well yeah i guess
[carveJwlIkooP6JGAAIwe30JlM.git] / scene.h
diff --git a/scene.h b/scene.h
index a4f6bd1f005e02cfcc221a7d426df3344eebd6bb..51ce10315c38fdcb47fe84f49eaec103e8445266 100644 (file)
--- a/scene.h
+++ b/scene.h
@@ -9,70 +9,89 @@ typedef struct scene scene;
 
 struct scene
 {
-   glmesh mesh;
+   mdl_vert *arrvertices;
+   u32 *arrindices;
 
-   mdl_vert *verts;
-   u32 *indices;
-   
-   bh_tree bhtris;
-   u32 vertex_count,
-       indice_count,
-       vertex_cap,
-       indice_cap;
+   u32 vertex_count, indice_count,
+       max_vertices, max_indices;
 
    boxf bbx;
-
-   u32 shadower_count,
-       shadower_cap;
-
    mdl_submesh submesh;
 };
 
-static void scene_init( scene *pscene )
+/* Initialize a scene description with bounded buffers */
+VG_STATIC scene *scene_init( void *lin_alloc, u32 max_verts, u32 max_indices )
 {
-   pscene->verts = NULL;
-   pscene->indices = NULL;
+   u32 vertex_length = max_verts   * sizeof(mdl_vert),
+       index_length  = max_indices * sizeof(u32),
+       tot_size = sizeof(scene) + vertex_length + index_length;
+
+   scene *pscene = vg_linear_alloc( lin_alloc, tot_size );
+
+   pscene->arrvertices = (mdl_vert *)(pscene+1);
+   pscene->arrindices  = (u32 *)( pscene->arrvertices + max_verts );
+
    pscene->vertex_count = 0;
    pscene->indice_count = 0;
-   pscene->shadower_count = 0;
-   pscene->shadower_cap = 0;
+   pscene->max_vertices = max_verts;
+   pscene->max_indices  = max_indices;
+
    pscene->submesh.indice_start = 0;
    pscene->submesh.indice_count = 0;
 
    v3_fill( pscene->bbx[0],  999999.9f );
    v3_fill( pscene->bbx[1], -999999.9f );
+
+   return pscene;
 }
 
 /* 
  * 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_submesh( scene *pscene, 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) );
+   if( pscene->vertex_count + sm->vertex_count > pscene->max_vertices )
+   {
+      vg_error( "%u(current) + %u > %u\n", pscene->vertex_count,
+                                           sm->vertex_count,
+                                           pscene->max_vertices );
 
-   pscene->indices = buffer_reserve( pscene->indices, pscene->indice_count,
-                     &pscene->indice_cap, sm->indice_count, sizeof(u32) );
+      vg_warn( "%p ... %p\n", pscene, sm );
+      vg_fatal_exit_loop( "Scene vertex buffer overflow" );
+   }
 
-   m3x3f normal_matrix;
-   m3x3_copy( transform, normal_matrix );
-   v3_normalize( normal_matrix[0] );
-   v3_normalize( normal_matrix[1] );
-   v3_normalize( normal_matrix[2] );
+   if( pscene->indice_count + sm->indice_count > pscene->max_indices )
+   {
+      vg_error( "%u(current) + %u > %u\n", pscene->indice_count,
+                                           sm->indice_count,
+                                           pscene->max_indices );
+      vg_warn( "%p ... %p\n", pscene, sm );
+
+      vg_fatal_exit_loop( "Scene index buffer overflow" );
+   }
+
+   mdl_vert *src_verts =  mdl_submesh_vertices( mdl, sm ),
+            *dst_verts = &pscene->arrvertices[ pscene->vertex_count ];
+
+   u32 *src_indices    =  mdl_submesh_indices( mdl, sm ),
+       *dst_indices    = &pscene->arrindices[ pscene->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 );
+
+   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 ],
+      mdl_vert *pvert = &dst_verts[ i ],
                *src = &src_verts[ i ];
 
       m4x3_mulv( transform, src->co, pvert->co );
@@ -87,23 +106,24 @@ static void scene_add_submesh( scene *pscene, mdl_header *mdl,
 
    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] + pscene->vertex_count;
    }
 
    pscene->vertex_count += sm->vertex_count;
    pscene->indice_count += sm->indice_count;
+
 }
 
 /*
  * One by one adders for simplified access (mostly procedural stuff)
  */
-static void scene_push_tri( scene *pscene, u32 tri[3] )
+VG_STATIC void scene_push_tri( scene *pscene, u32 tri[3] )
 {
-   pscene->indices = buffer_reserve( pscene->indices, pscene->indice_count,
-                                    &pscene->indice_cap, 3, sizeof(u32) );
+   if( pscene->indice_count + 3 > pscene->max_indices )
+      vg_fatal_exit_loop( "Scene vertex buffer overflow" );
+
+   u32 *dst = &pscene->arrindices[ pscene->indice_count ];
 
-   u32 *dst = &pscene->indices[pscene->indice_count];
    dst[0] = tri[0];
    dst[1] = tri[1];
    dst[2] = tri[2];
@@ -111,14 +131,18 @@ static void scene_push_tri( scene *pscene, u32 tri[3] )
    pscene->indice_count += 3;
 }
 
-static void scene_push_vert( scene *pscene, mdl_vert *v )
+VG_STATIC void scene_push_vert( scene *pscene, mdl_vert *v )
 {
-   pscene->verts = buffer_reserve( pscene->verts, pscene->vertex_count, 
-                                  &pscene->vertex_cap, 1, sizeof(mdl_vert) );
-   pscene->verts[pscene->vertex_count ++] = *v;
+   if( pscene->vertex_count + 1 > pscene->max_vertices )
+      vg_fatal_exit_loop( "Scene vertex buffer overflow" );
+
+   mdl_vert *dst = &pscene->arrvertices[ pscene->vertex_count ];
+   *dst = *v;
+
+   pscene->vertex_count ++;
 }
 
-static void scene_copy_slice( scene *pscene, mdl_submesh *sm )
+VG_STATIC void scene_copy_slice( scene *pscene, mdl_submesh *sm )
 {
    sm->indice_start = pscene->submesh.indice_start;
    sm->indice_count = pscene->indice_count - sm->indice_start;
@@ -130,79 +154,99 @@ static void scene_copy_slice( scene *pscene, mdl_submesh *sm )
    pscene->submesh.vertex_start = pscene->vertex_count;
 }
 
-static void scene_fix( scene *pscene )
+/* finalization: tightly pack data */
+__attribute__((warn_unused_result))
+VG_STATIC scene *scene_fix( void *lin_alloc, scene *pscene )
 {
-   buffer_fix( pscene->verts, pscene->vertex_count, 
-         &pscene->vertex_cap, sizeof( mdl_vert ));
+   u32 vertex_length = pscene->vertex_count * sizeof(mdl_vert),
+       index_length  = pscene->indice_count * sizeof(u32),
+       tot_size = sizeof(scene) + vertex_length + index_length;
 
-   buffer_fix( pscene->indices, pscene->indice_count, 
-         &pscene->indice_cap, sizeof( mdl_vert ));
-}
+   scene    *src_scene   = pscene;
+   mdl_vert *src_verts   = pscene->arrvertices;
+   u32      *src_indices = pscene->arrindices;
 
-static void scene_upload( scene *pscene )
-{
-   mesh_upload( &pscene->mesh,
-                pscene->verts, pscene->vertex_count,
-                pscene->indices, pscene->indice_count );
+   scene *dst_scene = vg_linear_resize( lin_alloc, pscene, tot_size );
+   memcpy( dst_scene, src_scene, sizeof(scene) );
 
-   vg_info( "Scene upload\n" );
-   vg_info( "   indices:%u\n", pscene->indice_count );
-   vg_info( "   verts:%u\n", pscene->vertex_count );
-}
+   void *dst_verts   = dst_scene+1,
+        *dst_indices = dst_verts + vertex_length;
 
-static void scene_bind( scene *pscene )
-{
-   mesh_bind( &pscene->mesh );
-}
+   memcpy( dst_verts, src_verts, vertex_length );
+   memcpy( dst_indices, src_indices, index_length );
 
-static void scene_draw( scene *pscene )
-{
-   mesh_drawn( 0, pscene->indice_count );
+   dst_scene->arrvertices = dst_verts;
+   dst_scene->arrindices  = dst_indices;
+   dst_scene->max_vertices = pscene->vertex_count;
+   dst_scene->max_indices  = pscene->indice_count;
+
+   return dst_scene;
 }
 
-static void scene_free_offline_buffers( scene *pscene )
+#if 0
+/* finalization: delete any offline buffers and reduce size */
+__attribute__((warn_unused_result))
+VG_STATIC scene *scene_free_offline_buffers( void *lin_alloc, scene *pscene )
 {
-   vg_free( pscene->verts );
-   vg_free( pscene->indices );
+   u32 tot_size = sizeof(scene);
+
+   scene    *src_scene   = pscene;
+   mdl_vert *src_verts   = pscene->arrvertices;
+   u32      *src_indices = pscene->arrindices;
+
+   scene *dst_scene = vg_linear_resize( lin_alloc, pscene, tot_size );
+   memcpy( dst_scene, src_scene, sizeof(scene) );
+
+   dst_scene->arrindices = NULL;
+   dst_scene->arrvertices = NULL;
+
+   return dst_scene;
 }
+#endif
 
-static void scene_free( scene *pscene )
+VG_STATIC void scene_upload( scene *pscene, glmesh *mesh )
 {
-   scene_free_offline_buffers( pscene );
+   mesh_upload( mesh,
+                pscene->arrvertices, pscene->vertex_count,
+                pscene->arrindices,  pscene->indice_count );
+
+   vg_info( "Scene upload\n" );
+   vg_info( "   indices:%u\n", pscene->indice_count );
+   vg_info( "   verts:%u\n", pscene->vertex_count );
 }
 
 /*
  * 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] ];
+   mdl_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] ];
+   mdl_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] ];
 
    return (pa->co[axis] + pb->co[axis] + pc->co[axis]) * (1.0f/3.0f);
 }
 
-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;
 
-   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];
@@ -218,28 +262,29 @@ static void scene_bh_swap( void *user, u32 ia, u32 ib )
    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;
    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 ] ];
+   mdl_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;
    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 ))
@@ -255,7 +300,7 @@ static int scene_bh_ray( void *user, u32 index, v3f co, v3f dir, ray_hit *hit )
    return 0;
 }
 
-static bh_system bh_system_scene = 
+VG_STATIC bh_system bh_system_scene = 
 {
    .expand_bound = scene_bh_expand_bound,
    .item_centroid = scene_bh_centroid,
@@ -267,17 +312,18 @@ static bh_system bh_system_scene =
 /*
  * 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 *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 )
    {
       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 );
@@ -289,10 +335,10 @@ static int scene_raycast( scene *s, v3f co, v3f dir, ray_hit *hit )
    return count;
 }
 
-static void scene_bh_create( scene *s )
+VG_STATIC bh_tree *scene_bh_create( void *lin_alloc, scene *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 );
 }
 
 #endif