#include "model.h"
#include "bvh.h"
-typedef struct scene scene;
+typedef struct scene_context scene_context;
+typedef struct scene_vert scene_vert;
-struct scene
+#pragma pack(push,1)
+
+/* 32 byte vertexs, we don't care about the normals too much,
+ * maybe possible to bring down uv to i16s too */
+struct scene_vert
{
- glmesh mesh;
+ v3f co; /* 3*32 */
+ v2f uv; /* 2*32 */
+ i8 norm[4]; /* 4*8 */
+ u16 unused[4];
+};
- mdl_vert *verts;
- u32 *indices;
-
- bh_tree bhtris;
- u32 vertex_count,
- indice_count,
- vertex_cap,
- indice_cap;
+#pragma pack(pop)
- boxf bbx;
+/*
+ * 1. this should probably be a CONTEXT based approach unlike this mess.
+ * take a bit of the mdl_context ideas and redo this header. its messed up
+ * pretty bad right now.
+ */
+
+struct scene_context
+{
+ scene_vert *arrvertices;
+ u32 *arrindices;
- u32 shadower_count,
- shadower_cap;
+ u32 vertex_count, indice_count,
+ max_vertices, max_indices;
+ boxf bbx;
mdl_submesh submesh;
};
-#if 0
-GLuint tex_dual_noise;
-#endif
-
-static void scene_init( scene *pscene )
+VG_STATIC u32 scene_mem_required( scene_context *ctx )
{
- pscene->verts = NULL;
- pscene->indices = NULL;
- pscene->vertex_count = 0;
- pscene->indice_count = 0;
- pscene->shadower_count = 0;
- pscene->shadower_cap = 0;
- pscene->submesh.indice_start = 0;
- pscene->submesh.indice_count = 0;
-
- v3_fill( pscene->bbx[0], 999999.9f );
- v3_fill( pscene->bbx[1], -999999.9f );
-
-#if 0
- static int noise_ready = 0;
- if( !noise_ready )
- {
- noise_ready = 1;
-
- u8 *buf = malloc( 256*256*2 );
-
- for( int i=0; i<256*256; i++ )
- {
- u8 val = rand()&0xff;
- buf[i*2] = val;
- }
+ u32 vertex_length = vg_align8(ctx->max_vertices * sizeof(scene_vert)),
+ index_length = vg_align8(ctx->max_indices * sizeof(u32));
- for( int y=0; y<256; y++ )
- {
- for( int x=0; x<256; x++ )
- {
- u8 *pr = &buf[(y*256+x)*2],
- *pg = &buf[(((y+17)&0xff)*256+((x+37)&0xff))*2+1];
- *pg = *pr;
- }
- }
-
- /* TODO: This texture should be delted somewhere */
- glGenTextures( 1, &tex_dual_noise );
- glBindTexture( GL_TEXTURE_2D, tex_dual_noise );
- glTexImage2D( GL_TEXTURE_2D, 0, GL_RG, 256, 256, 0, GL_RG,
- GL_UNSIGNED_BYTE, buf );
+ return vertex_length + index_length;
+}
- vg_tex2d_linear();
- vg_tex2d_repeat();
+VG_STATIC
+void scene_init( scene_context *ctx, u32 max_vertices, u32 max_indices )
+{
+ ctx->vertex_count = 0;
+ ctx->indice_count = 0;
+ ctx->max_vertices = max_vertices;
+ ctx->max_indices = max_indices;
+ ctx->arrindices = NULL; /* must be filled out by user */
+ ctx->arrvertices = NULL;
- free( buf );
- }
-#endif
+ memset( &ctx->submesh, 0, sizeof(mdl_submesh) );
+
+ v3_fill( ctx->bbx[0], 999999.9f );
+ v3_fill( ctx->bbx[1], -999999.9f );
}
-static void *buffer_reserve( void *buffer, u32 count, u32 *cap, u32 amount,
- size_t emsize )
+void scene_supply_buffer( scene_context *ctx, void *buffer )
{
- if( count+amount > *cap )
- {
- *cap = VG_MAX( (*cap)*2, (*cap)+amount );
-
- return realloc( buffer, (*cap) * emsize );
- }
+ u32 vertex_length = vg_align8( ctx->max_vertices * sizeof(scene_vert) );
- return buffer;
+ ctx->arrvertices = buffer;
+ ctx->arrindices = (u32*)(((u8*)buffer) + vertex_length);
}
-static void *buffer_fix( void *buffer, u32 count, u32 *cap, size_t emsize )
+VG_STATIC void scene_vert_pack_norm( scene_vert *vert, v3f norm )
{
- *cap = count;
- return realloc( buffer, (*cap) * emsize );
+ v3f n;
+ v3_muls( norm, 127.0f, n );
+ v3_minv( n, (v3f){ 127.0f, 127.0f, 127.0f }, n );
+ v3_maxv( n, (v3f){ -127.0f, -127.0f, -127.0f }, n );
+ vert->norm[0] = n[0];
+ vert->norm[1] = n[1];
+ vert->norm[2] = n[2];
+ vert->norm[3] = 0; /* free byte :D */
}
/*
* Append a model into the scene with a given transform
*/
-
-static void scene_add_submesh( scene *pscene, mdl_header *mdl,
- mdl_submesh *sm, m4x3f transform )
+VG_STATIC void scene_add_mdl_submesh( scene_context *ctx, mdl_context *mdl,
+ mdl_submesh *sm, m4x3f transform )
{
- pscene->verts = buffer_reserve( pscene->verts, pscene->vertex_count,
- &pscene->vertex_cap, sm->vertex_count, sizeof(mdl_vert) );
- pscene->indices = buffer_reserve( pscene->indices, pscene->indice_count,
- &pscene->indice_cap, sm->indice_count, sizeof(u32) );
+ if( ctx->vertex_count + sm->vertex_count > ctx->max_vertices ){
+ vg_fatal_error( "Scene vertex buffer overflow (%u exceeds %u)\n",
+ ctx->vertex_count + sm->vertex_count,
+ ctx->max_vertices );
+ }
+
+ if( ctx->indice_count + sm->indice_count > ctx->max_indices ){
+ vg_fatal_error( "Scene index buffer overflow (%u exceeds %u)\n",
+ ctx->indice_count + sm->indice_count,
+ ctx->max_indices );
+ }
+
+ mdl_vert *src_verts = mdl_arritm( &mdl->verts, sm->vertex_start );
+ scene_vert *dst_verts = &ctx->arrvertices[ ctx->vertex_count ];
+
+ u32 *src_indices = mdl_arritm( &mdl->indices, sm->indice_start ),
+ *dst_indices = &ctx->arrindices[ ctx->indice_count ];
/* Transform and place vertices */
- mdl_vert *src_verts = mdl_submesh_vertices( mdl, sm );
- u32 *src_indices = mdl_submesh_indices( mdl, sm );
-
boxf bbxnew;
box_copy( sm->bbx, bbxnew );
m4x3_transform_aabb( transform, bbxnew );
- box_concat( pscene->bbx, bbxnew );
+ box_concat( ctx->bbx, bbxnew );
+
+ m3x3f normal_matrix;
+ m3x3_copy( transform, normal_matrix );
+ v3_normalize( normal_matrix[0] );
+ v3_normalize( normal_matrix[1] );
+ v3_normalize( normal_matrix[2] );
- for( u32 i=0; i<sm->vertex_count; i++ )
- {
- mdl_vert *pvert = &pscene->verts[ pscene->vertex_count+i ],
- *src = &src_verts[ i ];
+ for( u32 i=0; i<sm->vertex_count; i++ ){
+ mdl_vert *src = &src_verts[i];
+ scene_vert *pvert = &dst_verts[i];
m4x3_mulv( transform, src->co, pvert->co );
- m3x3_mulv( transform, src->norm, pvert->norm );
- v4_copy( src->colour, pvert->colour );
+ v3f normal;
+ m3x3_mulv( normal_matrix, src->norm, normal );
+ scene_vert_pack_norm( pvert, normal );
+
v2_copy( src->uv, pvert->uv );
}
for( u32 i=0; i<sm->indice_count; i++ )
- {
- u32 *pidx = &pscene->indices[ pscene->indice_count+i ];
- *pidx = src_indices[i] + pscene->vertex_count;
- }
+ dst_indices[i] = src_indices[i] + ctx->vertex_count;
- pscene->vertex_count += sm->vertex_count;
- pscene->indice_count += sm->indice_count;
+ ctx->vertex_count += sm->vertex_count;
+ ctx->indice_count += sm->indice_count;
}
-static void scene_copy_slice( scene *pscene, mdl_submesh *sm )
+/*
+ * One by one adders for simplified access (mostly procedural stuff)
+ */
+VG_STATIC void scene_push_tri( scene_context *ctx, u32 tri[3] )
{
- sm->indice_start = pscene->submesh.indice_start;
- sm->indice_count = pscene->indice_count - sm->indice_start;
+ if( ctx->indice_count + 3 > ctx->max_indices )
+ vg_fatal_error( "Scene indice buffer overflow (%u exceeds %u)\n",
+ ctx->indice_count+3, ctx->max_indices );
- sm->vertex_start = pscene->submesh.vertex_start;
- sm->vertex_count = pscene->vertex_count - sm->vertex_start;
-
- pscene->submesh.indice_start = pscene->indice_count;
- pscene->submesh.vertex_start = pscene->vertex_count;
-}
+ u32 *dst = &ctx->arrindices[ ctx->indice_count ];
-static void scene_fix( scene *pscene )
-{
- buffer_fix( pscene->verts, pscene->vertex_count,
- &pscene->vertex_cap, sizeof( mdl_vert ));
+ dst[0] = tri[0];
+ dst[1] = tri[1];
+ dst[2] = tri[2];
- buffer_fix( pscene->indices, pscene->indice_count,
- &pscene->indice_cap, sizeof( mdl_vert ));
+ ctx->indice_count += 3;
}
-static void scene_upload( scene *pscene )
+VG_STATIC void scene_push_vert( scene_context *ctx, scene_vert *v )
{
- mesh_upload( &pscene->mesh,
- pscene->verts, pscene->vertex_count,
- pscene->indices, pscene->indice_count );
+ if( ctx->vertex_count + 1 > ctx->max_vertices )
+ vg_fatal_error( "Scene vertex buffer overflow (%u exceeds %u)\n",
+ ctx->vertex_count+1, ctx->max_vertices );
- vg_info( "Scene upload\n" );
- vg_info( " indices:%u\n", pscene->indice_count );
- vg_info( " verts:%u\n", pscene->vertex_count );
+ scene_vert *dst = &ctx->arrvertices[ ctx->vertex_count ];
+ *dst = *v;
+
+ ctx->vertex_count ++;
}
-static void scene_bind( scene *pscene )
+VG_STATIC void scene_copy_slice( scene_context *ctx, mdl_submesh *sm )
{
- mesh_bind( &pscene->mesh );
+ sm->indice_start = ctx->submesh.indice_start;
+ sm->indice_count = ctx->indice_count - sm->indice_start;
+
+ sm->vertex_start = ctx->submesh.vertex_start;
+ sm->vertex_count = ctx->vertex_count - sm->vertex_start;
+
+ ctx->submesh.indice_start = ctx->indice_count;
+ ctx->submesh.vertex_start = ctx->vertex_count;
}
-static void scene_draw( scene *pscene )
+struct scene_upload_info{
+ scene_context *ctx;
+ glmesh *mesh;
+};
+
+VG_STATIC void async_scene_upload( void *payload, u32 size )
{
- mesh_drawn( 0, pscene->indice_count );
+ struct scene_upload_info *info = payload;
+
+ //assert( mesh->loaded == 0 );
+
+ glmesh *mesh = info->mesh;
+ scene_context *ctx = info->ctx;
+
+ glGenVertexArrays( 1, &mesh->vao );
+ glGenBuffers( 1, &mesh->vbo );
+ glGenBuffers( 1, &mesh->ebo );
+ glBindVertexArray( mesh->vao );
+
+ size_t stride = sizeof(scene_vert);
+
+ glBindBuffer( GL_ARRAY_BUFFER, mesh->vbo );
+ glBufferData( GL_ARRAY_BUFFER, ctx->vertex_count*stride,
+ ctx->arrvertices, GL_STATIC_DRAW );
+
+ glBindVertexArray( mesh->vao );
+ glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mesh->ebo );
+ glBufferData( GL_ELEMENT_ARRAY_BUFFER, ctx->indice_count*sizeof(u32),
+ ctx->arrindices, GL_STATIC_DRAW );
+
+ /* 0: coordinates */
+ glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0 );
+ glEnableVertexAttribArray( 0 );
+
+ /* 1: normal */
+ glVertexAttribPointer( 1, 4, GL_BYTE, GL_TRUE,
+ stride, (void *)offsetof(scene_vert, norm) );
+ glEnableVertexAttribArray( 1 );
+
+ /* 2: uv */
+ glVertexAttribPointer( 2, 2, GL_FLOAT, GL_FALSE,
+ stride, (void *)offsetof(scene_vert, uv) );
+ glEnableVertexAttribArray( 2 );
+
+ VG_CHECK_GL_ERR();
+
+ mesh->indice_count = ctx->indice_count;
+ mesh->loaded = 1;
+
+ vg_info( "Scene upload ( XYZ_f32 UV_f32 XYZW_i8 )[ u32 ]\n" );
+ vg_info( " indices:%u\n", ctx->indice_count );
+ vg_info( " verts:%u\n", ctx->vertex_count );
}
-static void scene_free( scene *pscene )
+VG_STATIC void scene_upload_async( scene_context *ctx, glmesh *mesh )
{
- free( pscene->verts );
- free( pscene->indices );
+ vg_async_item *call = vg_async_alloc( sizeof(struct scene_upload_info) );
+
+ struct scene_upload_info *info = call->payload;
+ info->mesh = mesh;
+ info->ctx = ctx;
- /* TODO: bvh */
+ vg_async_dispatch( call, async_scene_upload );
}
-static void scene_register(void)
+VG_STATIC
+vg_async_item *scene_alloc_async( scene_context *scene, glmesh *mesh,
+ u32 max_vertices, u32 max_indices )
{
+ scene_init( scene, max_vertices, max_indices );
+ u32 buf_size = scene_mem_required( scene );
+
+ u32 hdr_size = vg_align8(sizeof(struct scene_upload_info));
+ vg_async_item *call = vg_async_alloc( hdr_size + buf_size );
+
+ struct scene_upload_info *info = call->payload;
+
+ info->mesh = mesh;
+ info->ctx = scene;
+
+ void *buffer = ((u8*)call->payload)+hdr_size;
+ scene_supply_buffer( scene, buffer );
+
+ return call;
}
+
/*
* BVH implementation
*/
-static void scene_bh_expand_bound( void *user, boxf bound, u32 item_index )
+VG_STATIC void scene_bh_expand_bound( void *user, boxf bound, u32 item_index )
{
- scene *s = user;
- mdl_vert *pa = &s->verts[ s->indices[item_index*3+0] ],
- *pb = &s->verts[ s->indices[item_index*3+1] ],
- *pc = &s->verts[ s->indices[item_index*3+2] ];
+ scene_context *s = user;
+ scene_vert *pa = &s->arrvertices[ s->arrindices[item_index*3+0] ],
+ *pb = &s->arrvertices[ s->arrindices[item_index*3+1] ],
+ *pc = &s->arrvertices[ s->arrindices[item_index*3+2] ];
box_addpt( bound, pa->co );
box_addpt( bound, pb->co );
box_addpt( bound, pc->co );
}
-static float scene_bh_centroid( void *user, u32 item_index, int axis )
+VG_STATIC float scene_bh_centroid( void *user, u32 item_index, int axis )
{
- scene *s = user;
- mdl_vert *pa = &s->verts[ s->indices[item_index*3+0] ],
- *pb = &s->verts[ s->indices[item_index*3+1] ],
- *pc = &s->verts[ s->indices[item_index*3+2] ];
+ scene_context *s = user;
+ scene_vert *pa = &s->arrvertices[ s->arrindices[item_index*3+0] ],
+ *pb = &s->arrvertices[ s->arrindices[item_index*3+1] ],
+ *pc = &s->arrvertices[ s->arrindices[item_index*3+2] ];
+
+ #if 0
+
+ float min, max;
+
+ min = vg_minf( pa->co[axis], pb->co[axis] );
+ max = vg_maxf( pa->co[axis], pb->co[axis] );
+ min = vg_minf( min, pc->co[axis] );
+ max = vg_maxf( max, pc->co[axis] );
+ return (min+max) * 0.5f;
+
+ #else
return (pa->co[axis] + pb->co[axis] + pc->co[axis]) * (1.0f/3.0f);
+ #endif
}
-static void scene_bh_swap( void *user, u32 ia, u32 ib )
+VG_STATIC void scene_bh_swap( void *user, u32 ia, u32 ib )
{
- scene *s = user;
+ scene_context *s = user;
- u32 *ti = &s->indices[ia*3];
- u32 *tj = &s->indices[ib*3];
+ u32 *ti = &s->arrindices[ia*3];
+ u32 *tj = &s->arrindices[ib*3];
u32 temp[3];
temp[0] = ti[0];
tj[2] = temp[2];
}
-static void scene_bh_debug( void *user, u32 item_index )
+VG_STATIC void scene_bh_debug( void *user, u32 item_index )
{
- scene *s = user;
+ scene_context *s = user;
u32 idx = item_index*3;
- mdl_vert *pa = &s->verts[ s->indices[ idx+0 ] ],
- *pb = &s->verts[ s->indices[ idx+1 ] ],
- *pc = &s->verts[ s->indices[ idx+2 ] ];
+ scene_vert *pa = &s->arrvertices[ s->arrindices[ idx+0 ] ],
+ *pb = &s->arrvertices[ s->arrindices[ idx+1 ] ],
+ *pc = &s->arrvertices[ s->arrindices[ idx+2 ] ];
vg_line( pa->co, pb->co, 0xff0000ff );
vg_line( pb->co, pc->co, 0xff0000ff );
vg_line( pc->co, pa->co, 0xff0000ff );
}
-static int scene_bh_ray( void *user, u32 index, v3f co, v3f dir, ray_hit *hit )
+VG_STATIC int scene_bh_ray( void *user, u32 index, v3f co,
+ v3f dir, ray_hit *hit )
{
- scene *s = user;
+ scene_context *s = user;
v3f positions[3];
- u32 *tri = &s->indices[ index*3 ];
+ u32 *tri = &s->arrindices[ index*3 ];
for( int i=0; i<3; i++ )
- v3_copy( s->verts[tri[i]].co, positions[i] );
+ v3_copy( s->arrvertices[tri[i]].co, positions[i] );
float t;
- if(ray_tri( positions, co, dir, &t ))
- {
- if( t < hit->dist )
- {
+ if(ray_tri( positions, co, dir, &t )){
+ if( t < hit->dist ){
hit->dist = t;
hit->tri = tri;
return 1;
return 0;
}
-static bh_system bh_system_scene =
+VG_STATIC void scene_bh_closest( void *user, u32 index, v3f point, v3f closest )
+{
+ scene_context *s = user;
+
+ v3f positions[3];
+ u32 *tri = &s->arrindices[ index*3 ];
+ for( int i=0; i<3; i++ )
+ v3_copy( s->arrvertices[tri[i]].co, positions[i] );
+
+ closest_on_triangle_1( point, positions, closest );
+}
+
+VG_STATIC bh_system bh_system_scene =
{
.expand_bound = scene_bh_expand_bound,
.item_centroid = scene_bh_centroid,
+ .item_closest = scene_bh_closest,
.item_swap = scene_bh_swap,
.item_debug = scene_bh_debug,
.cast_ray = scene_bh_ray
/*
* An extra step is added onto the end to calculate the hit normal
*/
-static int scene_raycast( scene *s, v3f co, v3f dir, ray_hit *hit )
+VG_STATIC int scene_raycast( scene_context *s, bh_tree *bh,
+ v3f co, v3f dir, ray_hit *hit )
{
- int count = bh_ray( &s->bhtris, 0, co, dir, hit );
+ int count = bh_ray( bh, co, dir, hit );
- if( count )
- {
+ if( count ){
v3f v0, v1;
- float *pa = s->verts[hit->tri[0]].co,
- *pb = s->verts[hit->tri[1]].co,
- *pc = s->verts[hit->tri[2]].co;
+ float *pa = s->arrvertices[hit->tri[0]].co,
+ *pb = s->arrvertices[hit->tri[1]].co,
+ *pc = s->arrvertices[hit->tri[2]].co;
v3_sub( pa, pb, v0 );
v3_sub( pc, pb, v1 );
return count;
}
-static void scene_bh_create( scene *s )
+VG_STATIC bh_tree *scene_bh_create( void *lin_alloc, scene_context *s )
{
u32 triangle_count = s->indice_count / 3;
- bh_create( &s->bhtris, &bh_system_scene, s, triangle_count );
+ return bh_create( lin_alloc, &bh_system_scene, s, triangle_count, 2 );
}
#endif