ref: e66d1694113d84a93d748ad2522411d57eb682f2
dir: /vis.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 "dat.h" #include "fns.h" #define isdigit(c) ((c) >= '0' && (c) <= '9') 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', [Kcam0] = KF|1, [Kcam1] = KF|2, [Kcam2] = KF|3, [Kcam3] = KF|4, [Khud] = 'h', }; char *skyboxpaths[] = { "cubemap/skybox/left.pic", "cubemap/skybox/right.pic", "cubemap/skybox/bottom.pic", "cubemap/skybox/top.pic", "cubemap/skybox/front.pic", "cubemap/skybox/back.pic", }; char stats[Se][256]; Image *screenb; Mousectl *mctl; Keyboardctl *kctl; Channel *drawc; int kdown; Shadertab *shader; Model *model; Scene *scene; Mouse om; Quaternion orient = {1,0,0,0}; Camera *cams[4], *maincam; Camcfg camcfgs[4] = { 2,0,-4,1, 0,0,0,1, 0,1,0,0, 0, 0.01, 100, ORTHOGRAPHIC, -2,0,-4,1, 0,0,0,1, 0,1,0,0, 120*DEG, 0.01, 100, PERSPECTIVE, -2,0,4,1, 0,0,0,1, 0,1,0,0, 0, 0.01, 100, ORTHOGRAPHIC, 2,0,4,1, 0,0,0,1, 0,1,0,0, 80*DEG, 0.01, 100, PERSPECTIVE }; Point3 center = {0,0,0,1}; LightSource light; /* global point light */ static int showskybox; static int doprof; static int inception; static int showhud; static int shownormals; static int blendon; static int depthon; static int abuffon; Color (*tsampler)(Texture*,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); } 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, lightc; sp->v->n = model2world(sp->su->entity, sp->v->n); sp->v->p = model2world(sp->su->entity, sp->v->p); pos = sp->v->p; if(sp->v->mtl != nil) m = *sp->v->mtl; else{ memset(&m, 0, sizeof m); m.diffuse = sp->v->c; m.specular = Pt3(1,1,1,1); m.shininess = 1; } lightdir = normvec3(subpt3(light.p, pos)); lightc = getlightcolor(&light, lightdir); ambient = mulpt3(lightc, Ka); ambient = modulapt3(ambient, m.diffuse); Kd = fmax(0, dotvec3(sp->v->n, lightdir)); diffuse = mulpt3(lightc, Kd); diffuse = modulapt3(diffuse, m.diffuse); lookdir = normvec3(subpt3(sp->su->camera->p, pos)); lightdir = qrotate(lightdir, sp->v->n, PI); spec = pow(fmax(0, dotvec3(lookdir, lightdir)), m.shininess); specular = mulpt3(lightc, spec*Ks); specular = modulapt3(specular, m.specular); sp->v->c = addpt3(ambient, addpt3(diffuse, specular)); sp->v->c.a = m.diffuse.a; return world2clip(sp->su->camera, pos); } Color gouraudshader(FSparams *sp) { Color tc; if(sp->su->entity->mdl->tex != nil && sp->v.uv.w != 0) tc = sampletexture(sp->su->entity->mdl->tex, sp->v.uv, tsampler); else if(sp->v.mtl != nil && sp->v.mtl->diffusemap != nil && sp->v.uv.w != 0) tc = sampletexture(sp->v.mtl->diffusemap, sp->v.uv, tsampler); else tc = Pt3(1,1,1,1); return modulapt3(sp->v.c, tc); } Point3 phongvshader(VSparams *sp) { Point3 pos; Color a, d, s; double ss; sp->v->n = model2world(sp->su->entity, sp->v->n); sp->v->p = model2world(sp->su->entity, sp->v->p); pos = sp->v->p; addvattr(sp->v, "pos", VAPoint, &pos); if(sp->v->mtl != nil && sp->v->mtl->normalmap != nil && sp->v->uv.w != 0){ sp->v->tangent = model2world(sp->su->entity, sp->v->tangent); addvattr(sp->v, "tangent", VAPoint, &sp->v->tangent); } 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(sp->su->camera, 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, lightc, c; Point3 pos, n, lightdir, lookdir; Material m; RFrame3 TBN; 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: sp->v.c; 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; lightdir = normvec3(subpt3(light.p, pos)); lightc = getlightcolor(&light, lightdir); /* normal mapping */ va = getvattr(&sp->v, "tangent"); if(va == nil) n = sp->v.n; else{ /* TODO implement this on the VS instead and apply Gram-Schmidt here */ n = sampletexture(sp->v.mtl->normalmap, sp->v.uv, neartexsampler); n = normvec3(subpt3(mulpt3(n, 2), Vec3(1,1,1))); TBN.p = Pt3(0,0,0,1); TBN.bx = va->p; /* T */ TBN.bz = sp->v.n; /* N */ TBN.by = crossvec3(TBN.bz, TBN.bx); /* B */ n = normvec3(invrframexform3(n, TBN)); sp->v.n = n; } if(sp->su->entity->mdl->tex != nil && sp->v.uv.w != 0) m.diffuse = sampletexture(sp->su->entity->mdl->tex, sp->v.uv, tsampler); else if(sp->v.mtl != nil && sp->v.mtl->diffusemap != nil && sp->v.uv.w != 0) m.diffuse = sampletexture(sp->v.mtl->diffusemap, sp->v.uv, tsampler); ambient = mulpt3(lightc, Ka); ambient = modulapt3(ambient, m.diffuse); Kd = fmax(0, dotvec3(n, lightdir)); diffuse = mulpt3(lightc, Kd); diffuse = modulapt3(diffuse, m.diffuse); if(sp->v.mtl != nil && sp->v.mtl->specularmap != nil && sp->v.uv.w != 0) m.specular = sampletexture(sp->v.mtl->specularmap, sp->v.uv, tsampler); lookdir = normvec3(subpt3(sp->su->camera->p, pos)); lightdir = qrotate(lightdir, n, PI); spec = pow(fmax(0, dotvec3(lookdir, lightdir)), m.shininess); specular = mulpt3(lightc, spec*Ks); specular = modulapt3(specular, m.specular); c = addpt3(ambient, addpt3(diffuse, specular)); c.a = m.diffuse.a; return c; } Color blinnshader(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, lightc, c; Point3 pos, n, lightdir, lookdir; Material m; RFrame3 TBN; 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: sp->v.c; 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; lightdir = normvec3(subpt3(light.p, pos)); lightc = getlightcolor(&light, lightdir); /* normal mapping */ va = getvattr(&sp->v, "tangent"); if(va == nil) n = sp->v.n; else{ /* TODO implement this on the VS instead and apply Gram-Schmidt here */ n = sampletexture(sp->v.mtl->normalmap, sp->v.uv, neartexsampler); n = normvec3(subpt3(mulpt3(n, 2), Vec3(1,1,1))); TBN.p = Pt3(0,0,0,1); TBN.bx = va->p; /* T */ TBN.bz = sp->v.n; /* N */ TBN.by = crossvec3(TBN.bz, TBN.bx); /* B */ n = normvec3(invrframexform3(n, TBN)); sp->v.n = n; } if(sp->su->entity->mdl->tex != nil && sp->v.uv.w != 0) m.diffuse = sampletexture(sp->su->entity->mdl->tex, sp->v.uv, tsampler); else if(sp->v.mtl != nil && sp->v.mtl->diffusemap != nil && sp->v.uv.w != 0) m.diffuse = sampletexture(sp->v.mtl->diffusemap, sp->v.uv, tsampler); ambient = mulpt3(lightc, Ka); ambient = modulapt3(ambient, m.diffuse); Kd = fmax(0, dotvec3(n, lightdir)); diffuse = mulpt3(lightc, Kd); diffuse = modulapt3(diffuse, m.diffuse); if(sp->v.mtl != nil && sp->v.mtl->specularmap != nil && sp->v.uv.w != 0) m.specular = sampletexture(sp->v.mtl->specularmap, sp->v.uv, tsampler); lookdir = normvec3(subpt3(sp->su->camera->p, pos)); lightdir = normvec3(addpt3(lookdir, lightdir)); /* half vector */ spec = pow(fmax(0, dotvec3(n, lightdir)), m.shininess); specular = mulpt3(lightc, spec*Ks); specular = modulapt3(specular, m.specular); c = addpt3(ambient, addpt3(diffuse, specular)); c.a = m.diffuse.a; return c; } Point3 toonvshader(VSparams *sp) { Point3 pos, lightdir; double intens; sp->v->n = model2world(sp->su->entity, sp->v->n); 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(sp->su->camera, pos); } Color toonshader(FSparams *sp) { Vertexattr *va; double intens; va = getvattr(&sp->v, "intensity"); intens = va->n; intens = intens > 0.85? 1: intens > 0.60? 0.80: intens > 0.45? 0.60: intens > 0.30? 0.45: intens > 0.15? 0.30: 0.15; return Pt3(intens, 0.6*intens, 0, 1); } Point3 identvshader(VSparams *sp) { if(sp->v->mtl != nil) sp->v->c = sp->v->mtl->diffuse; return world2clip(sp->su->camera, model2world(sp->su->entity, sp->v->p)); } Color identshader(FSparams *sp) { Color tc; if(sp->su->entity->mdl->tex != nil && sp->v.uv.w != 0) tc = sampletexture(sp->su->entity->mdl->tex, sp->v.uv, tsampler); else if(sp->v.mtl != nil && sp->v.mtl->diffusemap != nil && sp->v.uv.w != 0) tc = sampletexture(sp->v.mtl->diffusemap, sp->v.uv, tsampler); else tc = Pt3(1,1,1,1); return modulapt3(sp->v.c, tc); } Point3 ivshader(VSparams *sp) { sp->v->n = model2world(sp->su->entity, sp->v->n); sp->v->p = model2world(sp->su->entity, sp->v->p); return world2clip(sp->su->camera, sp->v->p); } Color triangleshader(FSparams *sp) { Triangle2 t; Rectangle bbox; Point3 bc; t.p0 = Pt2(240,200,1); t.p1 = Pt2(400,40,1); t.p2 = Pt2(240,40,1); bbox = Rect( min(min(t.p0.x, t.p1.x), t.p2.x), min(min(t.p0.y, t.p1.y), t.p2.y), max(max(t.p0.x, t.p1.x), t.p2.x), max(max(t.p0.y, t.p1.y), t.p2.y) ); if(!ptinrect(sp->p, bbox)) return Vec3(0,0,0); bc = barycoords(t, Pt2(sp->p.x,sp->p.y,1)); if(bc.x < 0 || bc.y < 0 || bc.z < 0) return Vec3(0,0,0); return Pt3(bc.x, bc.y, bc.z, 1); } Color circleshader(FSparams *sp) { Point2 uv; double r, d; uv = Pt2(sp->p.x,sp->p.y,1); uv.x /= Dx(sp->su->fb->r); uv.y /= Dy(sp->su->fb->r); // r = 0.3; r = 0.3*fabs(sin(sp->su->uni_time/1e9)); d = vec2len(subpt2(uv, Vec2(0.5,0.5))); if(d > r + r*0.05 || d < r - r*0.05) return Vec3(0,0,0); return Pt3(uv.x, uv.y, 0, 1); } /* some shaping functions from The Book of Shaders, Chapter 5 */ Color sfshader(FSparams *sp) { Point2 uv; double y, pct; uv = Pt2(sp->p.x,sp->p.y,1); uv.x /= Dx(sp->su->fb->r); uv.y /= Dy(sp->su->fb->r); uv.y = 1 - uv.y; /* make [0 0] the bottom-left corner */ // y = step(0.5, uv.x); // y = pow(uv.x, 5); // y = sin(uv.x); y = sin(uv.x*sp->su->uni_time/1e8)/2.0 + 0.5; // y = smoothstep(0.1, 0.9, uv.x); pct = smoothstep(y-0.02, y, uv.y) - smoothstep(y, y+0.02, uv.y); return Pt3(flerp(y, 0, pct), flerp(y, 1, pct), flerp(y, 0, pct), 1); } Color boxshader(FSparams *sp) { Point2 uv, p; Point2 r; uv = Pt2(sp->p.x,sp->p.y,1); uv.x /= Dx(sp->su->fb->r); uv.y /= Dy(sp->su->fb->r); r = Vec2(0.2,0.4); p = Pt2(fabs(uv.x - 0.5), fabs(uv.y - 0.5), 1); p = subpt2(p, r); p.x = fmax(p.x, 0); p.y = fmax(p.y, 0); if(vec2len(p) > 0) return Vec3(0,0,0); return Pt3(uv.x, uv.y, smoothstep(0,1,uv.x+uv.y), 1); } Shadertab shadertab[] = { { "triangle", ivshader, triangleshader }, { "circle", ivshader, circleshader }, { "box", ivshader, boxshader }, { "sf", ivshader, sfshader }, { "toon", toonvshader, toonshader }, { "ident", identvshader, identshader }, { "gouraud", gouraudvshader, gouraudshader }, { "phong", phongvshader, phongshader }, { "blinn", phongvshader, blinnshader }, }; 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) { maincam->fov = fclamp(maincam->fov - 1*DEG, 1*DEG, 180*DEG); reloadcamera(maincam); } void zoomout(void) { maincam->fov = fclamp(maincam->fov + 1*DEG, 1*DEG, 180*DEG); reloadcamera(maincam); } void drawstats(void) { int i, camno; camno = -1; for(i = 0; i < nelem(cams); i++) if(maincam == cams[i]) camno = i+1; snprint(stats[Scamno], sizeof(stats[Scamno]), "CAM %d", camno); snprint(stats[Sfov], sizeof(stats[Sfov]), "FOV %g°", maincam->fov/DEG); snprint(stats[Scampos], sizeof(stats[Scampos]), "%V", maincam->p); snprint(stats[Scambx], sizeof(stats[Scambx]), "bx %V", maincam->bx); snprint(stats[Scamby], sizeof(stats[Scamby]), "by %V", maincam->by); snprint(stats[Scambz], sizeof(stats[Scambz]), "bz %V", maincam->bz); snprint(stats[Sfps], sizeof(stats[Sfps]), "FPS %.0f/%.0f/%.0f/%.0f", !maincam->stats.max? 0: 1e9/maincam->stats.max, !maincam->stats.avg? 0: 1e9/maincam->stats.avg, !maincam->stats.min? 0: 1e9/maincam->stats.min, !maincam->stats.v? 0: 1e9/maincam->stats.v); snprint(stats[Sframes], sizeof(stats[Sframes]), "frame %llud", maincam->stats.nframes); snprint(stats[Sorient], sizeof(stats[Sorient]), "ℍ %V", (Point3)orient); snprint(stats[Sextra], sizeof(stats[Sextra]), "blend %s z-buf %s a-buf %s", maincam->enableblend? "on": "off", maincam->enabledepth? "on": "off", maincam->enableAbuff? "on": "off"); 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) { lockdisplay(display); draw(screen, screen->r, screenb, nil, ZP); if(showhud) drawstats(); flushimage(display, 1); unlockdisplay(display); } void renderproc(void *) { uvlong t0, Δt; int fd; threadsetname("renderproc"); fd = -1; if(inception){ fd = open("/dev/screen", OREAD); if(fd < 0) sysfatal("open: %r"); model->tex = alloctexture(sRGBTexture, nil); if((model->tex->image = readmemimage(fd)) == nil) sysfatal("readmemimage: %r"); } t0 = nsec(); for(;;){ shootcamera(maincam, shader); if(doprof) fprint(2, "R %llud %llud\nE %llud %llud\nT %llud %llud\nr %llud %llud\n\n", maincam->times.R[maincam->times.last].t0, maincam->times.R[maincam->times.last].t1, maincam->times.E[maincam->times.last].t0, maincam->times.E[maincam->times.last].t1, maincam->times.Tn[maincam->times.last].t0, maincam->times.Tn[maincam->times.last].t1, maincam->times.Rn[maincam->times.last].t0, maincam->times.Rn[maincam->times.last].t1); Δt = nsec() - t0; if(Δt > HZ2MS(60)*1000000ULL){ lockdisplay(display); if(shownormals) maincam->view->fbctl->drawnormals(maincam->view->fbctl, screenb); else maincam->view->draw(maincam->view, screenb); unlockdisplay(display); nbsend(drawc, nil); t0 += Δt; if(inception){ freememimage(model->tex->image); seek(fd, 0, 0); if((model->tex->image = readmemimage(fd)) == nil) sysfatal("readmemimage: %r"); } } } } void drawproc(void *) { threadsetname("drawproc"); for(;;){ recv(drawc, nil); redraw(); } } static Color ul2col(ulong l) { Color c; c.b = (l & 0xff)/255.0; c.g = (l>>8 & 0xff)/255.0; c.r = (l>>16 & 0xff)/255.0; c.a = (l>>24 & 0xff)/255.0; return c; } void lmb(void) { Entity *e; Quaternion Δorient; if((om.buttons^mctl->buttons) == 0){ Δorient = orient; qball(screen->r, om.xy, mctl->xy, &orient, nil); Δorient = mulq(orient, invq(Δorient)); for(e = scene->ents.next; e != &scene->ents; e = e->next){ e->bx = vcs2world(maincam, Vecquat(mulq(mulq(Δorient, Quatvec(0, world2vcs(maincam, e->bx))), invq(Δorient)))); e->by = vcs2world(maincam, Vecquat(mulq(mulq(Δorient, Quatvec(0, world2vcs(maincam, e->by))), invq(Δorient)))); e->bz = vcs2world(maincam, Vecquat(mulq(mulq(Δorient, Quatvec(0, world2vcs(maincam, e->bz))), invq(Δorient)))); } }else{ /* DBG only */ Framebuf *fb; Point2 p₂; Point p; Color c, n; double z; // Abuf *abuf; // Astk *astk; // int i; p = subpt(mctl->xy, screen->r.min); p₂ = Pt2(p.x, p.y, 1); p₂ = rframexform(p₂, *maincam->view); p = Pt(p₂.x, p₂.y); if(!ptinrect(p, maincam->view->r)) return; qlock(maincam->view->fbctl); fb = maincam->view->getfb(maincam->view); c = ul2col(fb->cb[p.y*Dx(fb->r) + p.x]); n = ul2col(fb->nb[p.y*Dx(fb->r) + p.x]); z = fb->zb[p.y*Dx(fb->r) + p.x]; // abuf = &fb->abuf; // if(abuf->stk != nil){ // astk = &abuf->stk[p.y*Dx(fb->r) + p.x]; // if(astk->active){ // fprint(2, "p %P nfrags %lud\n", p, astk->size); // for(i = 0; i < astk->size; i++) // fprint(2, "\t%d: %V %g\n", i, astk->items[i].c, astk->items[i].z); // } // } qunlock(maincam->view->fbctl); snprint(stats[Spixcol], sizeof(stats[Spixcol]), "c %V z %g", c, z); snprint(stats[Snorcol], sizeof(stats[Snorcol]), "n %V", n); } } void mmb(void) { enum { MOVELIGHT, SP0, TSNEAREST, TSBILINEAR, SP1, SHOWNORMALS, SP2, SETCLRCOL, SP3, CULLFRONT, CULLBACK, CULLNO, SP4, TGLBLEND, TGLDEPTH, TGLABUFF, }; static char *items[] = { [MOVELIGHT] "move light", "", [TSNEAREST] "use nearest sampler", [TSBILINEAR] "use bilinear sampler", "", [SHOWNORMALS] "show normals", "", [SETCLRCOL] "set clear color", "", [CULLFRONT] "cull front faces", [CULLBACK] "cull back faces", [CULLNO] "no culling", "", [TGLBLEND] "toggle blending", [TGLDEPTH] "toggle depth testing", [TGLABUFF] "toggle the A-buffer", nil, }; static Menu menu = { .item = items }; char buf[256], *f[3]; int nf; lockdisplay(display); switch(menuhit(2, mctl, &menu, _screen)){ case MOVELIGHT: snprint(buf, sizeof buf, "%g %g %g", light.p.x, light.p.y, light.p.z); if(enter("light pos", buf, sizeof buf, mctl, kctl, nil) <= 0) break; nf = tokenize(buf, f, 3); if(nf != 3) break; light.p.x = strtod(f[0], nil); light.p.y = strtod(f[1], nil); light.p.z = strtod(f[2], nil); break; case TSNEAREST: tsampler = neartexsampler; break; case TSBILINEAR: tsampler = bilitexsampler; break; case SHOWNORMALS: shownormals ^= 1; break; case SETCLRCOL: snprint(buf, sizeof buf, "0x%08lux", maincam->clearcolor); if(enter("clear color", buf, sizeof buf, mctl, kctl, nil) <= 0) break; nf = tokenize(buf, f, 1); if(nf != 1) break; maincam->clearcolor = strtoul(buf, nil, 0); break; case CULLFRONT: maincam->cullmode = CullFront; break; case CULLBACK: maincam->cullmode = CullBack; break; case CULLNO: maincam->cullmode = CullNone; break; case TGLBLEND: maincam->enableblend ^= 1; break; case TGLDEPTH: maincam->enabledepth ^= 1; break; case TGLABUFF: maincam->enableAbuff ^= 1; break; } unlockdisplay(display); nbsend(drawc, nil); } static char * genrmbmenuitem(int idx) { if(idx < nelem(shadertab)) return shadertab[idx].name; return nil; } void rmb(void) { static Menu menu = { .gen = genrmbmenuitem }; int idx; lockdisplay(display); idx = menuhit(3, mctl, &menu, _screen); if(idx >= 0){ shader = &shadertab[idx]; for(idx = 0; idx < nelem(cams); idx++) memset(&cams[idx]->stats, 0, sizeof(cams[idx]->stats)); } // if(om.buttons == mctl->buttons){ // Point p; // // p = subpt(mctl->xy, om.xy); // maincam->view->p.x += p.x; // maincam->view->p.y += p.y; // } unlockdisplay(display); 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↑) movecamera(maincam, mulpt3(maincam->bz, -0.1)); if(kdown & 1<<K↓) movecamera(maincam, mulpt3(maincam->bz, 0.1)); if(kdown & 1<<K←) movecamera(maincam, mulpt3(maincam->bx, -0.1)); if(kdown & 1<<K→) movecamera(maincam, mulpt3(maincam->bx, 0.1)); if(kdown & 1<<Krise) movecamera(maincam, mulpt3(maincam->by, 0.1)); if(kdown & 1<<Kfall) movecamera(maincam, mulpt3(maincam->by, -0.1)); if(kdown & 1<<KR↑) rotatecamera(maincam, maincam->bx, 1*DEG); if(kdown & 1<<KR↓) rotatecamera(maincam, maincam->bx, -1*DEG); if(kdown & 1<<KR←) rotatecamera(maincam, maincam->by, 1*DEG); if(kdown & 1<<KR→) rotatecamera(maincam, maincam->by, -1*DEG); if(kdown & 1<<KR↺) rotatecamera(maincam, maincam->bz, 1*DEG); if(kdown & 1<<KR↻) rotatecamera(maincam, maincam->bz, -1*DEG); if(kdown & 1<<Kzoomin) zoomin(); if(kdown & 1<<Kzoomout) zoomout(); if(kdown & 1<<Kcam0) maincam = cams[0]; if(kdown & 1<<Kcam1) maincam = cams[1]; if(kdown & 1<<Kcam2) maincam = cams[2]; if(kdown & 1<<Kcam3) maincam = cams[3]; if((okdown & 1<<Khud) == 0 && (kdown & 1<<Khud) != 0) showhud ^= 1; okdown = kdown; } static void mkblendtestscene(void) { static Color cols[] = {{1,0,0,0.5}, {0,1,0,0.5}, {0,0,1,0.5}}; Entity *ent; Model *mdl; Primitive t[2]; Point3 p, v1, v2; int i, j, k; memset(t, 0, sizeof t); t[0].type = t[1].type = PTriangle; /* build the first face/quad, facing the positive z axis */ p = Vec3(-0.5,-0.5,0); v1 = Vec3(1,0,0); v2 = Vec3(0,1,0); t[0].v[0].p = addpt3(center, p); t[0].v[1].p = addpt3(center, addpt3(p, v1)); t[0].v[2].p = addpt3(center, addpt3(p, addpt3(v1, v2))); t[0].v[0].n = t[0].v[1].n = t[0].v[2].n = Vec3(0,0,1); 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 = Vec3(0,0,1); for(i = 0; i < nelem(cols); 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, Vec3(0,1,0), PI/nelem(cols)); t[j].v[k].n = qrotate(t[j].v[k].n, Vec3(0,1,0), PI/nelem(cols)); } t[j].v[k].c = cols[i]; } mdl = newmodel(); mdl->addprim(mdl, t[0]); mdl->addprim(mdl, t[1]); ent = newentity(nil, mdl); scene->addent(scene, ent); } } 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"); // fprint(fd, "pri 15\n"); // fprint(fd, "wired 0\n"); // setfcr(getfcr() & ~FPINVAL); close(fd); } void usage(void) { fprint(2, "usage: %s [-s] [-t texture] [-g wxh[xs]] model...\n", argv0); exits("usage"); } void threadmain(int argc, char *argv[]) { Renderer *rctl; Channel *keyc; Entity *subject; char *texpath, *mdlpath, *s; int i, fd, fbw, fbh, scale; int blendtest = 0; GEOMfmtinstall(); texpath = nil; fbw = fbh = 0; scale = 1; ARGBEGIN{ case 's': showskybox++; break; case 't': texpath = EARGF(usage()); break; case 'g': s = EARGF(usage()); fbw = strtoul(s, &s, 10); if(fbw == 0 || *s++ != 'x') usage(); fbh = strtoul(s, &s, 10); if(fbh == 0) usage(); if(*s++ == 'x' && isdigit(*s)) scale = strtoul(s, nil, 10); break; case L'ι': inception++; break; case 'p': doprof++; break; default: usage(); }ARGEND; if(argc < 1) blendtest++; confproc(); if((shader = getshader("gouraud")) == nil) sysfatal("couldn't find gouraud shader"); scene = newscene(nil); if(blendtest) mkblendtestscene(); else while(argc--){ mdlpath = argv[argc]; model = readobjmodel(mdlpath); subject = newentity(mdlpath, model); // subject->p.z = -argc*4; scene->addent(scene, subject); if(argc == 0 && texpath != nil){ fd = open(texpath, OREAD); if(fd < 0) sysfatal("open: %r"); model->tex = alloctexture(sRGBTexture, nil); if((model->tex->image = readmemimage(fd)) == nil) sysfatal("readmemimage: %r"); close(fd); } } if(showskybox) scene->skybox = readcubemap(skyboxpaths); if(memimageinit() != 0) sysfatal("memimageinit: %r"); if((rctl = initgraphics()) == nil) sysfatal("initgraphics: %r"); if(initdraw(nil, nil, "3d") < 0) sysfatal("initdraw: %r"); if((mctl = initmouse(nil, screen)) == nil) sysfatal("initmouse: %r"); screenb = eallocimage(display, rectsubpt(screen->r, screen->r.min), XRGB32, 0, 0x888888FF); fprint(2, "screen %R\n", screenb->r); for(i = 0; i < nelem(cams); i++){ if(fbw == 0 || fbh == 0) cams[i] = Cam(screenb->r, rctl, camcfgs[i].ptype, camcfgs[i].fov, camcfgs[i].clipn, camcfgs[i].clipf); else cams[i] = Cam(Rect(0,0,fbw,fbh), rctl, camcfgs[i].ptype, camcfgs[i].fov, camcfgs[i].clipn, camcfgs[i].clipf); if(cams[i] == nil) sysfatal("Cam: %r"); placecamera(cams[i], scene, camcfgs[i].p, camcfgs[i].lookat, camcfgs[i].up); cams[i]->view->setscale(cams[i]->view, scale, scale); if(scale == 2) cams[i]->view->setscalefilter(cams[i]->view, UFScale2x); else if(scale == 3) cams[i]->view->setscalefilter(cams[i]->view, UFScale3x); cams[i]->view->p.x = (Dx(screenb->r) - cams[i]->view->getwidth(cams[i]->view))/2; cams[i]->view->p.y = (Dy(screenb->r) - cams[i]->view->getheight(cams[i]->view))/2; fprint(2, "cam%d off %v scalex %g scaley %g\n", i+1, cams[i]->view->p, cams[i]->view->bx.x, cams[i]->view->by.y); } maincam = cams[3]; light.p = Pt3(0,100,100,1); // light.dir = Vec3(0,-1,0); light.c = Pt3(1,1,1,1); light.type = LightPoint; // light.type = LightSpot; // light.θu = 30*DEG; // light.θp = 5*DEG; 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; } } }