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)
mdl_submesh submesh;
};
-VG_STATIC u32 scene_mem_required( scene_context *ctx )
+static u32 scene_mem_required( scene_context *ctx )
{
u32 vertex_length = vg_align8(ctx->max_vertices * sizeof(scene_vert)),
index_length = vg_align8(ctx->max_indices * sizeof(u32));
return vertex_length + index_length;
}
-VG_STATIC
+static
void scene_init( scene_context *ctx, u32 max_vertices, u32 max_indices )
{
ctx->vertex_count = 0;
ctx->arrindices = (u32*)(((u8*)buffer) + vertex_length);
}
-VG_STATIC void scene_vert_pack_norm( scene_vert *vert, v3f norm )
+static void scene_vert_pack_norm( scene_vert *vert, v3f norm )
{
v3f n;
v3_muls( norm, 127.0f, n );
/*
* Append a model into the scene with a given transform
*/
-VG_STATIC void scene_add_mdl_submesh( scene_context *ctx, mdl_context *mdl,
+static void scene_add_mdl_submesh( scene_context *ctx, mdl_context *mdl,
mdl_submesh *sm, m4x3f transform )
{
if( ctx->vertex_count + sm->vertex_count > ctx->max_vertices ){
u32 real_indices = 0;
for( u32 i=0; i<sm->indice_count/3; i++ ){
- u32 *tri = &src_indices[i*3];
+ u32 *src = &src_indices[i*3],
+ *dst = &dst_indices[real_indices];
v3f ab, ac, tn;
- v3_sub( src_verts[tri[2]].co, src_verts[tri[0]].co, ab );
- v3_sub( src_verts[tri[1]].co, src_verts[tri[0]].co, ac );
+ v3_sub( src_verts[src[2]].co, src_verts[src[0]].co, ab );
+ v3_sub( src_verts[src[1]].co, src_verts[src[0]].co, ac );
v3_cross( ac, ab, tn );
+#if 0
if( v3_length2( tn ) <= 0.00001f )
continue;
+#endif
- dst_indices[real_indices+0] = tri[0] + ctx->vertex_count;
- dst_indices[real_indices+1] = tri[1] + ctx->vertex_count;
- dst_indices[real_indices+2] = tri[2] + ctx->vertex_count;
+ dst[0] = src[0] + ctx->vertex_count;
+ dst[1] = src[1] + ctx->vertex_count;
+ dst[2] = src[2] + ctx->vertex_count;
real_indices += 3;
}
/*
* One by one adders for simplified access (mostly procedural stuff)
*/
-VG_STATIC void scene_push_tri( scene_context *ctx, u32 tri[3] )
+static void scene_push_tri( scene_context *ctx, u32 tri[3] )
{
if( ctx->indice_count + 3 > ctx->max_indices )
vg_fatal_error( "Scene indice buffer overflow (%u exceeds %u)\n",
ctx->indice_count += 3;
}
-VG_STATIC void scene_push_vert( scene_context *ctx, scene_vert *v )
+static void scene_push_vert( scene_context *ctx, scene_vert *v )
{
if( ctx->vertex_count + 1 > ctx->max_vertices )
vg_fatal_error( "Scene vertex buffer overflow (%u exceeds %u)\n",
ctx->vertex_count ++;
}
-VG_STATIC void scene_copy_slice( scene_context *ctx, mdl_submesh *sm )
+static void scene_copy_slice( scene_context *ctx, mdl_submesh *sm )
{
sm->indice_start = ctx->submesh.indice_start;
sm->indice_count = ctx->indice_count - sm->indice_start;
ctx->submesh.vertex_start = ctx->vertex_count;
}
+static void scene_set_vertex_flags( scene_context *ctx,
+ u32 start, u32 count, u16 flags ){
+ for( u32 i=0; i<count; i++ )
+ ctx->arrvertices[ start + i ].flags = flags;
+}
+
struct scene_upload_info{
scene_context *ctx;
glmesh *mesh;
};
-VG_STATIC void async_scene_upload( void *payload, u32 size )
+static void async_scene_upload( void *payload, u32 size )
{
struct scene_upload_info *info = payload;
vg_info( " verts:%u\n", ctx->vertex_count );
}
-VG_STATIC void scene_upload_async( scene_context *ctx, glmesh *mesh )
+static void scene_upload_async( scene_context *ctx, glmesh *mesh )
{
vg_async_item *call = vg_async_alloc( sizeof(struct scene_upload_info) );
vg_async_dispatch( call, async_scene_upload );
}
-VG_STATIC
+static
vg_async_item *scene_alloc_async( scene_context *scene, glmesh *mesh,
u32 max_vertices, u32 max_indices )
{
* BVH implementation
*/
-VG_STATIC void scene_bh_expand_bound( void *user, boxf bound, u32 item_index )
+static void scene_bh_expand_bound( void *user, boxf bound, u32 item_index )
{
scene_context *s = user;
scene_vert *pa = &s->arrvertices[ s->arrindices[item_index*3+0] ],
box_addpt( bound, pc->co );
}
-VG_STATIC float scene_bh_centroid( void *user, u32 item_index, int axis )
+static float scene_bh_centroid( void *user, u32 item_index, int axis )
{
scene_context *s = user;
scene_vert *pa = &s->arrvertices[ s->arrindices[item_index*3+0] ],
#endif
}
-VG_STATIC void scene_bh_swap( void *user, u32 ia, u32 ib )
+static void scene_bh_swap( void *user, u32 ia, u32 ib )
{
scene_context *s = user;
tj[2] = temp[2];
}
-VG_STATIC void scene_bh_debug( void *user, u32 item_index )
+static void scene_bh_debug( void *user, u32 item_index )
{
scene_context *s = user;
u32 idx = item_index*3;
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_context *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 )
+static void scene_bh_closest( void *user, u32 index, v3f point, v3f closest )
{
scene_context *s = user;
closest_on_triangle_1( point, positions, closest );
}
-VG_STATIC bh_system bh_system_scene =
+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_context *s, bh_tree *bh,
- v3f co, v3f dir, ray_hit *hit )
+static int scene_raycast( scene_context *s, bh_tree *bh,
+ v3f co, v3f dir, ray_hit *hit, u16 ignore )
{
- int count = bh_ray( bh, co, dir, hit );
+ hit->tri = NULL;
+
+ bh_iter it;
+ bh_iter_init_ray( 0, &it, co, dir, hit->dist );
+ i32 idx;
+
+ while( bh_next( bh, &it, &idx ) ){
+ u32 *tri = &s->arrindices[ idx*3 ];
+
+ if( s->arrvertices[tri[0]].flags & ignore ) continue;
+
+ v3f vs[3];
+ for( u32 i=0; i<3; i++ )
+ v3_copy( s->arrvertices[tri[i]].co, vs[i] );
+
+ f32 t;
+ if( ray_tri( vs, co, dir, &t ) ){
+ if( t < hit->dist ){
+ hit->dist = t;
+ hit->tri = tri;
+ }
+ }
+ }
- if( count ){
+ if( hit->tri ){
v3f v0, v1;
float *pa = s->arrvertices[hit->tri[0]].co,
v3_muladds( co, dir, hit->dist, hit->pos );
}
- return count;
+ return hit->tri?1:0;
}
-VG_STATIC bh_tree *scene_bh_create( void *lin_alloc, scene_context *s )
+static bh_tree *scene_bh_create( void *lin_alloc, scene_context *s )
{
u32 triangle_count = s->indice_count / 3;
return bh_create( lin_alloc, &bh_system_scene, s, triangle_count, 2 );