ref: ff88c093d0092176e173e1bf6cbcd96df07f7e0c
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)
{
Quaternion Δorient;
Entity *e;
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;
}
}
}