#include "bvh.h"
typedef struct scene scene;
-#if 0
-typedef struct bvh_node bvh_node;
-#endif
struct scene
{
glmesh mesh;
- model_vert *verts;
+ mdl_vert *verts;
u32 *indices;
-#if 0
- struct
- {
- bvh_node *nodes;
- u32 node_count;
- }
- bvh;
-#else
bh_tree bhtris;
-#endif
-
u32 vertex_count,
indice_count,
vertex_cap,
u32 shadower_count,
shadower_cap;
- submodel submesh;
+ mdl_submesh submesh;
};
-GLuint tex_dual_noise;
-
static void scene_init( scene *pscene )
{
pscene->verts = NULL;
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 );
- }
-}
-
-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;
}
/*
* 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 )
+static void scene_add_submesh( scene *pscene, mdl_header *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->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, submodel->indice_count, sizeof(u32) );
+ &pscene->indice_cap, sm->indice_count, sizeof(u32) );
+
+ m3x3f normal_matrix;
+ m3x3_copy( transform, normal_matrix );
+ v3_normalize( normal_matrix[0] );
+ v3_normalize( normal_matrix[1] );
+ v3_normalize( normal_matrix[2] );
/* Transform and place vertices */
- model_vert *src_verts = submodel_vert_data( mdl, submodel );
- u32 *src_indices = submodel_indice_data( mdl, submodel );
+ mdl_vert *src_verts = mdl_submesh_vertices( mdl, sm );
+ u32 *src_indices = mdl_submesh_indices( mdl, sm );
- 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++ )
+ for( u32 i=0; i<sm->vertex_count; i++ )
{
- model_vert *pvert = &pscene->verts[ pscene->vertex_count+i ],
- *src = &src_verts[ i ];
-
- m4x3_mulv( mtx, src->co, pvert->co );
- m3x3_mulv( rotation, src->norm, pvert->norm );
+ mdl_vert *pvert = &pscene->verts[ pscene->vertex_count+i ],
+ *src = &src_verts[ i ];
- 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];
+ 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;
}
- 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_add_foliage( scene *pscene, model *mdl, submodel *submodel,
- m4x3f transform )
+/*
+ * One by one adders for simplified access (mostly procedural stuff)
+ */
+static void scene_push_tri( scene *pscene, u32 tri[3] )
{
- 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) );
-
- /* Transform and place vertices */
- model_vert *src_verts = submodel_vert_data( mdl, submodel );
- u32 *src_indices = submodel_indice_data( mdl, submodel );
-
- boxf bbxnew;
- box_copy( submodel->bbx, bbxnew );
- m4x3_transform_aabb( transform, bbxnew );
- box_concat( pscene->bbx, bbxnew );
-
- float rand_hue = vg_randf();
- for( u32 i=0; i<submodel->vertex_count; i++ )
- {
- model_vert *pvert = &pscene->verts[ pscene->vertex_count+i ],
- *src = &src_verts[ i ];
+ &pscene->indice_cap, 3, sizeof(u32) );
- m4x3_mulv( transform, src->co, pvert->co );
- m3x3_mulv( transform, src->norm, pvert->norm );
+ u32 *dst = &pscene->indices[pscene->indice_count];
+ dst[0] = tri[0];
+ dst[1] = tri[1];
+ dst[2] = tri[2];
- v4_copy( src->colour, pvert->colour );
- v2_copy( src->uv, pvert->uv );
-
- float rel_y = src->co[1] / submodel->bbx[1][1];
- pvert->colour[0] = rel_y;
- pvert->colour[2] = rand_hue;
- }
-
- for( u32 i=0; i<submodel->indice_count; i++ )
- {
- u32 *pidx = &pscene->indices[ pscene->indice_count+i ];
- *pidx = src_indices[i] + pscene->vertex_count;
- }
+ pscene->indice_count += 3;
+}
- pscene->vertex_count += submodel->vertex_count;
- pscene->indice_count += submodel->indice_count;
+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;
}
-static void scene_copy_slice( scene *pscene, submodel *sm )
+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;
pscene->submesh.vertex_start = pscene->vertex_count;
}
+static void scene_fix( scene *pscene )
+{
+ buffer_fix( pscene->verts, pscene->vertex_count,
+ &pscene->vertex_cap, sizeof( mdl_vert ));
+
+ buffer_fix( pscene->indices, pscene->indice_count,
+ &pscene->indice_cap, sizeof( mdl_vert ));
+}
+
static void scene_upload( scene *pscene )
{
mesh_upload( &pscene->mesh,
- pscene->verts, pscene->vertex_count,
- pscene->indices, pscene->indice_count );
+ pscene->verts, pscene->vertex_count,
+ pscene->indices, pscene->indice_count );
vg_info( "Scene upload\n" );
vg_info( " indices:%u\n", pscene->indice_count );
mesh_drawn( 0, pscene->indice_count );
}
-static void scene_register(void)
+static void scene_free_offline_buffers( scene *pscene )
+{
+ vg_free( pscene->verts );
+ vg_free( pscene->indices );
+}
+
+static void scene_free( scene *pscene )
{
+ scene_free_offline_buffers( pscene );
}
/*
static void scene_bh_expand_bound( void *user, boxf bound, u32 item_index )
{
scene *s = user;
- model_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->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] ];
box_addpt( bound, pa->co );
box_addpt( bound, pb->co );
static float scene_bh_centroid( void *user, u32 item_index, int axis )
{
scene *s = user;
- model_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->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] ];
return (pa->co[axis] + pb->co[axis] + pc->co[axis]) * (1.0f/3.0f);
}
{
scene *s = user;
u32 idx = item_index*3;
- model_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->verts[ s->indices[ idx+0 ] ],
+ *pb = &s->verts[ s->indices[ idx+1 ] ],
+ *pc = &s->verts[ s->indices[ idx+2 ] ];
vg_line( pa->co, pb->co, 0xff0000ff );
vg_line( pb->co, pc->co, 0xff0000ff );