8 typedef struct scene scene
;
32 GLuint tex_dual_noise
;
35 static void scene_init( scene
*pscene
)
38 pscene
->indices
= NULL
;
39 pscene
->vertex_count
= 0;
40 pscene
->indice_count
= 0;
41 pscene
->shadower_count
= 0;
42 pscene
->shadower_cap
= 0;
43 pscene
->submesh
.indice_start
= 0;
44 pscene
->submesh
.indice_count
= 0;
46 v3_fill( pscene
->bbx
[0], 999999.9f
);
47 v3_fill( pscene
->bbx
[1], -999999.9f
);
50 static int noise_ready
= 0;
55 u8
*buf
= malloc( 256*256*2 );
57 for( int i
=0; i
<256*256; i
++ )
63 for( int y
=0; y
<256; y
++ )
65 for( int x
=0; x
<256; x
++ )
67 u8
*pr
= &buf
[(y
*256+x
)*2],
68 *pg
= &buf
[(((y
+17)&0xff)*256+((x
+37)&0xff))*2+1];
73 /* TODO: This texture should be delted somewhere */
74 glGenTextures( 1, &tex_dual_noise
);
75 glBindTexture( GL_TEXTURE_2D
, tex_dual_noise
);
76 glTexImage2D( GL_TEXTURE_2D
, 0, GL_RG
, 256, 256, 0, GL_RG
,
77 GL_UNSIGNED_BYTE
, buf
);
87 static void *buffer_reserve( void *buffer
, u32 count
, u32
*cap
, u32 amount
,
90 if( count
+amount
> *cap
)
92 *cap
= VG_MAX( (*cap
)*2, (*cap
)+amount
);
94 return realloc( buffer
, (*cap
) * emsize
);
100 static void *buffer_fix( void *buffer
, u32 count
, u32
*cap
, size_t emsize
)
103 return realloc( buffer
, (*cap
) * emsize
);
107 * Append a model into the scene with a given transform
109 static void scene_add_submesh( scene
*pscene
, mdl_header
*mdl
,
110 mdl_submesh
*sm
, m4x3f transform
)
112 pscene
->verts
= buffer_reserve( pscene
->verts
, pscene
->vertex_count
,
113 &pscene
->vertex_cap
, sm
->vertex_count
, sizeof(mdl_vert
) );
114 pscene
->indices
= buffer_reserve( pscene
->indices
, pscene
->indice_count
,
115 &pscene
->indice_cap
, sm
->indice_count
, sizeof(u32
) );
118 m3x3_copy( transform
, normal_matrix
);
119 v3_normalize( normal_matrix
[0] );
120 v3_normalize( normal_matrix
[1] );
121 v3_normalize( normal_matrix
[2] );
123 /* Transform and place vertices */
124 mdl_vert
*src_verts
= mdl_submesh_vertices( mdl
, sm
);
125 u32
*src_indices
= mdl_submesh_indices( mdl
, sm
);
128 box_copy( sm
->bbx
, bbxnew
);
129 m4x3_transform_aabb( transform
, bbxnew
);
130 box_concat( pscene
->bbx
, bbxnew
);
132 for( u32 i
=0; i
<sm
->vertex_count
; i
++ )
134 mdl_vert
*pvert
= &pscene
->verts
[ pscene
->vertex_count
+i
],
135 *src
= &src_verts
[ i
];
137 m4x3_mulv( transform
, src
->co
, pvert
->co
);
138 m3x3_mulv( normal_matrix
, src
->norm
, pvert
->norm
);
140 v4_copy( src
->colour
, pvert
->colour
);
141 v2_copy( src
->uv
, pvert
->uv
);
144 for( u32 i
=0; i
<sm
->indice_count
; i
++ )
146 u32
*pidx
= &pscene
->indices
[ pscene
->indice_count
+i
];
147 *pidx
= src_indices
[i
] + pscene
->vertex_count
;
150 pscene
->vertex_count
+= sm
->vertex_count
;
151 pscene
->indice_count
+= sm
->indice_count
;
155 * One by one adders for simplified access (mostly procedural stuff)
157 static void scene_push_tri( scene
*pscene
, u32 tri
[3] )
159 pscene
->indices
= buffer_reserve( pscene
->indices
, pscene
->indice_count
,
160 &pscene
->indice_cap
, 3, sizeof(u32
) );
162 u32
*dst
= &pscene
->indices
[pscene
->indice_count
];
167 pscene
->indice_count
+= 3;
170 static void scene_push_vert( scene
*pscene
, mdl_vert
*v
)
172 pscene
->verts
= buffer_reserve( pscene
->verts
, pscene
->vertex_count
,
173 &pscene
->vertex_cap
, 1, sizeof(mdl_vert
) );
175 pscene
->verts
[pscene
->vertex_count
++] = *v
;
178 static void scene_copy_slice( scene
*pscene
, mdl_submesh
*sm
)
180 sm
->indice_start
= pscene
->submesh
.indice_start
;
181 sm
->indice_count
= pscene
->indice_count
- sm
->indice_start
;
183 sm
->vertex_start
= pscene
->submesh
.vertex_start
;
184 sm
->vertex_count
= pscene
->vertex_count
- sm
->vertex_start
;
186 pscene
->submesh
.indice_start
= pscene
->indice_count
;
187 pscene
->submesh
.vertex_start
= pscene
->vertex_count
;
190 static void scene_fix( scene
*pscene
)
192 buffer_fix( pscene
->verts
, pscene
->vertex_count
,
193 &pscene
->vertex_cap
, sizeof( mdl_vert
));
195 buffer_fix( pscene
->indices
, pscene
->indice_count
,
196 &pscene
->indice_cap
, sizeof( mdl_vert
));
199 static void scene_upload( scene
*pscene
)
201 mesh_upload( &pscene
->mesh
,
202 pscene
->verts
, pscene
->vertex_count
,
203 pscene
->indices
, pscene
->indice_count
);
205 vg_info( "Scene upload\n" );
206 vg_info( " indices:%u\n", pscene
->indice_count
);
207 vg_info( " verts:%u\n", pscene
->vertex_count
);
210 static void scene_bind( scene
*pscene
)
212 mesh_bind( &pscene
->mesh
);
215 static void scene_draw( scene
*pscene
)
217 mesh_drawn( 0, pscene
->indice_count
);
220 static void scene_free_offline_buffers( scene
*pscene
)
222 free( pscene
->verts
);
223 free( pscene
->indices
);
226 static void scene_free( scene
*pscene
)
228 scene_free_offline_buffers( pscene
);
232 static void scene_register(void)
240 static void scene_bh_expand_bound( void *user
, boxf bound
, u32 item_index
)
243 mdl_vert
*pa
= &s
->verts
[ s
->indices
[item_index
*3+0] ],
244 *pb
= &s
->verts
[ s
->indices
[item_index
*3+1] ],
245 *pc
= &s
->verts
[ s
->indices
[item_index
*3+2] ];
247 box_addpt( bound
, pa
->co
);
248 box_addpt( bound
, pb
->co
);
249 box_addpt( bound
, pc
->co
);
252 static float scene_bh_centroid( void *user
, u32 item_index
, int axis
)
255 mdl_vert
*pa
= &s
->verts
[ s
->indices
[item_index
*3+0] ],
256 *pb
= &s
->verts
[ s
->indices
[item_index
*3+1] ],
257 *pc
= &s
->verts
[ s
->indices
[item_index
*3+2] ];
259 return (pa
->co
[axis
] + pb
->co
[axis
] + pc
->co
[axis
]) * (1.0f
/3.0f
);
262 static void scene_bh_swap( void *user
, u32 ia
, u32 ib
)
266 u32
*ti
= &s
->indices
[ia
*3];
267 u32
*tj
= &s
->indices
[ib
*3];
283 static void scene_bh_debug( void *user
, u32 item_index
)
286 u32 idx
= item_index
*3;
287 mdl_vert
*pa
= &s
->verts
[ s
->indices
[ idx
+0 ] ],
288 *pb
= &s
->verts
[ s
->indices
[ idx
+1 ] ],
289 *pc
= &s
->verts
[ s
->indices
[ idx
+2 ] ];
291 vg_line( pa
->co
, pb
->co
, 0xff0000ff );
292 vg_line( pb
->co
, pc
->co
, 0xff0000ff );
293 vg_line( pc
->co
, pa
->co
, 0xff0000ff );
296 static int scene_bh_ray( void *user
, u32 index
, v3f co
, v3f dir
, ray_hit
*hit
)
301 u32
*tri
= &s
->indices
[ index
*3 ];
303 for( int i
=0; i
<3; i
++ )
304 v3_copy( s
->verts
[tri
[i
]].co
, positions
[i
] );
307 if(ray_tri( positions
, co
, dir
, &t
))
320 static bh_system bh_system_scene
=
322 .expand_bound
= scene_bh_expand_bound
,
323 .item_centroid
= scene_bh_centroid
,
324 .item_swap
= scene_bh_swap
,
325 .item_debug
= scene_bh_debug
,
326 .cast_ray
= scene_bh_ray
330 * An extra step is added onto the end to calculate the hit normal
332 static int scene_raycast( scene
*s
, v3f co
, v3f dir
, ray_hit
*hit
)
334 int count
= bh_ray( &s
->bhtris
, 0, co
, dir
, hit
);
340 float *pa
= s
->verts
[hit
->tri
[0]].co
,
341 *pb
= s
->verts
[hit
->tri
[1]].co
,
342 *pc
= s
->verts
[hit
->tri
[2]].co
;
344 v3_sub( pa
, pb
, v0
);
345 v3_sub( pc
, pb
, v1
);
346 v3_cross( v1
, v0
, hit
->normal
);
347 v3_normalize( hit
->normal
);
348 v3_muladds( co
, dir
, hit
->dist
, hit
->pos
);
354 static void scene_bh_create( scene
*s
)
356 u32 triangle_count
= s
->indice_count
/ 3;
357 bh_create( &s
->bhtris
, &bh_system_scene
, s
, triangle_count
);