nds/gen/render_model.py
2024-09-11 13:27:28 -05:00

175 lines
5.2 KiB
Python

from dataclasses import astuple
import sys
from generate import renderer
import math
import fixed_point
from parse_obj import parse_obj_file
from parse_obj import VertexPosition
from parse_obj import VertexNormal
from parse_obj import VertexTexture
from parse_obj import Triangle
from parse_obj import Quadrilateral
import profiles
def render_index_vtn(index_vtn):
s = ", ".join(map(str, index_vtn))
yield f"{{{s}}},"
def render_face(face):
yield "{ .v = {"
for index_vtn in astuple(face):
yield from render_index_vtn(index_vtn)
yield "}},"
def render_faces(prefix, name, faces):
yield f"union {name} {prefix}_{name}[] = {{"
for face in faces:
yield from render_face(face)
yield "};"
def render_triangles(prefix, faces):
yield from render_faces(prefix, "triangle", faces)
def render_quadrilateral(prefix, faces):
yield from render_faces(prefix, "quadrilateral", faces)
def unit_vector(vec):
x = vec.x.to_float()
y = vec.y.to_float()
z = vec.z.to_float()
norm = math.sqrt(x ** 2 + y ** 2 + z ** 2)
return type(vec)(
fixed_point.parse(str(x / norm)),
fixed_point.parse(str(y / norm)),
fixed_point.parse(str(z / norm))
)
def xyz(vec):
return (vec.x, vec.y, vec.z)
def uv(vec):
return (vec.u, vec.v)
def render_vertex(profile_item, vertex_tuple):
def _profile_item(profile_item, fp):
if type(profile_item) == profiles.FixedPointBits:
return fp.to_fixed_point(profile_item.integer, profile_item.fraction).to_int()
elif type(profile_item) == profiles.FloatingPoint:
return fp.to_float()
else:
assert False, type(profile_item)
s = ", ".join(
str(_profile_item(profile_item, fp))
for fp in vertex_tuple
)
yield f"{{{s}}},"
def render_vertices(profile_item, prefix, name, vertices):
yield f"// {profile_item.to_str()}"
yield f"vertex_{name} {prefix}_{name}[] = {{"
for i, vertex in enumerate(vertices):
yield from render_vertex(profile_item, vertex)
yield "};"
def render_vertex_positions(profile, prefix, vertex_positions):
yield from render_vertices(profile.position,
prefix,
"position",
map(xyz, vertex_positions))
def render_vertex_normals(profile, prefix, vertex_normals):
yield from render_vertices(profile.normal,
prefix,
"normal",
map(xyz, map(unit_vector, vertex_normals)))
def render_vertex_texture(profile, prefix, vertex_textures):
yield from render_vertices(profile.texture,
prefix,
"texture",
map(uv, vertex_textures))
def render_object(prefix, object_name, d, material):
yield f"struct object {prefix}_{object_name} = {{"
triangle_count = len(d[Triangle]) if Triangle in d else 0
quadrilateral_count = len(d[Quadrilateral]) if Quadrilateral in d else 0
if triangle_count > 0:
yield f".triangle = &{prefix}_{object_name}_triangle[0],"
else:
yield f".triangle = NULL,"
if quadrilateral_count > 0:
yield f".quadrilateral = &{prefix}_{object_name}_quadrilateral[0],"
else:
yield f".quadrilateral = NULL,"
yield f".triangle_count = {triangle_count},"
yield f".quadrilateral_count = {quadrilateral_count},"
if material is None:
yield f".material = -1,",
else:
yield f".material = {material.name},"
yield "};"
def render_object_list(prefix, object_names):
yield f"struct object * {prefix}_object_list[] = {{"
for object_name in object_names:
yield f"&{prefix}_{object_name},"
yield "};"
def render_model(prefix, object_count):
yield f"struct model {prefix}_model = {{"
yield f".position = &{prefix}_position[0],"
yield f".texture = &{prefix}_texture[0],"
yield f".normal = &{prefix}_normal[0],"
yield f".object = &{prefix}_object_list[0],"
yield f".object_count = {object_count},"
yield "};"
def render_header():
yield "#pragma once"
yield ""
yield "#include <stddef.h>"
yield ""
yield '#include "../model.h"'
yield ""
obj_filename = sys.argv[1]
prefix = sys.argv[2]
profile_name = sys.argv[3]
profile = profiles.profiles[profile_name]
with open(obj_filename) as f:
buf = f.read()
vertices, faces, materials = parse_obj_file(buf)
render, out = renderer()
render(render_header())
render(render_vertex_positions(profile, prefix, vertices[VertexPosition]))
render(render_vertex_texture(profile, prefix, vertices[VertexTexture]))
render(render_vertex_normals(profile, prefix, vertices[VertexNormal]))
for object_name, d in faces.items():
object_prefix = '_'.join((prefix, object_name))
if Triangle in d:
render(render_triangles(object_prefix, d[Triangle]))
if Quadrilateral in d:
render(render_quadrilateral(object_prefix, d[Quadrilateral]))
render(render_object(prefix, object_name, d, materials.get(object_name)));
render(render_object_list(prefix, faces.keys()))
render(render_model(prefix, len(faces)))
sys.stdout.write(out.getvalue())