-#include "vg/vg.h"
+#ifndef SCENE_H
+#define SCENE_H
+
+#include "common.h"
#include "model.h"
+#include "bvh.h"
-GLuint tex_dual_noise;
+typedef struct scene scene;
struct scene
{
- glmesh mesh;
-
- model_vert *verts;
- u32 *indices;
+ mdl_vert *arrvertices;
+ u32 *arrindices;
- u32 vertex_count,
- indice_count,
- vertex_cap,
- indice_cap;
+ u32 vertex_count, indice_count,
+ max_vertices, max_indices;
boxf bbx;
+ mdl_submesh submesh;
+};
- struct shadower
- {
- sdf_primative sdf;
- esdf_type sdf_type;
- }
- *shadowers;
+/* 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(mdl_vert),
+ index_length = max_indices * sizeof(u32),
+ tot_size = sizeof(scene) + vertex_length + index_length;
- u32 shadower_count,
- shadower_cap;
+ scene *pscene = vg_linear_alloc( lin_alloc, tot_size );
- submodel submesh;
-};
+ pscene->arrvertices = (mdl_vert *)(pscene+1);
+ pscene->arrindices = (u32 *)( pscene->arrvertices + max_verts );
-static void scene_init( scene *pscene )
-{
- pscene->verts = NULL;
- pscene->indices = NULL;
pscene->vertex_count = 0;
pscene->indice_count = 0;
- pscene->shadowers = NULL;
- pscene->shadower_count = 0;
- pscene->shadower_cap = 0;
- pscene->submesh.indice_start = 0;
- pscene->submesh.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 );
- 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;
- }
-
- 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 );
-
- vg_tex2d_linear();
- vg_tex2d_repeat();
-
- free( buf );
- }
-}
-
-/* https://www.shadertoy.com/view/4sfGzS */
-#define SHADER_VALUE_NOISE_3D \
-"uniform sampler2D uTexNoise;" \
-"" \
-"float noise( vec3 x )" \
-"{" \
- "vec3 i = floor(x);" \
- "vec3 f = fract(x);" \
- "f = f*f*(3.0-2.0*f);" \
- "vec2 uv = (i.xy+vec2(37.0,17.0)*i.z) + f.xy;" \
- "vec2 rg = texture( uTexNoise, (uv+0.5)/256.0).yx;"\
- "return mix( rg.x, rg.y, f.z );" \
-"}" \
-"" \
-"const mat3 m = mat3( 0.00, 0.80, 0.60," \
- "-0.80, 0.36, -0.48," \
- "-0.60, -0.48, 0.64 );" \
-"" \
-"float fractalNoise( vec3 x )" \
-"{" \
- "vec3 q = 8.0*x;" \
- "float f;" \
- "f = 0.5000*noise( q ); q = m*q*2.01;" \
- "f += 0.2500*noise( q ); q = m*q*2.02;" \
- "f += 0.1250*noise( q ); q = m*q*2.03;" \
- "f += 0.0625*noise( q ); q = m*q*2.01;" \
- "return f;" \
-"}"
-
-#define VERTEX_STANDARD_ATTRIBUTES \
- "layout (location=0) in vec3 a_co;" \
- "layout (location=1) in vec3 a_norm;" \
- "layout (location=2) in vec4 a_colour;" \
- "layout (location=3) in vec2 a_uv;"
-
-SHADER_DEFINE( shader_debug_vcol,
-
- /*Include*/ VERTEX_STANDARD_ATTRIBUTES
-
- "uniform mat4 uPv;"
- "uniform mat4x3 uMdl;"
- "uniform float uTime;"
- "uniform float uSwayAmt;"
- ""
- "out vec4 aColour;"
- "out vec2 aUv;"
- "out vec3 aNorm;"
- "out vec3 aCo;"
- ""
- "vec3 compute_sway( vec3 pos )"
- "{"
- "vec4 sines = vec4( sin(uTime + pos.x)*1.0,"
- "sin(uTime*1.2 + pos.z*2.0)*1.1,"
- "sin(uTime*2.33)*0.5,"
- "sin(uTime*0.6 + pos.x*0.3)*1.3 );"
-
- "vec3 offset = vec3( sines.x+sines.y*sines.w, 0.0, sines.x+sines.z );"
- "return pos + offset*a_colour.r*uSwayAmt;"
- "}"
- ""
- "void main()"
- "{"
- "vec3 swaypos = compute_sway( a_co );"
- "gl_Position = uPv * vec4(uMdl * vec4(swaypos,1.0), 1.0 );"
- "aColour = a_colour;"
- "aUv = a_uv;"
- "aNorm = normalize(mat3(uMdl) * a_norm);"
- "aCo = a_co;"
- "}",
- /* Fragment */
- "out vec4 FragColor;"
- ""
- "uniform int uMode;"
- "uniform sampler2D uTexMain;"
- "uniform sampler2D uTexGradients;"
- ""
- /*Include*/ SHADER_VALUE_NOISE_3D
- ""
- "in vec4 aColour;"
- "in vec2 aUv;"
- "in vec3 aNorm;"
- "in vec3 aCo;"
- ""
- "void main()"
- "{"
- "vec4 colour = vec4(1.0,0.0,0.5,1.0);"
- "vec4 diffuse = texture( uTexMain, aUv );"
-
- "if( uMode == 1 )"
- "{"
- "colour = vec4(aNorm * 0.5 + 0.5, 1.0);"
- "}"
- "if( uMode == 2 )"
- "{"
- "colour = aColour;"
- "}"
- "if( uMode == 3 )"
- "{"
- "float light = dot(aNorm, vec3(0.2,0.8,0.1));"
- "vec3 grid3 = fract(aCo);"
-
- "colour = vec4(vec3(light)*(1.0-grid3*0.3),1.0);"
- "}"
- "if( uMode == 4 )"
- "{"
- "colour = vec4( aUv, 0.0, 1.0 );"
- "}"
- "if( uMode == 5 )"
- "{"
- "if( diffuse.a < 0.45 ) discard;"
- "colour = diffuse;"
- "}"
- "if( uMode == 6 )"
- "{"
- "float r1 = fractalNoise(aCo);"
- "colour = vec4( vec3(r1), 1.0 );"
- "}"
- "if( uMode == 7 )"
- "{"
- "if( diffuse.a < 0.2 ) discard;"
- "float lighting = 1.0 - aColour.g*0.8;"
-
- "float light1 = max(0.0,dot(-vec3(0.5,-0.8,0.25), aNorm));"
- "float light2 = max(0.0,dot(-vec3(-0.8,0.5,-0.25), aNorm));"
- "vec3 lt = vec3(0.2,0.2,0.2 ) + "
- "vec3(1.0,1.0,0.9)*light1 + "
- "vec3(0.1,0.3,0.4 )*light2;"
-
-
- "colour = vec4(vec3(pow(lighting,1.6)*(diffuse.r*0.7+0.5)),1.0);"
- "colour = vec4(colour.rgb*lt,1.0);"
-
- "vec2 gradUV = vec2(lighting*1.9,aColour.b*0.8);"
- "vec4 gradient_sample = texture( uTexGradients, gradUV );"
- "colour = colour*gradient_sample;"
- "}"
- "if( uMode == 8 )"
- "{"
- "if( diffuse.a < 0.45 ) discard;"
- "float light = 1.0 - aColour.g;"
- "light = pow(light,1.6)*(diffuse.r*0.7+0.5);"
- "float r1 = fractalNoise(aCo*0.01);"
-
- "vec2 gradUV = vec2(light*1.9,r1+aColour.b);"
- "vec4 gradient_sample = texture( uTexGradients, gradUV );"
- "colour = gradient_sample*light;"
- "}"
-
- "FragColor = colour;"
- "}"
- ,
- UNIFORMS({ "uPv", "uMode", "uTexMain", "uTexGradients", "uTexNoise", \
- "uTime", "uSwayAmt", "uMdl" })
-)
-
-SHADER_DEFINE( shader_standard_lit,
-
- /*Include*/ VERTEX_STANDARD_ATTRIBUTES
-
- "uniform mat4 uPv;"
- "uniform mat4x3 uMdl;"
- ""
- "out vec4 aColour;"
- "out vec2 aUv;"
- "out vec3 aNorm;"
- "out vec3 aCo;"
- ""
- "void main()"
- "{"
- "gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );"
- "aColour = a_colour;"
- "aUv = a_uv;"
- "aNorm = mat3(uMdl) * a_norm;"
- "aCo = a_co;"
- "}",
- /* Fragment */
- "out vec4 FragColor;"
- ""
- "uniform sampler2D uTexMain;"
- "uniform vec4 uColour;"
- ""
- "in vec4 aColour;"
- "in vec2 aUv;"
- "in vec3 aNorm;"
- "in vec3 aCo;"
- ""
- "void main()"
- "{"
- "vec3 diffuse = texture( uTexMain, aUv ).rgb;"
-
- "float light1 = max(0.0,dot(-vec3(0.5,-0.8,0.25), aNorm));"
- "float light2 = max(0.0,dot(-vec3(-0.8,0.5,-0.25), aNorm));"
- "diffuse += vec3(0.2,0.2,0.2 ) + "
- "vec3(1.0,1.0,0.9)*light1 + "
- "vec3(0.1,0.3,0.4 )*light2;"
-
- "FragColor = vec4((diffuse*uColour.rgb),"
- "aColour.a*uColour.a);"
- "}"
- ,
- UNIFORMS({ "uColour","uTexMain","uPv","uMdl" })
-)
-
-SHADER_DEFINE( shader_unlit,
-
- /*Include*/ VERTEX_STANDARD_ATTRIBUTES
-
- "uniform mat4 uPv;"
- "uniform mat4x3 uMdl;"
- ""
- "out vec4 aColour;"
- "out vec2 aUv;"
- "out vec3 aNorm;"
- "out vec3 aCo;"
- ""
- "void main()"
- "{"
- "gl_Position = uPv * vec4(uMdl * vec4(a_co,1.0), 1.0);"
- "aColour = a_colour;"
- "aUv = a_uv;"
- "aNorm = mat3(uMdl) * a_norm;"
- "aCo = a_co;"
- "}",
- /* Fragment */
- "out vec4 FragColor;"
- ""
- "uniform sampler2D uTexMain;"
- "uniform vec4 uColour;"
- ""
- "in vec4 aColour;"
- "in vec2 aUv;"
- "in vec3 aNorm;"
- "in vec3 aCo;"
- ""
- "void main()"
- "{"
- "vec3 diffuse = texture( uTexMain, aUv ).rgb;"
- "FragColor = vec4(pow(diffuse,vec3(1.0)),1.0);"
- "}"
- ,
- UNIFORMS({ "uTexMain", "uPv", "uMdl" })
-)
-
-static void *buffer_reserve( void *buffer, u32 count, u32 *cap, u32 amount,
- size_t emsize )
-{
- if( count+amount > *cap )
- {
- *cap = VG_MAX( (*cap)*2, (*cap)+amount );
-
- return realloc( buffer, (*cap) * emsize );
- }
-
- return buffer;
+ return pscene;
}
/*
* Append a model into the scene with a given transform
*/
-static void scene_add_model( scene *pscene, model *mdl, submodel *submodel,
- v3f pos, float yaw, float scale )
+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, submodel->vertex_count, sizeof(model_vert) );
- pscene->indices = buffer_reserve( pscene->indices, pscene->indice_count,
- &pscene->indice_cap, submodel->indice_count, sizeof(u32) );
+ 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( submodel->sdf_type )
+ if( pscene->indice_count + sm->indice_count > pscene->max_indices )
{
- pscene->shadowers = buffer_reserve( pscene->shadowers,
- pscene->shadower_count, &pscene->shadower_cap, 1,
- sizeof( struct shadower ));
-
- struct shadower *shadower =
- &pscene->shadowers[ pscene->shadower_count ++ ];
+ vg_error( "%u(current) + %u > %u\n", pscene->indice_count,
+ sm->indice_count,
+ pscene->max_indices );
+ vg_warn( "%p ... %p\n", pscene, sm );
- shadower->sdf = submodel->sdf;
- shadower->sdf_type = submodel->sdf_type;
-
- v2_muls( shadower->sdf.info, scale, shadower->sdf.info );
- v3_muls( shadower->sdf.origin, scale, shadower->sdf.origin );
- v3_add( pos, shadower->sdf.origin, shadower->sdf.origin );
+ 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 */
- model_vert *src_verts = submodel_vert_data( mdl, submodel );
- u32 *src_indices = submodel_indice_data( mdl, submodel );
-
- m4x3f mtx;
- m4x3_identity( mtx );
- m4x3_translate( mtx, pos );
- m4x3_rotate_y( mtx, yaw );
- m4x3_scale( mtx, scale );
-
boxf bbxnew;
- box_copy( submodel->bbx, bbxnew );
- m4x3_transform_aabb( mtx, bbxnew );
+ box_copy( sm->bbx, bbxnew );
+ m4x3_transform_aabb( transform, bbxnew );
box_concat( pscene->bbx, bbxnew );
-
- m3x3f rotation;
- m4x3_to_3x3( mtx, rotation );
- float rand_hue = vg_randf();
-
- for( u32 i=0; i<submodel->vertex_count; i++ )
+ 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++ )
{
- model_vert *pvert = &pscene->verts[ pscene->vertex_count+i ],
- *src = &src_verts[ i ];
+ mdl_vert *pvert = &dst_verts[ i ],
+ *src = &src_verts[ i ];
- m4x3_mulv( mtx, src->co, pvert->co );
- m3x3_mulv( rotation, src->norm, pvert->norm );
-
- v4_copy( src->colour, pvert->colour );
- v2_copy( src->uv, pvert->uv );
+ m4x3_mulv( transform, src->co, pvert->co );
+ m3x3_mulv( normal_matrix, src->norm, pvert->norm );
- float rel_y = src->co[1] / submodel->bbx[1][1];
- pvert->colour[0] = rel_y;
- pvert->colour[2] = rand_hue;
+ pvert->colour[0] = src->colour[0];
+ pvert->colour[1] = src->colour[1];
+ pvert->colour[2] = src->colour[2];
+ pvert->colour[3] = src->colour[3];
+ pvert->weights[0] = src->weights[0];
+ pvert->weights[1] = src->weights[1];
+ pvert->weights[2] = src->weights[2];
+ pvert->weights[3] = src->weights[3];
+ v2_copy( src->uv, pvert->uv );
}
- for( u32 i=0; i<submodel->indice_count; i++ )
+ 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 += submodel->vertex_count;
- pscene->indice_count += submodel->indice_count;
-}
+ pscene->vertex_count += sm->vertex_count;
+ pscene->indice_count += sm->indice_count;
-static void scene_copy_slice( scene *pscene, submodel *sm )
-{
- sm->indice_start = pscene->submesh.indice_start;
- sm->indice_count = pscene->indice_count - sm->indice_start;
-
- pscene->submesh.indice_start = pscene->indice_count;
}
-static void scene_shadow_sphere( scene *pscene, v3f sphere,
- v4f params, v3f lightdir )
+/*
+ * One by one adders for simplified access (mostly procedural stuff)
+ */
+VG_STATIC void scene_push_tri( scene *pscene, u32 tri[3] )
{
- for( int i=0; i<pscene->vertex_count; i++ )
- {
- model_vert *vert = &pscene->verts[i];
+ if( pscene->indice_count + 3 > pscene->max_indices )
+ vg_fatal_exit_loop( "Scene vertex buffer overflow" );
- v3f delta;
- v3_sub( sphere, vert->co, delta );
+ u32 *dst = &pscene->arrindices[ pscene->indice_count ];
- float d = v3_dot( lightdir, delta );
- v3f closest;
+ dst[0] = tri[0];
+ dst[1] = tri[1];
+ dst[2] = tri[2];
- v3_muls( lightdir, d, closest );
- float dist = v3_dist( closest, delta ),
- shading = vg_maxf( dist - params[0], 0.0f );
-
- shading = vg_minf( shading * params[1], 1.0f );
- vert->colour[1] *= shading;
- }
+ pscene->indice_count += 3;
}
-static void scene_shadow_gradient( scene *pscene, int comp,
- float start, float length )
+VG_STATIC void scene_push_vert( scene *pscene, mdl_vert *v )
{
- float scale = 1.0f / length;
+ if( pscene->vertex_count + 1 > pscene->max_vertices )
+ vg_fatal_exit_loop( "Scene vertex buffer overflow" );
- for( int i=0; i<pscene->vertex_count; i++ )
- {
- model_vert *vert = &pscene->verts[i];
- float shading = start + vert->co[comp] * scale;
+ mdl_vert *dst = &pscene->arrvertices[ pscene->vertex_count ];
+ *dst = *v;
- vert->colour[1] = shading;
- }
+ pscene->vertex_count ++;
}
-/* Temporary */
-static int sample_scene_height( scene *pscene, v3f pos, v3f norm )
+VG_STATIC void scene_copy_slice( scene *pscene, mdl_submesh *sm )
{
- for( int i=0; i<pscene->indice_count/3; i++ )
- {
- u32 *tri = &pscene->indices[i*3];
-
- float *pA = pscene->verts[tri[0]].co,
- *pB = pscene->verts[tri[1]].co,
- *pC = pscene->verts[tri[2]].co;
-
- float height;
- if( triangle_raycast( pA, pB, pC, pos, &height ))
- {
- pos[1] = height;
-
- if( norm )
- {
- v3f v0, v1;
- v3_sub( pA, pB, v0 );
- v3_sub( pC, pB, v1 );
- v3_cross( v1, v0, norm );
- v3_normalize( norm );
- }
+ sm->indice_start = pscene->submesh.indice_start;
+ sm->indice_count = pscene->indice_count - sm->indice_start;
- return 1;
- }
- }
- return 0;
+ 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;
}
-static void sample_scene_normal( scene *pscene, v3f pos, v3f normal )
+/* finalization: tightly pack data */
+__attribute__((warn_unused_result))
+VG_STATIC scene *scene_fix( void *lin_alloc, scene *pscene )
{
- for( int i=0; i<pscene->indice_count/3; i++ )
- {
- u32 *tri = &pscene->indices[i*3];
-
- float height;
- if( triangle_raycast(
- pscene->verts[ tri[0] ].co,
- pscene->verts[ tri[1] ].co,
- pscene->verts[ tri[2] ].co, pos, &height ))
- {
- v3f v0, v1;
-
- v3_sub( pscene->verts[ tri[1] ].co,
- pscene->verts[ tri[0] ].co,
- v0 );
-
- v3_sub( pscene->verts[ tri[2] ].co,
- pscene->verts[ tri[0] ].co,
- v1 );
-
- v3_cross( v0, v1, normal );
- v3_normalize( normal );
- return;
- }
- }
-
- normal[0] = 0.0f;
- normal[1] = 1.0f;
- normal[2] = 0.0f;
+ return pscene;
+ u32 vertex_count = pscene->vertex_count,
+ indice_count = pscene->indice_count,
+ vertex_length = vertex_count * sizeof(mdl_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_length;
+ memmove( dst_indices, pscene->arrindices, index_length );
+
+ /* realloc */
+ pscene = vg_linear_resize( lin_alloc, pscene, tot_size );
+
+ pscene->arrvertices = (mdl_vert *)(pscene+1);
+ pscene->arrindices = (u32 *)(pscene->arrvertices+vertex_count);
+ pscene->max_vertices = vertex_count;
+ pscene->max_indices = indice_count;
+
+ return pscene;
}
-/*
- * Experimental SDF based shadows
- *
- * https://iquilezles.org/articles/distfunctions/
- */
-static float sd_cone( v3f co, sdf_primative *prim )
+#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 )
{
- float bound = prim->info[1]*1.75f;
- if( v3_dist2( prim->origin, co ) > bound*bound )
- return 999999.9f;
+ u32 tot_size = sizeof(scene);
- v3f p;
- v3_sub( co, prim->origin, p );
-
- float h = prim->info[1];
- v2f c = { prim->info[2], prim->info[3] };
-
- v2f q, w, a, b;
- v2_muls( (v2f){ c[0]/c[1], -1.0f }, h, q );
-
- w[0] = v2_length( (v2f){ p[0], p[2] } );
- w[1] = p[1];
+ scene *src_scene = pscene;
+ mdl_vert *src_verts = pscene->arrvertices;
+ u32 *src_indices = pscene->arrindices;
- v2_muladds( w, q, -vg_clampf( v2_dot(w,q)/v2_dot(q,q), 0.0f, 1.0f ), a );
- v2_muladd( w, q, (v2f){ vg_clampf( w[0]/q[0], 0.0f, 1.0f ), 1.0f }, b );
+ scene *dst_scene = vg_linear_resize( lin_alloc, pscene, tot_size );
+ memcpy( dst_scene, src_scene, sizeof(scene) );
- float k = vg_signf( q[1] ),
- d = vg_minf( v2_dot( a,a ), v2_dot( b,b ) ),
- s = vg_maxf( k*(w[0]*q[1]-w[1]*q[0]), k*(w[1]-q[1]) );
+ dst_scene->arrindices = NULL;
+ dst_scene->arrvertices = NULL;
- return sqrtf(d)*vg_signf(s);
+ return dst_scene;
}
-
-#define CACHE_AMBIENT_SHAPES
-
-static float scene_ambient_sample( scene *pscene, v3f pos, v3f dir )
-{
- float accum = 0.0f;
-
-#ifdef CACHE_AMBIENT_SHAPES
- static struct shadower *local_shadowers[32];
- static int local_shadower_count = 0;
- static v3f local_shadower_last = { -99999.9f, -999999.9f, -9999999.9f };
-
- if( v3_dist2( pos, local_shadower_last ) > 10.0f*10.0f )
- {
- local_shadower_count = 0;
- v3_copy( pos, local_shadower_last );
-
- for( int k=0; k<pscene->shadower_count; k++ )
- {
- struct shadower *shadower = &pscene->shadowers[k];
-
- if( sd_cone( pos, &shadower->sdf ) <= 20.0f )
- {
- local_shadowers[ local_shadower_count ++ ] = shadower;
- if( local_shadower_count == vg_list_size( local_shadowers ) )
- break;
- }
- }
- }
#endif
- for( int j=0; j<5; j++ )
- {
- v3f tracepos;
- v3_muladds( pos, dir, 1.5f*(float)j, tracepos );
-
- float mindist = 99999.9f;
-
-#ifndef CACHE_AMBIENT_SHAPES
-
- for( int k=0; k<pscene->shadower_count; k++ ){
- struct shadower *shadower = &pscene->shadowers[k];
-#else
-
- for( int k=0; k<local_shadower_count; k++ ){
- struct shadower *shadower = local_shadowers[k];
-#endif
+VG_STATIC void scene_upload( scene *pscene, glmesh *mesh )
+{
+ mesh_upload( mesh,
+ pscene->arrvertices, pscene->vertex_count,
+ pscene->arrindices, pscene->indice_count );
- float dist = vg_maxf( 0.0f, sd_cone( tracepos, &shadower->sdf ));
- mindist = vg_minf( mindist, dist );
- }
+ vg_info( "Scene upload\n" );
+ vg_info( " indices:%u\n", pscene->indice_count );
+ vg_info( " verts:%u\n", pscene->vertex_count );
+}
+/*
+ * BVH implementation
+ */
- accum += vg_clampf( 1.0f - mindist, 0.0f, 1.0f )*0.2f;
- }
+VG_STATIC void scene_bh_expand_bound( void *user, boxf bound, u32 item_index )
+{
+ scene *s = user;
+ 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 accum;
+ box_addpt( bound, pa->co );
+ box_addpt( bound, pb->co );
+ box_addpt( bound, pc->co );
}
-#define DYNAMIC_GRID
-#define JUST_DO_EVERY_VERT
-
-static void scene_compute_occlusion( scene *pscene )
+VG_STATIC float scene_bh_centroid( void *user, u32 item_index, int axis )
{
- v3f sundir = { 0.2f, 0.9f, 0.2f };
- v3_normalize( sundir );
-
- /* TODO: Make this sample grid be dynamically required.
- *
- * 1. Only resample the light grid (1x1x1), when a vertex is outside the
- * current cube
- *
- * 2. Reorder all vertices so that each group of vertices that fit in a
- * cube are next to eachother in the buffer. This will save cache
- * misses.
- *
- * for the sorting algorithm, i think we can already assume that *most
- * vertices will be quite close to eachother. so instead of doing an
- * exhaustive search we can reorder 1k chunks at a time.
- */
-
- v3f sample_area;
- v3_sub( pscene->bbx[1], pscene->bbx[0], sample_area );
- v3_ceil( sample_area, sample_area );
- int ax = sample_area[0],
- ay = sample_area[1],
- az = sample_area[2];
-
-#ifndef DYNAMIC_GRID
- float *samplegrid = malloc( ax*ay*az* sizeof(float) );
-
- for( int x=0; x<ax; x++ ){
- for( int y=0; y<ay; y++ ){
- for( int z=0; z<az; z++ )
- {
- v3f sample_pos = { x,y,z };
- v3_add( pscene->bbx[0], sample_pos, sample_pos );
- float accum = scene_ambient_sample( pscene, sample_pos, sundir );
-
- samplegrid[x + y*ax + z*ax*ay] = accum;
- }}}
-#else
- v3i cube_pos = { -999999, -999999, -999999 };
- int cube_resamples = 0, hits = 0, misses = 0;
-
- float s0=0.0f,s1=0.0f,s2=0.0f,s3=0.0f,s4=0.0f,s5=0.0f,s6=0.0f,s7=0.0f;
-#endif
-
- for( int i=0; i<pscene->vertex_count; i++ )
- {
- model_vert *vert = &pscene->verts[i];
- v3f rel, q;
-
-#ifndef DYNAMIC_GRID
- v3_sub( vert->co, pscene->bbx[0], q );
-#else
- v3_copy( vert->co, q );
-#endif
-
- v3_floor( q, rel );
- v3_sub( q, rel, q );
-
- int x=rel[0],
- y=rel[1],
- z=rel[2];
-
-#ifndef JUST_DO_EVERY_VERT
-#ifndef DYNAMIC_GRID
- x = VG_MIN(x,ax-2);
- y = VG_MIN(y,ay-2);
- z = VG_MIN(z,az-2);
- x = VG_MAX(x,0);
- y = VG_MAX(y,0);
- z = VG_MAX(z,0);
-
- float
- s0 = samplegrid[ x + y*ax + z*ax*ay],
- s1 = samplegrid[(x+1) + y*ax + z*ax*ay],
- s2 = samplegrid[ x + (y+1)*ax + z*ax*ay],
- s3 = samplegrid[(x+1) + (y+1)*ax + z*ax*ay],
- s4 = samplegrid[ x + y*ax + (z+1)*ax*ay],
- s5 = samplegrid[(x+1) + y*ax + (z+1)*ax*ay],
- s6 = samplegrid[ x + (y+1)*ax + (z+1)*ax*ay],
- s7 = samplegrid[(x+1) + (y+1)*ax + (z+1)*ax*ay],
-#else
- if( x!=cube_pos[0] || y!=cube_pos[1] || z!=cube_pos[2] )
- {
- cube_pos[0] = x;
- cube_pos[1] = y;
- cube_pos[2] = z;
-
- s0 = scene_ambient_sample( pscene, (v3f){ x,y,z }, sundir );
- s1 = scene_ambient_sample( pscene, (v3f){ x+1,y,z }, sundir );
- s2 = scene_ambient_sample( pscene, (v3f){ x,y+1,z }, sundir );
- s3 = scene_ambient_sample( pscene, (v3f){ x+1,y+1,z }, sundir );
- s4 = scene_ambient_sample( pscene, (v3f){ x,y,z+1 }, sundir );
- s5 = scene_ambient_sample( pscene, (v3f){ x+1,y,z+1 }, sundir );
- s6 = scene_ambient_sample( pscene, (v3f){ x,y+1,z+1 }, sundir );
- s7 = scene_ambient_sample( pscene, (v3f){ x+1,y+1,z+1 }, sundir );
-
- cube_resamples += 8;
- misses ++;
- }
- else
- hits ++;
-
- float
-#endif
-
- s0_s1 = vg_lerpf( s0, s1, q[0] ),
- s2_s3 = vg_lerpf( s2, s3, q[0] ),
- s4_s5 = vg_lerpf( s4, s5, q[0] ),
- s6_s7 = vg_lerpf( s6, s7, q[0] ),
+ scene *s = user;
+ 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] ];
- s0s1_s2s3 = vg_lerpf( s0_s1, s2_s3, q[1] ),
- s4s5_s6s7 = vg_lerpf( s4_s5, s6_s7, q[1] ),
- s0s1s2s3_s4s5s6s7 = vg_lerpf( s0s1_s2s3, s4s5_s6s7, q[2] );
+ return (pa->co[axis] + pb->co[axis] + pc->co[axis]) * (1.0f/3.0f);
+}
- vert->colour[1] = s0s1s2s3_s4s5s6s7;
-#else
- vert->colour[1] = scene_ambient_sample( pscene, vert->co, sundir );
-#endif
- }
+VG_STATIC void scene_bh_swap( void *user, u32 ia, u32 ib )
+{
+ scene *s = user;
-#ifndef DYNAMIC_GRID
- int cube_resamples = -1, misses = 0, hits = 0;
-#endif
+ u32 *ti = &s->arrindices[ia*3];
+ u32 *tj = &s->arrindices[ib*3];
- int static_samples = ax*ay*az,
- vertex_samples = pscene->vertex_count;
+ u32 temp[3];
+ temp[0] = ti[0];
+ temp[1] = ti[1];
+ temp[2] = ti[2];
- if( cube_resamples < static_samples )
- vg_success( "Walking cube beat static grid (%d<%d. %d)!\n",
- cube_resamples, static_samples, vertex_samples );
- else
- vg_warn( "Walking cube was worse than static grid (%d<%d. %d).\n",
- cube_resamples, static_samples, vertex_samples );
+ ti[0] = tj[0];
+ ti[1] = tj[1];
+ ti[2] = tj[2];
- vg_info( "Hits; %d, misses: %d\n", hits, misses );
+ tj[0] = temp[0];
+ tj[1] = temp[1];
+ tj[2] = temp[2];
+}
-#ifndef DYNAMIC_GRID
- free( samplegrid );
-#endif
+VG_STATIC void scene_bh_debug( void *user, u32 item_index )
+{
+ scene *s = user;
+ u32 idx = item_index*3;
+ 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 );
+}
- return;
+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<pscene->vertex_count; i++ )
+ 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 ))
{
- model_vert *vert = &pscene->verts[i];
- float accum = 0.0f;
-
- for( int j=0; j<5; j++ )
+ if( t < hit->dist )
{
- v3f tracepos;
- v3_copy( vert->co, tracepos );
- v3_muladds( tracepos, sundir, 1.5f*(float)j, tracepos );
-
- float mindist = 99999.9f;
-
- for( int k=0; k<pscene->shadower_count; k++ )
- {
- struct shadower *shadower = &pscene->shadowers[k];
- float dist = vg_maxf( 0.0f, sd_cone( tracepos, &shadower->sdf ));
- mindist = vg_minf( mindist, dist );
- }
-
- accum += vg_clampf( 1.0f - mindist, 0.0f, 1.0f )*0.2f;
+ hit->dist = t;
+ hit->tri = tri;
+ return 1;
}
-
- vert->colour[1] = vg_minf( accum, 1.0f );
}
-}
-
-static void scene_upload( scene *pscene )
-{
- mesh_upload( &pscene->mesh,
- pscene->verts, pscene->vertex_count,
- pscene->indices, pscene->indice_count );
- vg_info( "Scene upload\n" );
- vg_info( " indices:%u\n", pscene->indice_count );
- vg_info( " verts:%u\n", pscene->vertex_count );
+ return 0;
}
-float scene_tree_sway = 0.1f;
-
-static void scene_foliage_shader_use(void)
+VG_STATIC void scene_bh_closest( void *user, u32 index, v3f point, v3f closest )
{
- SHADER_USE( shader_debug_vcol );
+ scene *s = user;
- glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uPv" ),
- 1, GL_FALSE, (float *)vg_pv );
+ 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] );
- glUniform1i( SHADER_UNIFORM( shader_debug_vcol, "uMode" ), debugview );
- glUniform1i( SHADER_UNIFORM( shader_debug_vcol, "uTexMain" ), 0 );
-
- glUniform1i( SHADER_UNIFORM( shader_debug_vcol, "uTexGradients" ), 1 );
- vg_tex2d_bind( &tex_gradients, 1 );
-
- glUniform1i( SHADER_UNIFORM( shader_debug_vcol, "uTexNoise" ), 2 );
- glActiveTexture( GL_TEXTURE2 );
- glBindTexture( GL_TEXTURE_2D, tex_dual_noise );
-
- glUniform1f( SHADER_UNIFORM( shader_debug_vcol, "uTime" ), vg_time );
- glUniform1f( SHADER_UNIFORM( shader_debug_vcol, "uSwayAmt" ),
- scene_tree_sway );
+ closest_on_triangle_1( point, positions, closest );
}
-static void scene_bind( scene *pscene )
+VG_STATIC bh_system bh_system_scene =
{
- mesh_bind( &pscene->mesh );
-}
+ .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
+};
-static void scene_draw( scene *pscene )
+/*
+ * 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 )
{
- mesh_drawn( 0, pscene->indice_count );
-}
+ int count = bh_ray( bh, co, dir, hit );
-static void scene_debugsdf( scene *pscene )
-{
- for( int i=0; i<pscene->shadower_count; i++ )
+ if( count )
{
- struct shadower *shadower = &pscene->shadowers[i];
-
- v3f base, side;
- v3_copy( shadower->sdf.origin, base );
- base[1] -= shadower->sdf.info[1];
- v3_copy( base, side );
- side[0] += shadower->sdf.info[0];
-
- vg_line2( shadower->sdf.origin, base, 0xff00ff00, 0xff0000ff );
- vg_line2( side, base, 0xff00ff00, 0xff0000ff );
- vg_line( side, shadower->sdf.origin, 0xff00ff00 );
+ 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 );
}
- v3f p0 = { pscene->bbx[0][0], pscene->bbx[0][1], pscene->bbx[0][2] },
- p1 = { pscene->bbx[0][0], pscene->bbx[1][1], pscene->bbx[0][2] },
- p2 = { pscene->bbx[1][0], pscene->bbx[1][1], pscene->bbx[0][2] },
- p3 = { pscene->bbx[1][0], pscene->bbx[0][1], pscene->bbx[0][2] },
-
- p4 = { pscene->bbx[0][0], pscene->bbx[0][1], pscene->bbx[1][2] },
- p5 = { pscene->bbx[0][0], pscene->bbx[1][1], pscene->bbx[1][2] },
- p6 = { pscene->bbx[1][0], pscene->bbx[1][1], pscene->bbx[1][2] },
- p7 = { pscene->bbx[1][0], pscene->bbx[0][1], pscene->bbx[1][2] };
-
- u32 col = 0xffff00c8;
- vg_line( p0, p1, col );
- vg_line( p1, p2, col );
- vg_line( p2, p3, col );
- vg_line( p3, p0, col );
-
- vg_line( p4, p5, col );
- vg_line( p5, p6, col );
- vg_line( p6, p7, col );
- vg_line( p7, p4, col );
-
- vg_line( p0, p4, col );
- vg_line( p1, p5, col );
- vg_line( p2, p6, col );
- vg_line( p3, p7, col );
+ return count;
}
-static void scene_register(void)
+VG_STATIC bh_tree *scene_bh_create( void *lin_alloc, scene *s )
{
- SHADER_INIT( shader_debug_vcol );
- SHADER_INIT( shader_standard_lit );
- SHADER_INIT( shader_unlit );
+ u32 triangle_count = s->indice_count / 3;
+ return bh_create( lin_alloc, &bh_system_scene, s, triangle_count, 2 );
}
+
+#endif