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-rw-r--r--src/tests/test_3d_physics.cc3
-rw-r--r--src/tests/test_3d_render.cc20
-rw-r--r--src/tests/test_mesh.cc339
3 files changed, 362 insertions, 0 deletions
diff --git a/src/tests/test_3d_physics.cc b/src/tests/test_3d_physics.cc
index 84be333..0dfe1ce 100644
--- a/src/tests/test_3d_physics.cc
+++ b/src/tests/test_3d_physics.cc
@@ -194,6 +194,9 @@ int main(int argc, char** argv) {
if (strcmp(argv[i], "--debug") == 0) {
Renderer3D::SetDebugEnabled(true);
}
+ if (strcmp(argv[i], "--no-bvh") == 0) {
+ g_renderer.SetBvhEnabled(false);
+ }
}
#else
(void)argc;
diff --git a/src/tests/test_3d_render.cc b/src/tests/test_3d_render.cc
index 002cb55..00de60e 100644
--- a/src/tests/test_3d_render.cc
+++ b/src/tests/test_3d_render.cc
@@ -5,6 +5,7 @@
#include "3d/object.h"
#include "3d/renderer.h"
#include "3d/scene.h"
+#include "generated/assets.h"
#include "gpu/effects/shaders.h"
#include "gpu/texture_manager.h"
#include "platform.h"
@@ -141,6 +142,22 @@ void setup_scene() {
sphere.color = vec4(0.2, 1, 0.2, 1);
g_scene.add_object(sphere);
+ // Mesh Object (Rasterized)
+ Object3D mesh_obj(ObjectType::MESH);
+ mesh_obj.position = vec3(-4.0f, 2.0f, 0);
+ mesh_obj.scale = vec3(2.0f, 2.0f, 2.0f);
+ mesh_obj.color = vec4(0.2, 0.2, 1, 1);
+ mesh_obj.mesh_asset_id = AssetId::ASSET_MESH_CUBE;
+ g_scene.add_object(mesh_obj);
+
+ // Dodecahedron (Rasterized)
+ Object3D dodeca(ObjectType::MESH);
+ dodeca.position = vec3(4.0f, 2.0f, 2.0f);
+ dodeca.scale = vec3(1.0f, 1.0f, 1.0f);
+ dodeca.color = vec4(1.0, 0.5, 0.0, 1); // Orange
+ dodeca.mesh_asset_id = AssetId::ASSET_DODECAHEDRON;
+ g_scene.add_object(dodeca);
+
// Random objects
for (int i = 0; i < 30; ++i) {
ObjectType type = ObjectType::SPHERE;
@@ -183,6 +200,9 @@ int main(int argc, char** argv) {
if (strcmp(argv[i], "--debug") == 0) {
Renderer3D::SetDebugEnabled(true);
}
+ if (strcmp(argv[i], "--no-bvh") == 0) {
+ g_renderer.SetBvhEnabled(false);
+ }
}
#else
(void)argc;
diff --git a/src/tests/test_mesh.cc b/src/tests/test_mesh.cc
new file mode 100644
index 0000000..f29ec27
--- /dev/null
+++ b/src/tests/test_mesh.cc
@@ -0,0 +1,339 @@
+// This file is part of the 64k demo project.
+// Standalone test for loading and rendering a single mesh from a .obj file.
+
+#include "3d/camera.h"
+#include "3d/object.h"
+#include "3d/renderer.h"
+#include "3d/scene.h"
+#include "gpu/effects/shaders.h"
+#include "gpu/texture_manager.h"
+#include "platform.h"
+#include <webgpu.h>
+#include "procedural/generator.h"
+#include <algorithm>
+#include <cmath>
+#include <cstdio>
+#include <cstring>
+#include <fstream>
+#include <map>
+#include <vector>
+
+// Global State
+static Renderer3D g_renderer;
+static TextureManager g_textures;
+static Scene g_scene;
+static Camera g_camera;
+static WGPUDevice g_device = nullptr;
+static WGPUQueue g_queue = nullptr;
+static WGPUSurface g_surface = nullptr;
+static WGPUAdapter g_adapter = nullptr;
+static WGPUTextureFormat g_format = WGPUTextureFormat_Undefined;
+
+// Test-specific storage for mesh buffers
+static Renderer3D::MeshGpuData g_mesh_gpu_data;
+
+// Callbacks for asynchronous WGPU initialization (matches test_3d_render.cc)
+void on_adapter_request_ended(WGPURequestAdapterStatus status,
+ WGPUAdapter adapter, WGPUStringView message,
+ void* userdata, void* user2) {
+ (void)user2;
+ if (status == WGPURequestAdapterStatus_Success) {
+ *(WGPUAdapter*)userdata = adapter;
+ } else {
+ fprintf(stderr, "Failed to request adapter.\n"); // Avoid WGPUStringView::s issues
+ }
+}
+
+void on_device_request_ended(WGPURequestDeviceStatus status,
+ WGPUDevice device, WGPUStringView message,
+ void* userdata, void* user2) {
+ (void)user2;
+ if (status == WGPURequestDeviceStatus_Success) {
+ *(WGPUDevice*)userdata = device;
+ } else {
+ fprintf(stderr, "Failed to request device.\n"); // Avoid WGPUStringView::s issues
+ }
+}
+
+// --- WGPU Boilerplate ---
+void init_wgpu(WGPUInstance instance, PlatformState* platform_state) {
+ if (!instance) {
+ fprintf(stderr, "Failed to create WGPU instance.\n");
+ exit(1);
+ }
+
+ g_surface = platform_create_wgpu_surface(instance, platform_state);
+ if (!g_surface) {
+ fprintf(stderr, "Failed to create WGPU surface.\n");
+ exit(1);
+ }
+
+ // Request Adapter
+ WGPURequestAdapterOptions adapter_opts = {};
+ adapter_opts.compatibleSurface = g_surface;
+ adapter_opts.powerPreference = WGPUPowerPreference_HighPerformance;
+
+ WGPURequestAdapterCallbackInfo adapter_callback_info = {};
+ adapter_callback_info.mode = WGPUCallbackMode_WaitAnyOnly;
+ adapter_callback_info.callback = on_adapter_request_ended;
+ adapter_callback_info.userdata1 = &g_adapter; // Corrected to userdata1
+
+ wgpuInstanceRequestAdapter(instance, &adapter_opts, adapter_callback_info);
+
+ // Busy-wait for adapter
+ while (!g_adapter) {
+ platform_wgpu_wait_any(instance);
+ }
+
+ // Request Device
+ WGPUDeviceDescriptor device_desc = {};
+ WGPURequestDeviceCallbackInfo device_callback_info = {};
+ device_callback_info.mode = WGPUCallbackMode_WaitAnyOnly;
+ device_callback_info.callback = on_device_request_ended;
+ device_callback_info.userdata1 = &g_device; // Corrected to userdata1
+
+ wgpuAdapterRequestDevice(g_adapter, &device_desc, device_callback_info);
+
+ // Busy-wait for device
+ while (!g_device) {
+ platform_wgpu_wait_any(instance);
+ }
+
+ g_queue = wgpuDeviceGetQueue(g_device);
+
+ WGPUSurfaceCapabilities caps = {};
+ wgpuSurfaceGetCapabilities(g_surface, g_adapter, &caps);
+ g_format = caps.formats[0];
+
+ WGPUSurfaceConfiguration config = {};
+ config.device = g_device;
+ config.format = g_format;
+ config.usage = WGPUTextureUsage_RenderAttachment;
+ config.width = platform_state->width;
+ config.height = platform_state->height;
+ config.presentMode = WGPUPresentMode_Fifo;
+ config.alphaMode = WGPUCompositeAlphaMode_Opaque;
+ wgpuSurfaceConfigure(g_surface, &config);
+}
+
+// --- OBJ Loading Logic ---
+#include <cmath> // For std::sqrt
+
+struct Vec3 {
+ float x, y, z;
+ Vec3 operator+(const Vec3& o) const { return {x + o.x, y + o.y, z + o.z}; }
+ Vec3& operator+=(const Vec3& o) { x+=o.x; y+=o.y; z+=o.z; return *this; }
+ Vec3 operator-(const Vec3& o) const { return {x - o.x, y - o.y, z - o.z}; }
+ Vec3 operator*(float s) const { return {x * s, y * s, z * s}; }
+ static Vec3 cross(const Vec3& a, const Vec3& b) {
+ return {a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x};
+ }
+ Vec3 normalize() const {
+ float len = std::sqrt(x * x + y * y + z * z);
+ if (len > 1e-6f) return {x / len, y / len, z / len};
+ return {0, 0, 0};
+ }
+};
+
+bool load_obj_and_create_buffers(const char* path, Object3D& out_obj) {
+ std::ifstream obj_file(path);
+ if (!obj_file.is_open()) {
+ fprintf(stderr, "Error: Could not open mesh file: %s\n", path);
+ return false;
+ }
+
+ std::vector<float> v_pos, v_norm, v_uv;
+ struct RawFace { int v[3], vt[3], vn[3]; };
+ std::vector<RawFace> raw_faces;
+ std::vector<MeshVertex> final_vertices;
+ std::vector<uint32_t> final_indices;
+ std::map<std::string, uint32_t> vertex_map;
+
+ std::string obj_line;
+ while (std::getline(obj_file, obj_line)) {
+ if (obj_line.compare(0, 2, "v ") == 0) {
+ float x, y, z;
+ sscanf(obj_line.c_str(), "v %f %f %f", &x, &y, &z);
+ v_pos.insert(v_pos.end(), {x, y, z});
+ } else if (obj_line.compare(0, 3, "vn ") == 0) {
+ float x, y, z;
+ sscanf(obj_line.c_str(), "vn %f %f %f", &x, &y, &z);
+ v_norm.insert(v_norm.end(), {x, y, z});
+ } else if (obj_line.compare(0, 3, "vt ") == 0) {
+ float u, v;
+ sscanf(obj_line.c_str(), "vt %f %f", &u, &v);
+ v_uv.insert(v_uv.end(), {u, v});
+ } else if (obj_line.compare(0, 2, "f ") == 0) {
+ char s1[64], s2[64], s3[64];
+ if (sscanf(obj_line.c_str(), "f %s %s %s", s1, s2, s3) == 3) {
+ std::string parts[3] = {s1, s2, s3};
+ RawFace face = {};
+ for (int i = 0; i < 3; ++i) {
+ // Handle v//vn format
+ if (parts[i].find("//") != std::string::npos) {
+ sscanf(parts[i].c_str(), "%d//%d", &face.v[i], &face.vn[i]);
+ face.vt[i] = 0;
+ } else {
+ int res = sscanf(parts[i].c_str(), "%d/%d/%d", &face.v[i], &face.vt[i], &face.vn[i]);
+ if (res == 2) face.vn[i] = 0;
+ else if (res == 1) { face.vt[i] = 0; face.vn[i] = 0; }
+ }
+ }
+ raw_faces.push_back(face);
+ }
+ }
+ }
+
+ if (v_norm.empty() && !v_pos.empty()) {
+ std::vector<Vec3> temp_normals(v_pos.size() / 3, {0,0,0});
+ for(auto& face : raw_faces) {
+ int i0=face.v[0]-1, i1=face.v[1]-1, i2=face.v[2]-1;
+ Vec3 p0={v_pos[i0*3],v_pos[i0*3+1],v_pos[i0*3+2]};
+ Vec3 p1={v_pos[i1*3],v_pos[i1*3+1],v_pos[i1*3+2]};
+ Vec3 p2={v_pos[i2*3],v_pos[i2*3+1],v_pos[i2*3+2]};
+ Vec3 n = Vec3::cross(p1-p0, p2-p0).normalize();
+ temp_normals[i0] += n; temp_normals[i1] += n; temp_normals[i2] += n;
+ }
+ for(const auto& n : temp_normals) {
+ Vec3 norm = n.normalize();
+ v_norm.insert(v_norm.end(), {norm.x, norm.y, norm.z});
+ }
+ for(auto& face : raw_faces) {
+ face.vn[0]=face.v[0]; face.vn[1]=face.v[1]; face.vn[2]=face.v[2];
+ }
+ }
+
+ for (const auto& face : raw_faces) {
+ for (int i=0; i<3; ++i) {
+ char key_buf[128];
+ snprintf(key_buf, sizeof(key_buf), "%d/%d/%d", face.v[i], face.vt[i], face.vn[i]);
+ std::string key = key_buf;
+ if (vertex_map.find(key) == vertex_map.end()) {
+ vertex_map[key] = (uint32_t)final_vertices.size();
+ MeshVertex v = {};
+ if(face.v[i]>0) { v.p[0]=v_pos[(face.v[i]-1)*3]; v.p[1]=v_pos[(face.v[i]-1)*3+1]; v.p[2]=v_pos[(face.v[i]-1)*3+2]; }
+ if(face.vn[i]>0) { v.n[0]=v_norm[(face.vn[i]-1)*3]; v.n[1]=v_norm[(face.vn[i]-1)*3+1]; v.n[2]=v_norm[(face.vn[i]-1)*3+2]; }
+ if(face.vt[i]>0) { v.u[0]=v_uv[(face.vt[i]-1)*2]; v.u[1]=v_uv[(face.vt[i]-1)*2+1]; }
+ final_vertices.push_back(v);
+ }
+ final_indices.push_back(vertex_map[key]);
+ }
+ }
+
+ if (final_vertices.empty()) return false;
+
+ // Calculate AABB and center the mesh
+ float min_x = 1e10f, min_y = 1e10f, min_z = 1e10f;
+ float max_x = -1e10f, max_y = -1e10f, max_z = -1e10f;
+ for (const auto& v : final_vertices) {
+ min_x = std::min(min_x, v.p[0]); min_y = std::min(min_y, v.p[1]); min_z = std::min(min_z, v.p[2]);
+ max_x = std::max(max_x, v.p[0]); max_y = std::max(max_y, v.p[1]); max_z = std::max(max_z, v.p[2]);
+ }
+ float cx = (min_x + max_x) * 0.5f;
+ float cy = (min_y + max_y) * 0.5f;
+ float cz = (min_z + max_z) * 0.5f;
+ for (auto& v : final_vertices) {
+ v.p[0] -= cx; v.p[1] -= cy; v.p[2] -= cz;
+ }
+ out_obj.local_extent = vec3((max_x - min_x) * 0.5f, (max_y - min_y) * 0.5f, (max_z - min_z) * 0.5f);
+
+ g_mesh_gpu_data.num_indices = final_indices.size();
+ g_mesh_gpu_data.vertex_buffer = gpu_create_buffer(g_device, final_vertices.size() * sizeof(MeshVertex), WGPUBufferUsage_Vertex | WGPUBufferUsage_CopyDst, final_vertices.data()).buffer;
+ g_mesh_gpu_data.index_buffer = gpu_create_buffer(g_device, final_indices.size() * sizeof(uint32_t), WGPUBufferUsage_Index | WGPUBufferUsage_CopyDst, final_indices.data()).buffer;
+
+ out_obj.type = ObjectType::MESH;
+ out_obj.user_data = new std::vector<MeshVertex>(final_vertices);
+
+ // This test doesn't use the asset system, so we override the renderer's internal cache lookup
+ // by manually setting the buffers on the renderer object. This is a HACK for this specific tool.
+ g_renderer.override_mesh_buffers(&g_mesh_gpu_data);
+
+ return true;
+}
+
+
+int main(int argc, char** argv) {
+ if (argc < 2) {
+ printf("Usage: %s <path/to/mesh.obj> [--debug]\n", argv[0]);
+ return 1;
+ }
+ const char* obj_path = argv[1];
+ bool debug_mode = (argc > 2 && strcmp(argv[2], "--debug") == 0);
+
+ printf("Loading mesh: %s\n", obj_path);
+
+ PlatformState platform_state = platform_init(false, 1280, 720);
+
+ WGPUInstance instance = wgpuCreateInstance(nullptr);
+ init_wgpu(instance, &platform_state);
+ InitShaderComposer();
+
+ g_renderer.init(g_device, g_queue, g_format);
+ g_renderer.resize(platform_state.width, platform_state.height);
+ if (debug_mode) {
+ Renderer3D::SetDebugEnabled(true);
+ }
+
+ g_textures.init(g_device, g_queue);
+ ProceduralTextureDef noise_def;
+ noise_def.width=256; noise_def.height=256;
+ noise_def.gen_func = procedural::gen_noise;
+ noise_def.params = {1234.0f, 16.0f};
+ g_textures.create_procedural_texture("noise", noise_def);
+ g_renderer.set_noise_texture(g_textures.get_texture_view("noise"));
+
+ // --- Create Scene ---
+ Object3D floor(ObjectType::PLANE);
+ floor.scale = vec3(20.0f, 0.01f, 20.0f); // Very thin floor proxy
+ floor.color = vec4(0.5f, 0.5f, 0.5f, 1.0f);
+ g_scene.add_object(floor);
+
+ Object3D mesh_obj;
+ if (!load_obj_and_create_buffers(obj_path, mesh_obj)) {
+ printf("Failed to load or process OBJ file.\n");
+ return 1;
+ }
+ mesh_obj.color = vec4(1.0f, 0.7f, 0.2f, 1.0f);
+ mesh_obj.position = {0, 1.5, 0}; // Elevate a bit more
+ g_scene.add_object(mesh_obj);
+
+ g_camera.position = vec3(0, 3, 5);
+ g_camera.target = vec3(0, 1.5, 0);
+
+ while (!platform_should_close(&platform_state)) {
+ platform_poll(&platform_state);
+ float time = (float)platform_state.time;
+
+ g_camera.aspect_ratio = platform_state.aspect_ratio;
+
+ g_scene.objects[1].rotation = quat::from_axis({0.5f, 1.0f, 0.0f}, time);
+
+ if (debug_mode) {
+ auto* vertices = (std::vector<MeshVertex>*)g_scene.objects[1].user_data;
+ g_renderer.GetVisualDebug().add_mesh_normals(g_scene.objects[1].get_model_matrix(), (uint32_t)vertices->size(), vertices->data());
+ }
+
+ WGPUSurfaceTexture surface_tex;
+ wgpuSurfaceGetCurrentTexture(g_surface, &surface_tex);
+ if (surface_tex.status == WGPUSurfaceGetCurrentTextureStatus_SuccessOptimal) { // WGPUSurfaceGetCurrentTextureStatus_Success is 0
+ WGPUTextureView view = wgpuTextureCreateView(surface_tex.texture, nullptr);
+ g_renderer.render(g_scene, g_camera, time, view);
+ wgpuTextureViewRelease(view);
+ wgpuSurfacePresent(g_surface);
+ }
+ wgpuTextureRelease(surface_tex.texture); // Release here, after present, outside the if block
+ }
+
+#if !defined(STRIP_ALL)
+ Renderer3D::SetDebugEnabled(false); // Reset debug mode
+#endif
+
+ delete (std::vector<MeshVertex>*)g_scene.objects[1].user_data;
+ wgpuBufferRelease(g_mesh_gpu_data.vertex_buffer);
+ wgpuBufferRelease(g_mesh_gpu_data.index_buffer);
+
+ g_renderer.shutdown();
+ g_textures.shutdown();
+ platform_shutdown(&platform_state);
+ return 0;
+} \ No newline at end of file