ref: 32360e2b88f88f643be632941580c90d3e466076
dir: /main.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 "dat.h" #include "fns.h" Stats fps; Framebufctl *fbctl; Memimage *screenfb; Memimage *red, *green, *blue; OBJ *model; Memimage *modeltex; Channel *drawc; int nprocs; int showzbuffer; int shownormals; /* XXX DBG */ char winspec[32]; Point3 light = {0,-1,1,1}; /* global directional light */ Point3 camera = {0,0,3,1}; Point3 center = {0,0,0,1}; Point3 up = {0,1,0,0}; Matrix3 view, proj, rota; double θ, ω; double scale; void updatestats(Stats *s, uvlong v) { s->v = v; s->n++; s->acc += v; s->avg = s->acc/s->n; s->min = v < s->min || s->n == 1? v: s->min; s->max = v > s->max || s->n == 1? v: s->max; } void pixel(Memimage *dst, Point p, Memimage *src) { if(dst == nil || src == nil) return; memimagedraw(dst, rectaddpt(Rect(0,0,1,1), p), src, ZP, nil, ZP, SoverD); } void bresenham(Memimage *dst, Point p0, Point p1, Memimage *src) { int steep = 0, Δe, e, Δy; Point p, dp; /* transpose the points */ if(abs(p0.x-p1.x) < abs(p0.y-p1.y)){ steep = 1; swap(&p0.x, &p0.y); swap(&p1.x, &p1.y); } /* make them left-to-right */ if(p0.x > p1.x){ swap(&p0.x, &p1.x); swap(&p0.y, &p1.y); } dp = subpt(p1, p0); Δe = 2*abs(dp.y); e = 0; Δy = p1.y > p0.y? 1: -1; for(p = p0; p.x <= p1.x; p.x++){ if(steep) swap(&p.x, &p.y); pixel(dst, p, src); if(steep) swap(&p.x, &p.y); e += Δe; if(e > dp.x){ p.y += Δy; e -= 2*dp.x; } } } int ycoordsort(void *a, void *b) { return ((Point*)a)->y - ((Point*)b)->y; } void triangle(Memimage *dst, Point p0, Point p1, Point p2, Memimage *src) { Triangle t; t[0] = p0; t[1] = p1; t[2] = p2; qsort(t, nelem(t), sizeof(Point), ycoordsort); bresenham(dst, t[0], t[1], src); bresenham(dst, t[1], t[2], src); bresenham(dst, t[2], t[0], src); } void filltriangle(Memimage *dst, Point p0, Point p1, Point p2, Memimage *src) { int y; double m₀₂, m₀₁, m₁₂; Point dp₀₂, dp₀₁, dp₁₂; Triangle t; t[0] = p0; t[1] = p1; t[2] = p2; qsort(t, nelem(t), sizeof(Point), ycoordsort); dp₀₂ = subpt(t[2], t[0]); m₀₂ = dp₀₂.y == 0? 0: (double)dp₀₂.x/dp₀₂.y; dp₀₁ = subpt(t[1], t[0]); m₀₁ = dp₀₁.y == 0? 0: (double)dp₀₁.x/dp₀₁.y; dp₁₂ = subpt(t[2], t[1]); m₁₂ = dp₁₂.y == 0? 0: (double)dp₁₂.x/dp₁₂.y; /* first half */ for(y = t[0].y; y <= t[1].y; y++) bresenham(dst, Pt(t[0].x + (y-t[0].y)*m₀₂,y), Pt(t[0].x + (y-t[0].y)*m₀₁,y), src); /* second half */ for(; y <= t[2].y; y++) bresenham(dst, Pt(t[0].x + (y-t[0].y)*m₀₂,y), Pt(t[1].x + (y-t[1].y)*m₁₂,y), src); } void viewport(Rectangle r) { identity3(view); view[0][3] = r.max.x/2.0; view[1][3] = r.max.y/2.0; view[2][3] = 1.0/2.0; view[0][0] = Dx(r)/2.0; view[1][1] = -Dy(r)/2.0; view[2][2] = 1.0/2.0; } void projection(double c) { identity3(proj); proj[3][2] = c; } void lookat(Point3 eye, Point3 o, Point3 up) { Point3 x, y, z; z = normvec3(subpt3(eye, o)); x = normvec3(crossvec3(up, z)); y = normvec3(crossvec3(z, x)); identity3(rota); rota[0][0] = x.x; rota[0][1] = x.y; rota[0][2] = x.z; rota[0][3] = -o.x; rota[1][0] = y.x; rota[1][1] = y.y; rota[1][2] = y.z; rota[1][3] = -o.y; rota[2][0] = z.x; rota[2][1] = z.y; rota[2][2] = z.z; rota[2][3] = -o.z; } Point3 vertshader(VSparams *sp) { Matrix3 yrot = { cos(θ+fmod(ω*sp->su->uni_time/1e9, 2*PI)), 0, -sin(θ+fmod(ω*sp->su->uni_time/1e9, 2*PI)), 0, 0, 1, 0, 0, sin(θ+fmod(ω*sp->su->uni_time/1e9, 2*PI)), 0, cos(θ+fmod(ω*sp->su->uni_time/1e9, 2*PI)), 0, 0, 0, 0, 1, }, S = { scale, 0, 0, 0, 0, scale, 0, 0, 0, 0, scale, 0, 0, 0, 0, 1, }, M, V; identity3(M); identity3(V); mulm3(yrot, S); mulm3(M, rota); mulm3(M, yrot); mulm3(V, view); mulm3(V, M); *sp->n = xform3(*sp->n, M); sp->su->var_intensity[sp->idx] = fmax(0, dotvec3(*sp->n, light)); *sp->p = xform3(*sp->p, V); return *sp->p; } Memimage * gouraudshader(FSparams *sp) { double intens; intens = dotvec3(Vec3(sp->su->var_intensity[0], sp->su->var_intensity[1], sp->su->var_intensity[2]), sp->bc); sp->cbuf[1] *= intens; sp->cbuf[2] *= intens; sp->cbuf[3] *= intens; memfillcolor(sp->frag, *(ulong*)sp->cbuf); return sp->frag; } Memimage * toonshader(FSparams *sp) { double intens; intens = dotvec3(Vec3(sp->su->var_intensity[0], sp->su->var_intensity[1], sp->su->var_intensity[2]), sp->bc); 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; sp->cbuf[1] = 0; sp->cbuf[2] = 155*intens; sp->cbuf[3] = 255*intens; memfillcolor(sp->frag, *(ulong*)sp->cbuf); return sp->frag; } void rasterize(SUparams *params, Triangle3 st, Triangle2 tt, Memimage *frag) { FSparams fsp; Triangle2 st₂, tt₂; Rectangle bbox; Point p, tp; Point3 bc; double z, w, depth; uchar cbuf[4]; st₂.p0 = Pt2(st.p0.x/st.p0.w, st.p0.y/st.p0.w, 1); st₂.p1 = Pt2(st.p1.x/st.p1.w, st.p1.y/st.p1.w, 1); st₂.p2 = Pt2(st.p2.x/st.p2.w, st.p2.y/st.p2.w, 1); /* find the triangle's bbox and clip it against the fb */ bbox = Rect( min(min(st₂.p0.x, st₂.p1.x), st₂.p2.x), min(min(st₂.p0.y, st₂.p1.y), st₂.p2.y), max(max(st₂.p0.x, st₂.p1.x), st₂.p2.x)+1, max(max(st₂.p0.y, st₂.p1.y), st₂.p2.y)+1 ); bbox.min.x = max(bbox.min.x, params->fb->r.min.x); bbox.min.y = max(bbox.min.y, params->fb->r.min.y); bbox.max.x = min(bbox.max.x, params->fb->r.max.x); bbox.max.y = min(bbox.max.y, params->fb->r.max.y); cbuf[0] = 0xFF; fsp.su = params; fsp.frag = frag; fsp.cbuf = cbuf; for(p.y = bbox.min.y; p.y < bbox.max.y; p.y++) for(p.x = bbox.min.x; p.x < bbox.max.x; p.x++){ bc = barycoords(st₂, Pt2(p.x,p.y,1)); if(bc.x < 0 || bc.y < 0 || bc.z < 0) continue; z = st.p0.z*bc.x + st.p1.z*bc.y + st.p2.z*bc.z; w = st.p0.w*bc.x + st.p1.w*bc.y + st.p2.w*bc.z; depth = fclamp(z/w, 0, 1); lock(¶ms->fb->zbuflk); if(depth <= params->fb->zbuf[p.x + p.y*Dx(params->fb->r)]){ unlock(¶ms->fb->zbuflk); continue; } params->fb->zbuf[p.x + p.y*Dx(params->fb->r)] = depth; cbuf[1] = 0xFF*depth; cbuf[2] = 0xFF*depth; cbuf[3] = 0xFF*depth; memfillcolor(frag, *(ulong*)cbuf); pixel(params->fb->zb, p, frag); unlock(¶ms->fb->zbuflk); cbuf[0] = 0xFF; if((tt.p0.w + tt.p1.w + tt.p2.w) != 0){ tt₂.p0 = mulpt2(tt.p0, bc.x); tt₂.p1 = mulpt2(tt.p1, bc.y); tt₂.p2 = mulpt2(tt.p2, bc.z); tp.x = (tt₂.p0.x + tt₂.p1.x + tt₂.p2.x)*Dx(modeltex->r); tp.y = (1 - (tt₂.p0.y + tt₂.p1.y + tt₂.p2.y))*Dy(modeltex->r); unloadmemimage(modeltex, rectaddpt(Rect(0,0,1,1), tp), cbuf+1, sizeof cbuf - 1); }else memset(cbuf+1, 0xFF, sizeof cbuf - 1); fsp.p = p; fsp.bc = bc; pixel(params->fb->cb, p, params->fshader(&fsp)); } } void shaderunit(void *arg) { SUparams *params; VSparams vsp; Memimage *frag; OBJVertex *verts, *tverts, *nverts; /* geometric, texture and normals vertices */ OBJIndexArray *idxtab; OBJElem **ep; Triangle3 t, st, nt; /* world-, screen-space and normals triangles */ Triangle2 tt; /* texture triangle */ Point3 n; /* surface normal */ Point3 np0, np1, bc; Triangle2 st₂; params = arg; vsp.su = params; frag = rgb(DBlack); threadsetname("shader unit #%d", params->id); verts = model->vertdata[OBJVGeometric].verts; tverts = model->vertdata[OBJVTexture].verts; nverts = model->vertdata[OBJVNormal].verts; for(ep = params->b; ep != params->e; ep++){ idxtab = &(*ep)->indextab[OBJVGeometric]; t.p0 = Pt3(verts[idxtab->indices[0]].x,verts[idxtab->indices[0]].y,verts[idxtab->indices[0]].z,verts[idxtab->indices[0]].w); t.p1 = Pt3(verts[idxtab->indices[1]].x,verts[idxtab->indices[1]].y,verts[idxtab->indices[1]].z,verts[idxtab->indices[1]].w); t.p2 = Pt3(verts[idxtab->indices[2]].x,verts[idxtab->indices[2]].y,verts[idxtab->indices[2]].z,verts[idxtab->indices[2]].w); idxtab = &(*ep)->indextab[OBJVNormal]; if(idxtab->nindex == 3){ nt.p0 = Vec3(nverts[idxtab->indices[0]].i, nverts[idxtab->indices[0]].j, nverts[idxtab->indices[0]].k); nt.p1 = Vec3(nverts[idxtab->indices[1]].i, nverts[idxtab->indices[1]].j, nverts[idxtab->indices[1]].k); nt.p2 = Vec3(nverts[idxtab->indices[2]].i, nverts[idxtab->indices[2]].j, nverts[idxtab->indices[2]].k); nt.p0 = normvec3(nt.p0); nt.p1 = normvec3(nt.p1); nt.p2 = normvec3(nt.p2); }else{ n = normvec3(crossvec3(subpt3(t.p2, t.p0), subpt3(t.p1, t.p0))); nt.p0 = nt.p1 = nt.p2 = mulpt3(n, -1); } vsp.p = &t.p0; vsp.n = &nt.p0; vsp.idx = 0; st.p0 = params->vshader(&vsp); vsp.p = &t.p1; vsp.n = &nt.p1; vsp.idx = 1; st.p1 = params->vshader(&vsp); vsp.p = &t.p2; vsp.n = &nt.p2; vsp.idx = 2; st.p2 = params->vshader(&vsp); st₂.p0 = Pt2(st.p0.x/st.p0.w, st.p0.y/st.p0.w, 1); st₂.p1 = Pt2(st.p1.x/st.p1.w, st.p1.y/st.p1.w, 1); st₂.p2 = Pt2(st.p2.x/st.p2.w, st.p2.y/st.p2.w, 1); bc = barycoords(st₂, centroid(st₂)); np0 = centroid3((Triangle3){divpt3(st.p0, st.p0.w),divpt3(st.p1, st.p1.w),divpt3(st.p2, st.p2.w)}); np1 = Vec3( nt.p0.x*bc.x + nt.p1.x*bc.y + nt.p2.x*bc.z, nt.p0.y*bc.x + nt.p1.y*bc.y + nt.p2.y*bc.z, nt.p0.z*bc.x + nt.p1.z*bc.y + nt.p2.z*bc.z); np1 = addpt3(np0, mulpt3(np1, Dx(params->fb->r)/32)); triangle(params->fb->nb, Pt(st₂.p0.x,st₂.p0.y), Pt(st₂.p1.x,st₂.p1.y), Pt(st₂.p2.x,st₂.p2.y), red); bresenham(params->fb->nb, Pt(np0.x,np0.y), Pt(np1.x,np1.y), green); idxtab = &(*ep)->indextab[OBJVTexture]; if(modeltex != nil && idxtab->nindex == 3){ tt.p0 = Pt2(tverts[idxtab->indices[0]].u, tverts[idxtab->indices[0]].v, 1); tt.p1 = Pt2(tverts[idxtab->indices[1]].u, tverts[idxtab->indices[1]].v, 1); tt.p2 = Pt2(tverts[idxtab->indices[2]].u, tverts[idxtab->indices[2]].v, 1); }else memset(&tt, 0, sizeof tt); rasterize(params, st, tt, frag); } freememimage(frag); sendp(params->donec, nil); free(params); threadexits(nil); } void shade(Framebuf *fb, Shader *s) { static int nparts, nworkers; static OBJElem **elems = nil; int i, nelems; uvlong time; OBJObject *o; OBJElem *e; OBJIndexArray *idxtab; SUparams *params; Channel *donec; if(elems == nil){ nelems = 0; for(i = 0; i < nelem(model->objtab); i++) for(o = model->objtab[i]; o != nil; o = o->next) for(e = o->child; e != nil; e = e->next){ idxtab = &e->indextab[OBJVGeometric]; /* discard non-triangles */ if(e->type != OBJEFace || idxtab->nindex != 3) continue; elems = erealloc(elems, ++nelems*sizeof(*elems)); elems[nelems-1] = e; } if(nelems < nprocs){ nworkers = nelems; nparts = 1; }else{ nworkers = nprocs; nparts = nelems/nprocs; } } time = nanosec(); donec = chancreate(sizeof(void*), 0); for(i = 0; i < nworkers; i++){ params = emalloc(sizeof *params); params->fb = fb; params->b = &elems[i*nparts]; params->e = params->b + nparts; params->id = i; params->donec = donec; params->uni_time = time; params->vshader = s->vshader; params->fshader = s->fshader; proccreate(shaderunit, params, mainstacksize); // fprint(2, "spawned su %d for elems [%d, %d)\n", params->id, i*nparts, i*nparts+nparts); } while(i--) recvp(donec); chanfree(donec); } Memimage * triangleshader(FSparams *sp) { Triangle2 t; Rectangle bbox; Point3 bc; uchar cbuf[4]; 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 nil; bc = barycoords(t, Pt2(sp->p.x,sp->p.y,1)); if(bc.x < 0 || bc.y < 0 || bc.z < 0) return nil; cbuf[0] = 0xFF; cbuf[1] = 0xFF*bc.z; cbuf[2] = 0xFF*bc.y; cbuf[3] = 0xFF*bc.x; memfillcolor(sp->frag, *(ulong*)cbuf); return sp->frag; } Memimage * circleshader(FSparams *sp) { Point2 uv; double r, d; uchar cbuf[4]; 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 nil; cbuf[0] = 0xFF; cbuf[1] = 0; cbuf[2] = 0xFF*uv.y; cbuf[3] = 0xFF*uv.x; memfillcolor(sp->frag, *(ulong*)cbuf); return sp->frag; } /* some shaping functions from The Book of Shaders, Chapter 5 */ Memimage * sfshader(FSparams *sp) { Point2 uv; double y, pct; uchar cbuf[4]; 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); cbuf[0] = 0xFF; cbuf[1] = 0xFF*flerp(y, 0, pct); cbuf[2] = 0xFF*flerp(y, 1, pct); cbuf[3] = 0xFF*flerp(y, 0, pct); memfillcolor(sp->frag, *(ulong*)cbuf); return sp->frag; } Memimage * boxshader(FSparams *sp) { Point2 uv, p; Point2 r; uchar cbuf[4]; 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 nil; cbuf[0] = 0xFF; cbuf[1] = 0xFF*smoothstep(0,1,uv.x+uv.y); cbuf[2] = 0xFF*uv.y; cbuf[3] = 0xFF*uv.x; memfillcolor(sp->frag, *(ulong*)cbuf); return sp->frag; } Point3 ivshader(VSparams *sp) { Matrix3 M, V, S = { scale, 0, 0, 0, 0, scale, 0, 0, 0, 0, scale, 0, 0, 0, 0, 1, }; identity3(M); identity3(V); mulm3(M, rota); mulm3(M, S); mulm3(V, view); mulm3(V, M); return xform3(*sp->p, V); } Memimage * identshader(FSparams *sp) { memfillcolor(sp->frag, *(ulong*)sp->cbuf); return sp->frag; } Shader shadertab[] = { { "triangle", ivshader, triangleshader }, { "circle", ivshader, circleshader }, { "box", ivshader, boxshader }, { "sf", ivshader, sfshader }, { "gouraud", vertshader, gouraudshader }, { "toon", vertshader, toonshader }, { "ident", vertshader, identshader }, }; Shader * 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 drawstats(void) { char buf[128]; /* fps stats hold latency, so max period is min frequency */ snprint(buf, sizeof buf, "FPS %.0f/%.0f/%.0f/%.0f", !fps.max? 0: 1e9/fps.max, !fps.avg? 0: 1e9/fps.avg, !fps.min? 0: 1e9/fps.min, !fps.v? 0: 1e9/fps.v); stringbg(screen, Pt(screen->r.min.x+10,screen->r.max.y-20), display->black, ZP, font, buf, display->white, ZP); } void redraw(void) { memfillcolor(screenfb, 0x888888FF); fbctl->draw(fbctl, screenfb, showzbuffer); lockdisplay(display); loadimage(screen, rectaddpt(screenfb->r, screen->r.min), byteaddr(screenfb, screenfb->r.min), bytesperline(screenfb->r, screenfb->depth)*Dy(screenfb->r)); drawstats(); flushimage(display, 1); unlockdisplay(display); } void render(Shader *s) { uvlong t0, t1; fbctl->reset(fbctl); t0 = nanosec(); shade(fbctl->fb[fbctl->idx^1], s); /* address the back buffer */ t1 = nanosec(); updatestats(&fps, t1-t0); } void renderer(void *arg) { threadsetname("renderer"); for(;;){ render((Shader*)arg); fbctl->swap(fbctl); nbsendp(drawc, nil); } } static char * genrmbmenuitem(int idx) { enum { TOGGLEZBUF, TOGGLENORM, }; switch(idx){ case TOGGLEZBUF: return showzbuffer? "hide z-buffer": "show z-buffer"; case TOGGLENORM: return shownormals? "hide normals": "show normals"; } return nil; } void rmb(Mousectl *mc, Keyboardctl *) { enum { TOGGLEZBUF, TOGGLENORM, }; static Menu menu = { .gen = genrmbmenuitem }; switch(menuhit(3, mc, &menu, _screen)){ case TOGGLEZBUF: showzbuffer ^= 1; break; case TOGGLENORM: shownormals ^= 1; break; } nbsendp(drawc, nil); } void lmb(Mousectl *mc, Keyboardctl *) { Point p; p = subpt(mc->xy, screen->r.min); fprint(2, "p %P z %g\n", p, fbctl->fb[fbctl->idx]->zbuf[p.x + p.y*Dx(fbctl->fb[fbctl->idx]->r)]); } void mouse(Mousectl *mc, Keyboardctl *kc) { if((mc->buttons&1) != 0) lmb(mc, kc); if((mc->buttons&4) != 0) rmb(mc, kc); if((mc->buttons&8) != 0) scale += 0.1; if((mc->buttons&16) != 0) scale -= 0.1; } void key(Rune r) { switch(r){ case Kdel: case 'q': threadexitsall(nil); case 'w': case 's': camera.z += r == 'w'? -1: 1; viewport(screenfb->r); projection(-1.0/vec3len(subpt3(camera, center))); lookat(camera, center, up); mulm3(view, proj); break; case 'a': case 'd': camera.x += r == 'a'? -1: 1; viewport(screenfb->r); projection(-1.0/vec3len(subpt3(camera, center))); lookat(camera, center, up); mulm3(view, proj); break; case Kdown: case Kup: camera.y += r == Kdown? -1: 1; viewport(screenfb->r); projection(-1.0/vec3len(subpt3(camera, center))); lookat(camera, center, up); mulm3(view, proj); break; } } void usage(void) { fprint(2, "usage: %s [-n nprocs] [-m objfile] [-t texfile] [-a yrotangle] [-s shader] [-w width] [-h height]\n", argv0); exits("usage"); } void threadmain(int argc, char *argv[]) { Mousectl *mc; Keyboardctl *kc; Rune r; Shader *s; char *mdlpath, *texpath; char *sname; int fbw, fbh; GEOMfmtinstall(); mdlpath = "mdl/quad.obj"; texpath = nil; sname = "gouraud"; fbw = 200; fbh = 200; ω = 20*DEG; scale = 1; ARGBEGIN{ case 'n': nprocs = strtoul(EARGF(usage()), nil, 10); break; case 'm': mdlpath = EARGF(usage()); break; case 't': texpath = EARGF(usage()); break; case 'a': θ = strtod(EARGF(usage()), nil)*DEG; break; case 'v': ω = strtod(EARGF(usage()), nil)*DEG; break; case 's': sname = EARGF(usage()); break; case 'w': fbw = strtoul(EARGF(usage()), nil, 10); break; case 'h': fbh = strtoul(EARGF(usage()), nil, 10); break; default: usage(); }ARGEND; if(argc != 0) usage(); if(nprocs < 1) nprocs = strtoul(getenv("NPROC"), nil, 10); if((s = getshader(sname)) == nil) sysfatal("couldn't find %s shader", sname); if((model = objparse(mdlpath)) == nil) sysfatal("objparse: %r"); if(texpath != nil && (modeltex = readtga(texpath)) == nil) sysfatal("readtga: %r"); { int i, nv[OBJNVERT], nf; OBJObject *o; OBJElem *e; nf = 0; memset(nv, 0, sizeof nv); for(i = 0; i < OBJNVERT; i++) nv[i] += model->vertdata[i].nvert; for(i = 0; i < OBJHTSIZE; i++) if((o = model->objtab[i]) != nil) for(e = o->child; e != nil; e = e->next) if(e->type == OBJEFace) nf++; fprint(2, "v %d vn %d vt %d f %d\n", nv[OBJVGeometric], nv[OBJVNormal], nv[OBJVTexture], nf); } snprint(winspec, sizeof winspec, "-dx %d -dy %d", fbw, fbh); if(newwindow(winspec) < 0) sysfatal("newwindow: %r"); if(initdraw(nil, nil, "tinyrend") < 0) sysfatal("initdraw: %r"); if(memimageinit() != 0) sysfatal("memimageinit: %r"); if((mc = initmouse(nil, screen)) == nil) sysfatal("initmouse: %r"); if((kc = initkeyboard(nil)) == nil) sysfatal("initkeyboard: %r"); screenfb = eallocmemimage(rectsubpt(screen->r, screen->r.min), screen->chan); fbctl = newfbctl(screenfb->r); red = rgb(DRed); green = rgb(DGreen); blue = rgb(DBlue); viewport(screenfb->r); projection(-1.0/vec3len(subpt3(camera, center))); lookat(camera, center, up); mulm3(view, proj); light = normvec3(subpt3(light, center)); drawc = chancreate(sizeof(void*), 1); display->locking = 1; unlockdisplay(display); proccreate(renderer, s, mainstacksize); for(;;){ enum { MOUSE, RESIZE, KEYBOARD, DRAW }; Alt a[] = { {mc->c, &mc->Mouse, CHANRCV}, {mc->resizec, nil, CHANRCV}, {kc->c, &r, CHANRCV}, {drawc, nil, CHANRCV}, {nil, nil, CHANEND} }; switch(alt(a)){ case MOUSE: mouse(mc, kc); break; case RESIZE: resized(); break; case KEYBOARD: key(r); break; case DRAW: redraw(); break; } } } void resized(void) { lockdisplay(display); if(getwindow(display, Refnone) < 0) sysfatal("couldn't resize"); unlockdisplay(display); nbsend(drawc, nil); }