#include "model.h"
#include "bvh.h"
-typedef struct scene scene;
+typedef struct scene scene;
+typedef struct scene_vert scene_vert;
+
+#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
+{
+ v3f co; /* 3*32 */
+ v2f uv; /* 2*32 */
+ i8 norm[4]; /* 4*8 */
+ u16 unused[4];
+};
+
+#pragma pack(pop)
struct scene
{
- mdl_vert *arrvertices;
+ scene_vert *arrvertices;
+
u32 *arrindices;
u32 vertex_count, indice_count,
/* 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),
+ 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 = (mdl_vert *)(pscene+1);
+ pscene->arrvertices = (scene_vert *)(pscene+1);
pscene->arrindices = (u32 *)( pscene->arrvertices + max_verts );
pscene->vertex_count = 0;
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_submesh( scene *pscene, mdl_context *mdl,
- mdl_submesh *sm, m4x3f 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 )
- {
+ 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_fatal_exit_loop( "Scene vertex buffer overflow" );
}
- if( pscene->indice_count + sm->indice_count > pscene->max_indices )
- {
+ 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_fatal_exit_loop( "Scene index buffer overflow" );
}
- mdl_vert *src_verts = mdl_submesh_vertices( mdl, sm ),
- *dst_verts = &pscene->arrvertices[ pscene->vertex_count ];
+ mdl_vert *src_verts = mdl_arritm( &mdl->verts, sm->vertex_start );
+ scene_vert *dst_verts = &pscene->arrvertices[ pscene->vertex_count ];
- u32 *src_indices = mdl_submesh_indices( mdl, sm ),
+ u32 *src_indices = mdl_arritm( &mdl->indices, sm->indice_start ),
*dst_indices = &pscene->arrindices[ pscene->indice_count ];
/* Transform and place vertices */
v3_normalize( normal_matrix[1] );
v3_normalize( normal_matrix[2] );
- for( u32 i=0; i<sm->vertex_count; i++ )
- {
- mdl_vert *pvert = &dst_verts[ 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( normal_matrix, src->norm, pvert->norm );
+
+ v3f normal;
+ m3x3_mulv( normal_matrix, src->norm, normal );
+ scene_vert_pack_norm( pvert, normal );
- 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<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;
-
}
/*
pscene->indice_count += 3;
}
-VG_STATIC void scene_push_vert( scene *pscene, mdl_vert *v )
+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" );
- mdl_vert *dst = &pscene->arrvertices[ pscene->vertex_count ];
+ scene_vert *dst = &pscene->arrvertices[ pscene->vertex_count ];
*dst = *v;
pscene->vertex_count ++;
__attribute__((warn_unused_result))
VG_STATIC scene *scene_fix( void *lin_alloc, scene *pscene )
{
- return pscene;
+ /* FIXME: Why is this disabled? */
+
u32 vertex_count = pscene->vertex_count,
indice_count = pscene->indice_count,
- vertex_length = vertex_count * sizeof(mdl_vert),
+ vertex_length = vertex_count * sizeof(scene_vert),
index_length = indice_count * sizeof(u32),
- tot_size = sizeof(scene) + vertex_length + index_length;
+ tot_size = sizeof(scene) + vertex_length + index_length;
/* copy down index data */
- void *dst_indices = pscene->arrvertices + vertex_length;
+ 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 = (mdl_vert *)(pscene+1);
+ pscene->arrvertices = (scene_vert *)(pscene+1);
pscene->arrindices = (u32 *)(pscene->arrvertices+vertex_count);
pscene->max_vertices = vertex_count;
pscene->max_indices = indice_count;
VG_STATIC void scene_upload( scene *pscene, glmesh *mesh )
{
- mesh_upload( mesh,
- pscene->arrvertices, pscene->vertex_count,
- pscene->arrindices, pscene->indice_count );
+ //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);
- vg_info( "Scene upload\n" );
+ 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, 3, 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 );
+ vg_info( " verts:%u\n", pscene->vertex_count );
}
/*
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] ];
+ 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 );
VG_STATIC float scene_bh_centroid( void *user, u32 item_index, int axis )
{
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] ];
+ 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 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 ] ];
+ 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 );
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
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 );
+ return bh_create( lin_alloc, &bh_system_scene, s, triangle_count, 2 );
}
#endif