#include #include #include #include #include #include #include #include #include "libobj/obj.h" #include "libgraphics/graphics.h" #include "dat.h" #include "fns.h" 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', [Kcam0] = KF|1, [Kcam1] = KF|2, [Kcam2] = KF|3, [Kcam3] = KF|4, }; char stats[Se][256]; Memimage *screenfb; Mousectl *mctl; Channel *drawc; int kdown; OBJ *model; Memimage *modeltex; Shader *shader; double θ, ω = 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, 120*DEG, 0.01, 100, PERSPECTIVE }; Point3 center = {0,0,0,1}; Point3 light = {0,1,1,1}; /* global point light */ static int doprof; static int inception; static int min(int a, int b) { return a < b? a: b; } static int max(int a, int b) { return a > b? a: b; } //void //drawaxis(void) //{ // Point3 op = Pt3(0,0,0,1), // px = Pt3(1,0,0,1), // py = Pt3(0,1,0,1), // pz = Pt3(0,0,1,1); // // line3(maincam, op, px, 0, Endarrow, display->black); // string3(maincam, px, display->black, font, "x"); // line3(maincam, op, py, 0, Endarrow, display->black); // string3(maincam, py, display->black, font, "y"); // line3(maincam, op, pz, 0, Endarrow, display->black); // string3(maincam, pz, display->black, font, "z"); //} Point3 vertshader(VSparams *sp) { sp->v->n = qrotate(sp->v->n, Vec3(0,1,0), θ+fmod(ω*sp->su->uni_time/1e9, 2*PI)); sp->su->var_intensity[sp->idx] = fmax(0, dotvec3(sp->v->n, light)); sp->v->p = qrotate(sp->v->p, Vec3(0,1,0), θ+fmod(ω*sp->su->uni_time/1e9, 2*PI)); return world2clip(maincam, sp->v->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; } 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) { return world2clip(maincam, sp->v->p); } 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) { int i; snprint(stats[Scamno], sizeof(stats[Scamno]), "CAM %lld", maincam-cams+1); 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); for(i = 0; i < Se; i++) string(screen, addpt(screen->r.min, Pt(10,10 + i*font->height)), display->black, ZP, font, stats[i]); } void redraw(void) { memfillcolor(screenfb, DWhite); maincam->vp->fbctl->draw(maincam->vp->fbctl, screenfb); lockdisplay(display); loadimage(screen, rectaddpt(screenfb->r, screen->r.min), byteaddr(screenfb, screenfb->r.min), bytesperline(screenfb->r, screenfb->depth)*Dy(screenfb->r)); // drawaxis(); drawstats(); flushimage(display, 1); unlockdisplay(display); } void drawproc(void *) { Memimage *scrtex; uvlong t0, Δt; int fd; threadsetname("drawproc"); scrtex = nil; fd = -1; if(inception){ fd = open("/dev/screen", OREAD); if(fd < 0) sysfatal("open: %r"); if((scrtex = readmemimage(fd)) == nil) sysfatal("readmemimage: %r"); } t0 = nsec(); for(;;){ shootcamera(maincam, model, inception? scrtex: modeltex, shader); Δt = nsec() - t0; if(Δt > HZ2MS(60)*1000000ULL){ nbsend(drawc, nil); t0 += Δt; if(inception){ freememimage(scrtex); seek(fd, 0, 0); if((scrtex = readmemimage(fd)) == nil) sysfatal("readmemimage: %r"); } } } } void mouse(void) { if((mctl->buttons & 8) != 0){ maincam->fov = fclamp(maincam->fov - 1*DEG, 1*DEG, 359*DEG); reloadcamera(maincam); } if((mctl->buttons & 16) != 0){ maincam->fov = fclamp(maincam->fov + 1*DEG, 1*DEG, 359*DEG); reloadcamera(maincam); } } 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'){ if(utfrune(buf, Kdel)){ close(fd); threadexitsall(nil); } } 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) { if(kdown & 1<p, mulpt3(maincam->bz, 0.1)), maincam->bz, maincam->by); if(kdown & 1<p, mulpt3(maincam->bz, 0.1)), maincam->bz, maincam->by); if(kdown & 1<p, mulpt3(maincam->bx, 0.1)), maincam->bz, maincam->by); if(kdown & 1<p, mulpt3(maincam->bx, 0.1)), maincam->bz, maincam->by); if(kdown & 1<p, mulpt3(maincam->by, 0.1)), maincam->bz, maincam->by); if(kdown & 1<p, mulpt3(maincam->by, 0.1)), maincam->bz, maincam->by); if(kdown & 1<bz, maincam->bx, 1*DEG)); if(kdown & 1<bz, maincam->bx, -1*DEG)); if(kdown & 1<bz, maincam->by, 1*DEG)); if(kdown & 1<bz, maincam->by, -1*DEG)); if(kdown & 1<p, maincam->bz, qrotate(maincam->by, maincam->bz, 1*DEG)); if(kdown & 1<p, maincam->bz, qrotate(maincam->by, maincam->bz, -1*DEG)); if(kdown & 1<r, screen->r.min), screen->chan); for(i = 0; i < nelem(cams); i++){ v = mkviewport(screenfb->r); placecamera(&cams[i], camcfgs[i].p, camcfgs[i].lookat, camcfgs[i].up); configcamera(&cams[i], v, camcfgs[i].fov, camcfgs[i].clipn, camcfgs[i].clipf, camcfgs[i].ptype); } maincam = &cams[0]; light = normvec3(subpt3(light, center)); keyc = chancreate(sizeof(void*), 1); drawc = chancreate(sizeof(void*), 1); display->locking = 1; unlockdisplay(display); proccreate(kbdproc, nil, mainstacksize); proccreate(keyproc, keyc, mainstacksize); proccreate(drawproc, nil, mainstacksize); for(;;){ enum {MOUSE, RESIZE, KEY, DRAW}; Alt a[] = { {mctl->c, &mctl->Mouse, CHANRCV}, {mctl->resizec, nil, CHANRCV}, {keyc, nil, CHANRCV}, {drawc, nil, CHANRCV}, {nil, nil, CHANEND} }; switch(alt(a)){ case MOUSE: mouse(); break; case RESIZE: resize(); break; case KEY: handlekeys(); break; case DRAW: redraw(); break; } } }