X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=sidebyside;f=scene.h;h=63ae145453d9521cb8a5d44827233322f67dc2da;hb=accf4f68bded05542db7867d7768f2d4690b63ae;hp=af9e26add0585bc3d4e1eb4b583547da7c453034;hpb=3f59dc191c7792947cd2d3f6588be06933fd49f0;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/scene.h b/scene.h index af9e26a..63ae145 100644 --- a/scene.h +++ b/scene.h @@ -1,66 +1,11 @@ -typedef struct model model; -typedef struct submodel submodel; -typedef struct model_vert model_vert; -typedef struct scene scene; -typedef struct sdf_primative sdf_primative; -typedef enum esdf_type esdf_type; +#include "vg/vg.h" +#include "model.h" GLuint tex_dual_noise; -#pragma pack(push,1) -struct model -{ - u32 identifier; - - u32 vertex_count, - indice_count, - layer_count; -}; - -struct sdf_primative -{ - v4f origin; /* xyz, yaw */ - /* Cone: - x base scale - y height - */ - v4f info; -}; - -struct submodel -{ - u32 indice_start, - indice_count, - vertex_start, - vertex_count; - - boxf bbx; - sdf_primative sdf; - - enum esdf_type - { - k_sdf_none = 0, - k_sdf_cone, - k_sdf_sphere, - k_sdf_box - } - sdf_type; - - char name[32]; -}; - -struct model_vert -{ - v3f co, - norm; - v4f colour; - v2f uv; -}; -#pragma pack(pop) - struct scene { - GLuint vao, vbo, ebo; + glmesh mesh; model_vert *verts; u32 *indices; @@ -81,6 +26,8 @@ struct scene u32 shadower_count, shadower_cap; + + submodel submesh; }; static void scene_init( scene *pscene ) @@ -92,6 +39,8 @@ static void scene_init( scene *pscene ) pscene->shadowers = NULL; pscene->shadower_count = 0; pscene->shadower_cap = 0; + pscene->submesh.indice_start = 0; + pscene->submesh.indice_count = 0; v3_fill( pscene->bbx[0], 999999.9f ); v3_fill( pscene->bbx[1], -999999.9f ); @@ -161,14 +110,18 @@ static void scene_init( scene *pscene ) "return f;" \ "}" -SHADER_DEFINE( shader_debug_vcol, - "layout (location=0) in vec3 a_co;" - "layout (location=1) in vec3 a_norm;" - "layout (location=2) in vec4 a_colour;" +#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 mat4 uMdl;" + "uniform mat4x3 uMdl;" "uniform float uTime;" "uniform float uSwayAmt;" "" @@ -191,7 +144,7 @@ SHADER_DEFINE( shader_debug_vcol, "void main()" "{" "vec3 swaypos = compute_sway( a_co );" - "gl_Position = uPv * uMdl * vec4( swaypos, 1.0 );" + "gl_Position = uPv * vec4(uMdl * vec4(swaypos,1.0), 1.0 );" "aColour = a_colour;" "aUv = a_uv;" "aNorm = normalize(mat3(uMdl) * a_norm);" @@ -204,7 +157,7 @@ SHADER_DEFINE( shader_debug_vcol, "uniform sampler2D uTexMain;" "uniform sampler2D uTexGradients;" "" - /* Include */ SHADER_VALUE_NOISE_3D + /*Include*/ SHADER_VALUE_NOISE_3D "" "in vec4 aColour;" "in vec2 aUv;" @@ -247,9 +200,22 @@ SHADER_DEFINE( shader_debug_vcol, "}" "if( uMode == 7 )" "{" - "if( diffuse.a < 0.45 ) discard;" - "float lighting = 1.0 - aColour.g;" + "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 )" "{" @@ -258,9 +224,9 @@ SHADER_DEFINE( shader_debug_vcol, "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*0.1);" + "vec2 gradUV = vec2(light*1.9,r1+aColour.b);" "vec4 gradient_sample = texture( uTexGradients, gradUV );" - "colour = aColour*light;" + "colour = gradient_sample*light;" "}" "FragColor = colour;" @@ -270,47 +236,93 @@ SHADER_DEFINE( shader_debug_vcol, "uTime", "uSwayAmt", "uMdl" }) ) -/* - * Helper functions for file offsets - */ -static submodel *model_get_submodel( model *mdl, int id ) -{ - return ((submodel*)(mdl+1)) + id; -} +SHADER_DEFINE( shader_standard_lit, -static model_vert *model_vertex_base( model *mdl ) -{ - return (model_vert *)model_get_submodel( mdl, mdl->layer_count ); -} + /*Include*/ VERTEX_STANDARD_ATTRIBUTES -static u32 *model_indice_base( model *mdl ) -{ - return (u32 *)(model_vertex_base( mdl ) + mdl->vertex_count); -} + "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;" -static model_vert *submodel_vert_data( model *mdl, submodel *sub ) -{ - return model_vertex_base(mdl) + sub->vertex_start; -} + "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;" -static u32 *submodel_indice_data( model *mdl, submodel *sub ) -{ - return model_indice_base(mdl) + sub->indice_start; -} + "FragColor = vec4((diffuse*uColour.rgb)," + "aColour.a*uColour.a);" + "}" + , + UNIFORMS({ "uColour","uTexMain","uPv","uMdl" }) +) -/* Returns -1 if not found */ -static int submodel_get( model *mdl, const char *name ) -{ - for( int i=0; ilayer_count; i++ ) - { - if( !strcmp( model_get_submodel(mdl,i)->name, name )) - { - return i; - } - } - - return -1; -} +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 ) @@ -328,11 +340,9 @@ static void *buffer_reserve( void *buffer, u32 count, u32 *cap, u32 amount, /* * Append a model into the scene with a given transform */ -static void scene_add_model( scene *pscene, model *mdl, int id, +static void scene_add_model( scene *pscene, model *mdl, submodel *submodel, v3f pos, float yaw, float scale ) { - submodel *submodel = model_get_submodel( mdl, id ); - 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, @@ -401,6 +411,14 @@ static void scene_add_model( scene *pscene, model *mdl, int id, pscene->indice_count += submodel->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 ) { @@ -438,19 +456,30 @@ static void scene_shadow_gradient( scene *pscene, int comp, } /* Temporary */ -static int sample_scene_height( scene *pscene, v3f pos ) +static int sample_scene_height( scene *pscene, v3f pos, v3f norm ) { for( int i=0; iindice_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( - pscene->verts[ tri[0] ].co, - pscene->verts[ tri[1] ].co, - pscene->verts[ tri[2] ].co, pos, &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 ); + } + return 1; } } @@ -757,37 +786,9 @@ static void scene_compute_occlusion( scene *pscene ) static void scene_upload( scene *pscene ) { - glGenVertexArrays( 1, &pscene->vao ); - glGenBuffers( 1, &pscene->vbo ); - glGenBuffers( 1, &pscene->ebo ); - glBindVertexArray( pscene->vao ); - - glBindBuffer( GL_ARRAY_BUFFER, pscene->vbo ); - glBufferData( GL_ARRAY_BUFFER, pscene->vertex_count*sizeof(model_vert), - pscene->verts, GL_STATIC_DRAW ); - - glBindVertexArray( pscene->vao ); - glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, pscene->ebo ); - glBufferData( GL_ELEMENT_ARRAY_BUFFER, pscene->indice_count*sizeof(u32), - pscene->indices, GL_STATIC_DRAW ); - - glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, - sizeof(model_vert), (void*)0 ); - glEnableVertexAttribArray( 0 ); - - glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE, - sizeof(model_vert), (void *)offsetof(model_vert, norm) ); - glEnableVertexAttribArray( 1 ); - - glVertexAttribPointer( 2, 4, GL_FLOAT, GL_FALSE, - sizeof(model_vert), (void *)offsetof(model_vert, colour) ); - glEnableVertexAttribArray( 2 ); - - glVertexAttribPointer( 3, 2, GL_FLOAT, GL_FALSE, - sizeof(model_vert), (void *)offsetof(model_vert, uv) ); - glEnableVertexAttribArray( 3 ); - - VG_CHECK_GL(); + 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 ); @@ -795,7 +796,8 @@ static void scene_upload( scene *pscene ) } float scene_tree_sway = 0.1f; -static void scene_draw( scene *pscene, int count, int start ) + +static void scene_foliage_shader_use(void) { SHADER_USE( shader_debug_vcol ); @@ -815,70 +817,65 @@ static void scene_draw( scene *pscene, int count, int start ) glUniform1f( SHADER_UNIFORM( shader_debug_vcol, "uTime" ), vg_time ); glUniform1f( SHADER_UNIFORM( shader_debug_vcol, "uSwayAmt" ), scene_tree_sway ); +} - glBindVertexArray( pscene->vao ); +static void scene_bind( scene *pscene ) +{ + mesh_bind( &pscene->mesh ); +} - if( count == -1 ) - { - glDrawElements( GL_TRIANGLES, pscene->indice_count, - GL_UNSIGNED_INT, - (void *)0 - ); - } - else - { - glDrawElements( GL_TRIANGLES, count, - GL_UNSIGNED_INT, - (void *)(start*sizeof(u32)) - ); - } +static void scene_draw( scene *pscene ) +{ + mesh_drawn( 0, pscene->indice_count ); +} - if( debugsdf ) +static void scene_debugsdf( scene *pscene ) +{ + for( int i=0; ishadower_count; i++ ) { - for( int i=0; ishadower_count; i++ ) - { - struct shadower *shadower = &pscene->shadowers[i]; + 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]; + 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 ); - } + vg_line2( shadower->sdf.origin, base, 0xff00ff00, 0xff0000ff ); + vg_line2( side, base, 0xff00ff00, 0xff0000ff ); + vg_line( side, shadower->sdf.origin, 0xff00ff00 ); + } - 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] }, + 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 ); - } + 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 ); } static void scene_register(void) { SHADER_INIT( shader_debug_vcol ); + SHADER_INIT( shader_standard_lit ); + SHADER_INIT( shader_unlit ); }