfmtinstall(); ARGBEGIN{ case 'p': doprof++; break; default: usage(); }ARGEND; if(argc != 0) usage(); confproc(); if((shader = getshader("gouraud")) == nil) sysfatal("couldn't find main shader"); scene = newscene(nil); model = newmodel(); subject = newentity(model); scene->addent(scene, subject); if(memimageinit() != 0) sysfatal("memimageinit: %r"); if((rctl = initgraphics()) == nil) sysfatal("initgraphics: %r"); if(initdraw(nil, nil, "med") < 0) sysfatal("initdraw: %r"); if((mctl = initmouse(nil, screen)) == nil) sysfatal("initmouse: %r"); screenb = eallocimage(display, rectsubpt(screen->r, screen->r.min), RGBA32, 0, DNofill); v = mkviewport(screenb->r); placecamera(&cam, camcfg.p, camcfg.lookat, camcfg.up); configcamera(&cam, v, camcfg.fov, camcfg.clipn, camcfg.clipf, camcfg.ptype); cam.s = scene; cam.rctl = rctl; light.p = Pt3(0,100,100,1); light.c = Pt3(1,1,1,1); light.type = LIGHT_POINT; tsampler = neartexsampler; kctl = emalloc(sizeof *kctl); kctl->c = chancreate(sizeof(Rune), 16); keyc = chancreate(sizeof(void*), 1); drawc = chancreate(sizeof(void*), 1); display->locking = 1; unlockdisplay(display); proccreate(kbdproc, nil, mainstacksize); proccreate(keyproc, keyc, mainstacksize); proccreate(renderproc, nil, mainstacksize); proccreate(drawproc, nil, mainstacksize); for(;;){ enum {MOUSE, RESIZE, KEY}; Alt a[] = { {mctl->c, &mctl->Mouse, CHANRCV}, {mctl->resizec, nil, CHANRCV}, {keyc, nil, CHANRCV}, {nil, nil, CHANEND} }; switch(alt(a)){ case MOUSE: mouse(); break; case RESIZE: resize(); break; case KEY: handlekeys(); break; } } }