#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
{
- glmesh mesh;
+ scene_vert *arrvertices;
- model_vert *verts;
- u32 *indices;
-
- bh_tree bhtris;
- u32 vertex_count,
- indice_count,
- vertex_cap,
- indice_cap;
+ u32 *arrindices;
+
+ u32 vertex_count, indice_count,
+ max_vertices, max_indices;
boxf bbx;
+ mdl_submesh submesh;
+};
- u32 shadower_count,
- shadower_cap;
+/* 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;
- submodel submesh;
-};
+ scene *pscene = vg_linear_alloc( lin_alloc, tot_size );
-GLuint tex_dual_noise;
+ pscene->arrvertices = (scene_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->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 );
- }
+ return pscene;
}
-static void *buffer_reserve( void *buffer, u32 count, u32 *cap, u32 amount,
- size_t emsize )
+VG_STATIC void scene_vert_pack_norm( scene_vert *vert, v3f norm )
{
- if( count+amount > *cap )
- {
- *cap = VG_MAX( (*cap)*2, (*cap)+amount );
-
- return realloc( buffer, (*cap) * emsize );
- }
-
- return buffer;
+ 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
*/
-static void scene_add_model( scene *pscene, model *mdl, submodel *submodel,
- v3f pos, float yaw, float scale )
+VG_STATIC void scene_add_mdl_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) );
-
- /* 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_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++ )
- {
- 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 );
+ 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 );
- 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;
+ vg_warn( "%p ... %p\n", pscene, sm );
+ vg_fatal_exit_loop( "Scene vertex buffer overflow" );
}
- for( u32 i=0; i<submodel->indice_count; i++ )
- {
- u32 *pidx = &pscene->indices[ pscene->indice_count+i ];
- *pidx = src_indices[i] + pscene->vertex_count;
+ 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" );
}
- pscene->vertex_count += submodel->vertex_count;
- pscene->indice_count += submodel->indice_count;
-}
+ mdl_vert *src_verts = mdl_arritm( &mdl->verts, sm->vertex_start );
+ scene_vert *dst_verts = &pscene->arrvertices[ pscene->vertex_count ];
-static void scene_add_foliage( scene *pscene, model *mdl, submodel *submodel,
- 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) );
+ u32 *src_indices = mdl_arritm( &mdl->indices, sm->indice_start ),
+ *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 );
-
boxf bbxnew;
- box_copy( submodel->bbx, 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] );
- 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 ];
+ 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( transform, src->norm, pvert->norm );
- v4_copy( src->colour, pvert->colour );
+ 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<submodel->indice_count; i++ )
- {
- u32 *pidx = &pscene->indices[ pscene->indice_count+i ];
- *pidx = src_indices[i] + pscene->vertex_count;
- }
+ 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;
+}
- pscene->vertex_count += submodel->vertex_count;
- pscene->indice_count += submodel->indice_count;
+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 ++;
}
-static void scene_copy_slice( scene *pscene, submodel *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;
pscene->submesh.vertex_start = pscene->vertex_count;
}
-static void scene_upload( scene *pscene )
+/* finalization: tightly pack data */
+__attribute__((warn_unused_result))
+VG_STATIC scene *scene_fix( void *lin_alloc, scene *pscene )
{
- mesh_upload( &pscene->mesh,
- pscene->verts, pscene->vertex_count,
- pscene->indices, pscene->indice_count );
+ /* FIXME: Why is this disabled? */
- vg_info( "Scene upload\n" );
- vg_info( " indices:%u\n", pscene->indice_count );
- vg_info( " verts:%u\n", pscene->vertex_count );
-}
+ 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;
-static void scene_bind( scene *pscene )
-{
- mesh_bind( &pscene->mesh );
+ /* 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;
}
-static void scene_draw( 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 )
{
- mesh_drawn( 0, pscene->indice_count );
+ 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_register(void)
+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, 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 );
}
/*
* 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;
- 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] ];
+ 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 );
}
-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;
- 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] ];
+ 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
}
-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];
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;
- model_vert *pa = &s->verts[ s->indices[ idx+0 ] ],
- *pb = &s->verts[ s->indices[ idx+1 ] ],
- *pc = &s->verts[ s->indices[ 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 );
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 ))
return 0;
}
-static bh_system bh_system_scene =
+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
*/
-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 );
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, 2 );
}
#endif