-#ifndef SCENE_H
-#define SCENE_H
-
+#pragma once
+#include "vg/vg_bvh.h"
+#include "vg/vg_async.h"
#include "common.h"
#include "model.h"
-#include "bvh.h"
-typedef struct scene scene;
+typedef struct scene_context scene_context;
typedef struct scene_vert scene_vert;
#pragma pack(push,1)
v3f co; /* 3*32 */
v2f uv; /* 2*32 */
i8 norm[4]; /* 4*8 */
- u16 unused[4];
+ u16 flags; /* only for the cpu. its junk on the gpu */
+ u16 unused[3];
};
#pragma pack(pop)
-struct scene
+/*
+ * 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 vertex_count, indice_count,
mdl_submesh submesh;
};
-/* Initialize a scene description with bounded buffers */
-VG_STATIC scene *scene_init( void *lin_alloc, u32 max_verts, u32 max_indices )
-{
- u32 vertex_length = max_verts * sizeof(scene_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 = (scene_vert *)(pscene+1);
- pscene->arrindices = (u32 *)( pscene->arrvertices + max_verts );
-
- pscene->vertex_count = 0;
- pscene->indice_count = 0;
- pscene->max_vertices = max_verts;
- pscene->max_indices = max_indices;
-
- memset( &pscene->submesh, 0, sizeof(mdl_submesh) );
-
- v3_fill( pscene->bbx[0], 999999.9f );
- v3_fill( pscene->bbx[1], -999999.9f );
-
- return pscene;
-}
-
-VG_STATIC void scene_vert_pack_norm( scene_vert *vert, v3f norm )
-{
- 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
- */
-VG_STATIC void scene_add_mdl_submesh( scene *pscene, mdl_context *mdl,
- mdl_submesh *sm, m4x3f transform )
-{
- 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 );
-
- vg_warn( "%p ... %p\n", pscene, sm );
- vg_fatal_exit_loop( "Scene vertex buffer overflow" );
- }
-
- 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_arritm( &mdl->verts, sm->vertex_start );
- scene_vert *dst_verts = &pscene->arrvertices[ pscene->vertex_count ];
-
- u32 *src_indices = mdl_arritm( &mdl->indices, sm->indice_start ),
- *dst_indices = &pscene->arrindices[ pscene->indice_count ];
-
- /* Transform and place vertices */
- 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 *src = &src_verts[ i ];
- scene_vert *pvert = &dst_verts[ i ];
-
- m4x3_mulv( transform, src->co, pvert->co );
-
- 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++ )
- 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)
- */
-VG_STATIC void scene_push_tri( scene *pscene, u32 tri[3] )
-{
- if( pscene->indice_count + 3 > pscene->max_indices )
- vg_fatal_exit_loop( "Scene vertex buffer overflow" );
-
- u32 *dst = &pscene->arrindices[ pscene->indice_count ];
-
- dst[0] = tri[0];
- dst[1] = tri[1];
- dst[2] = tri[2];
-
- pscene->indice_count += 3;
-}
-
-VG_STATIC void scene_push_vert( scene *pscene, scene_vert *v )
-{
- if( pscene->vertex_count + 1 > pscene->max_vertices )
- vg_fatal_exit_loop( "Scene vertex buffer overflow" );
-
- scene_vert *dst = &pscene->arrvertices[ pscene->vertex_count ];
- *dst = *v;
-
- pscene->vertex_count ++;
-}
-
-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;
-
- 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;
-}
-
-/* finalization: tightly pack data */
-__attribute__((warn_unused_result))
-VG_STATIC scene *scene_fix( void *lin_alloc, scene *pscene )
-{
- /* FIXME: Why is this disabled? */
-
- u32 vertex_count = pscene->vertex_count,
- indice_count = pscene->indice_count,
- vertex_length = vertex_count * sizeof(scene_vert),
- index_length = indice_count * sizeof(u32),
- tot_size = sizeof(scene) + vertex_length + index_length;
-
- /* copy down index data */
- void *dst_indices = pscene->arrvertices + vertex_count;
- memmove( dst_indices, pscene->arrindices, index_length );
-
- /* realloc */
- pscene = vg_linear_resize( lin_alloc, pscene, tot_size );
-
- pscene->arrvertices = (scene_vert *)(pscene+1);
- pscene->arrindices = (u32 *)(pscene->arrvertices+vertex_count);
- pscene->max_vertices = vertex_count;
- pscene->max_indices = indice_count;
-
- return 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 )
-{
- 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
-
-VG_STATIC void scene_upload( scene *pscene, glmesh *mesh )
-{
- //assert( mesh->loaded == 0 );
-
- 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, pscene->vertex_count*stride,
- pscene->arrvertices, GL_STATIC_DRAW );
-
- glBindVertexArray( mesh->vao );
- glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mesh->ebo );
- glBufferData( GL_ELEMENT_ARRAY_BUFFER, pscene->indice_count*sizeof(u32),
- pscene->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 );
-
-#if 0
- /* 3: light cluster */
- glVertexAttribIPointer( 3, 4, GL_UNSIGNED_SHORT,
- stride, (void *)offsetof(scene_vert, lights) );
- glEnableVertexAttribArray( 3 );
-#endif
-
- VG_CHECK_GL_ERR();
-
- mesh->indice_count = pscene->indice_count;
- mesh->loaded = 1;
-
- vg_info( "Scene upload ( XYZ_f32 UV_f32 XYZW_i8 )[ u32 ]\n" );
- vg_info( " indices:%u\n", pscene->indice_count );
- vg_info( " verts:%u\n", pscene->vertex_count );
-}
-
-/*
- * BVH implementation
- */
-
-VG_STATIC void scene_bh_expand_bound( void *user, boxf bound, u32 item_index )
-{
- scene *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 );
-}
-
-VG_STATIC float scene_bh_centroid( void *user, u32 item_index, int axis )
-{
- scene *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
-}
-
-VG_STATIC void scene_bh_swap( void *user, u32 ia, u32 ib )
-{
- scene *s = user;
-
- u32 *ti = &s->arrindices[ia*3];
- u32 *tj = &s->arrindices[ib*3];
-
- u32 temp[3];
- temp[0] = ti[0];
- temp[1] = ti[1];
- temp[2] = ti[2];
-
- ti[0] = tj[0];
- ti[1] = tj[1];
- ti[2] = tj[2];
-
- tj[0] = temp[0];
- tj[1] = temp[1];
- tj[2] = temp[2];
-}
-
-VG_STATIC void scene_bh_debug( void *user, u32 item_index )
-{
- scene *s = user;
- u32 idx = item_index*3;
- 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 );
-}
-
-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->arrindices[ index*3 ];
-
- for( int i=0; i<3; i++ )
- v3_copy( s->arrvertices[tri[i]].co, positions[i] );
-
- float t;
- if(ray_tri( positions, co, dir, &t ))
- {
- if( t < hit->dist )
- {
- hit->dist = t;
- hit->tri = tri;
- return 1;
- }
- }
-
- return 0;
-}
-
-VG_STATIC void scene_bh_closest( void *user, u32 index, v3f point, v3f closest )
-{
- scene *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
- */
-VG_STATIC int scene_raycast( scene *s, bh_tree *bh,
- v3f co, v3f dir, ray_hit *hit )
-{
- int count = bh_ray( bh, co, dir, hit );
-
- if( count )
- {
- v3f v0, v1;
-
- 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 );
- v3_cross( v1, v0, hit->normal );
- v3_normalize( hit->normal );
- v3_muladds( co, dir, hit->dist, hit->pos );
- }
-
- return count;
-}
-
-VG_STATIC bh_tree *scene_bh_create( void *lin_alloc, scene *s )
-{
- u32 triangle_count = s->indice_count / 3;
- return bh_create( lin_alloc, &bh_system_scene, s, triangle_count, 2 );
-}
-
-#endif
+extern bh_system bh_system_scene;
+bh_tree *scene_bh_create( void *lin_alloc, scene_context *s );
+int scene_raycast( scene_context *s, bh_tree *bh,
+ v3f co, v3f dir, ray_hit *hit, u16 ignore );
+vg_async_item *scene_alloc_async( scene_context *scene, glmesh *mesh,
+ u32 max_vertices, u32 max_indices );
+void scene_copy_slice( scene_context *ctx, mdl_submesh *sm );
+void scene_push_vert( scene_context *ctx, scene_vert *v );
+void scene_vert_pack_norm( scene_vert *vert, v3f norm, f32 blend );
+void scene_push_tri( scene_context *ctx, u32 tri[3] );
+void scene_add_mdl_submesh( scene_context *ctx, mdl_context *mdl,
+ mdl_submesh *sm, m4x3f transform );
+void scene_set_vertex_flags( scene_context *ctx,
+ u32 start, u32 count, u16 flags );
+void scene_supply_buffer( scene_context *ctx, void *buffer );
+void scene_init( scene_context *ctx, u32 max_vertices, u32 max_indices );
+u32 scene_mem_required( scene_context *ctx );
+void async_scene_upload( void *payload, u32 size );
+void scene_upload_async( scene_context *ctx, glmesh *mesh );