X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=scene.c;fp=scene.c;h=f472f2cafde666817ffc502b12289a5a8002b83a;hb=5f6a4f9df6c8accc89f1920bfe9ace3cbac4c4b6;hp=0000000000000000000000000000000000000000;hpb=a109f126d8adab622e38fbcc2d4281e75255246a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/scene.c b/scene.c new file mode 100644 index 0000000..f472f2c --- /dev/null +++ b/scene.c @@ -0,0 +1,404 @@ +#include "scene.h" + +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; +} + +void scene_init( scene_context *ctx, u32 max_vertices, u32 max_indices ) +{ + ctx->vertex_count = 0; + ctx->indice_count = 0; + ctx->max_vertices = max_vertices; + ctx->max_indices = max_indices; + ctx->arrindices = NULL; /* must be filled out by user */ + ctx->arrvertices = NULL; + + memset( &ctx->submesh, 0, sizeof(mdl_submesh) ); + + v3_fill( ctx->bbx[0], 999999.9f ); + v3_fill( ctx->bbx[1], -999999.9f ); +} + +void scene_supply_buffer( scene_context *ctx, void *buffer ) +{ + u32 vertex_length = vg_align8( ctx->max_vertices * sizeof(scene_vert) ); + + ctx->arrvertices = buffer; + ctx->arrindices = (u32*)(((u8*)buffer) + vertex_length); +} + +void scene_vert_pack_norm( scene_vert *vert, v3f norm, f32 blend ) +{ + 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] = blend * 127.0f; +} + +/* + * Append a model into the scene with a given transform + */ +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 ){ + vg_fatal_error( "Scene vertex buffer overflow (%u exceeds %u)\n", + ctx->vertex_count + sm->vertex_count, + ctx->max_vertices ); + } + + if( ctx->indice_count + sm->indice_count > ctx->max_indices ){ + vg_fatal_error( "Scene index buffer overflow (%u exceeds %u)\n", + ctx->indice_count + sm->indice_count, + ctx->max_indices ); + } + + mdl_vert *src_verts = mdl_arritm( &mdl->verts, sm->vertex_start ); + scene_vert *dst_verts = &ctx->arrvertices[ ctx->vertex_count ]; + + u32 *src_indices = mdl_arritm( &mdl->indices, sm->indice_start ), + *dst_indices = &ctx->arrindices[ ctx->indice_count ]; + + /* Transform and place vertices */ + boxf bbxnew; + box_init_inf( bbxnew ); + m4x3_expand_aabb_aabb( transform, bbxnew, sm->bbx ); + box_concat( ctx->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] ); + + for( u32 i=0; ivertex_count; i++ ){ + mdl_vert *src = &src_verts[i]; + scene_vert *pvert = &dst_verts[i]; + + m4x3_mulv( transform, src->co, pvert->co ); + + v3f normal; + m3x3_mulv( normal_matrix, src->norm, normal ); + scene_vert_pack_norm( pvert, normal, src->colour[0]*(1.0f/255.0f) ); + + v2_copy( src->uv, pvert->uv ); + } + + u32 real_indices = 0; + for( u32 i=0; iindice_count/3; i++ ){ + u32 *src = &src_indices[i*3], + *dst = &dst_indices[real_indices]; + + v3f ab, ac, tn; + 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[0] = src[0] + ctx->vertex_count; + dst[1] = src[1] + ctx->vertex_count; + dst[2] = src[2] + ctx->vertex_count; + + real_indices += 3; + } + + if( real_indices != sm->indice_count ) + vg_warn( "Zero area triangles in model\n" ); + + ctx->vertex_count += sm->vertex_count; + ctx->indice_count += real_indices; +} + +/* + * One by one adders for simplified access (mostly procedural stuff) + */ +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, ctx->max_indices ); + + u32 *dst = &ctx->arrindices[ ctx->indice_count ]; + + dst[0] = tri[0]; + dst[1] = tri[1]; + dst[2] = tri[2]; + + ctx->indice_count += 3; +} + +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+1, ctx->max_vertices ); + + scene_vert *dst = &ctx->arrvertices[ ctx->vertex_count ]; + *dst = *v; + + ctx->vertex_count ++; +} + +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; + + sm->vertex_start = ctx->submesh.vertex_start; + sm->vertex_count = ctx->vertex_count - sm->vertex_start; + + ctx->submesh.indice_start = ctx->indice_count; + ctx->submesh.vertex_start = ctx->vertex_count; +} + +void scene_set_vertex_flags( scene_context *ctx, + u32 start, u32 count, u16 flags ) +{ + for( u32 i=0; iarrvertices[ start + i ].flags = flags; +} + +struct scene_upload_info{ + scene_context *ctx; + glmesh *mesh; +}; + +void async_scene_upload( void *payload, u32 size ) +{ + struct scene_upload_info *info = payload; + + //assert( mesh->loaded == 0 ); + + glmesh *mesh = info->mesh; + scene_context *ctx = info->ctx; + + 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, ctx->vertex_count*stride, + ctx->arrvertices, GL_STATIC_DRAW ); + + glBindVertexArray( mesh->vao ); + glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mesh->ebo ); + glBufferData( GL_ELEMENT_ARRAY_BUFFER, ctx->indice_count*sizeof(u32), + ctx->arrindices, GL_STATIC_DRAW ); + + /* 0: coordinates */ + glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0 ); + glEnableVertexAttribArray( 0 ); + + /* 1: normal */ + glVertexAttribPointer( 1, 4, 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 ); + + VG_CHECK_GL_ERR(); + + mesh->indice_count = ctx->indice_count; + mesh->loaded = 1; + + vg_info( "Scene upload ( XYZ_f32 UV_f32 XYZW_i8 )[ u32 ]\n" ); + vg_info( " indices:%u\n", ctx->indice_count ); + vg_info( " verts:%u\n", ctx->vertex_count ); +} + +void scene_upload_async( scene_context *ctx, glmesh *mesh ) +{ + vg_async_item *call = vg_async_alloc( sizeof(struct scene_upload_info) ); + + struct scene_upload_info *info = call->payload; + info->mesh = mesh; + info->ctx = ctx; + + vg_async_dispatch( call, async_scene_upload ); +} + +vg_async_item *scene_alloc_async( scene_context *scene, glmesh *mesh, + u32 max_vertices, u32 max_indices ) +{ + scene_init( scene, max_vertices, max_indices ); + u32 buf_size = scene_mem_required( scene ); + + u32 hdr_size = vg_align8(sizeof(struct scene_upload_info)); + vg_async_item *call = vg_async_alloc( hdr_size + buf_size ); + + struct scene_upload_info *info = call->payload; + + info->mesh = mesh; + info->ctx = scene; + + void *buffer = ((u8*)call->payload)+hdr_size; + scene_supply_buffer( scene, buffer ); + + return call; +} + + +/* + * BVH implementation + */ + +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] ], + *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 ) +{ + scene_context *s = user; + 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 ) +{ + scene_context *s = user; + + u32 *ti = &s->arrindices[ia*3]; + u32 *tj = &s->arrindices[ib*3]; + + u32 temp[3]; + temp[0] = ti[0]; + temp[1] = ti[1]; + temp[2] = ti[2]; + + ti[0] = tj[0]; + ti[1] = tj[1]; + ti[2] = tj[2]; + + tj[0] = temp[0]; + tj[1] = temp[1]; + tj[2] = temp[2]; +} + +static void scene_bh_debug( void *user, u32 item_index ) +{ + scene_context *s = user; + u32 idx = item_index*3; + 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 void scene_bh_closest( void *user, u32 index, v3f point, v3f closest ) +{ + 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] ); + + closest_on_triangle_1( point, positions, closest ); +} + +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, +}; + +/* + * An extra step is added onto the end to calculate the hit normal + */ +int scene_raycast( scene_context *s, bh_tree *bh, + v3f co, v3f dir, ray_hit *hit, u16 ignore ) +{ + 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, 0 ) ){ + if( t < hit->dist ){ + hit->dist = t; + hit->tri = tri; + } + } + } + + if( hit->tri ){ + v3f v0, v1; + + 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 ); + v3_cross( v1, v0, hit->normal ); + v3_normalize( hit->normal ); + v3_muladds( co, dir, hit->dist, hit->pos ); + } + + return hit->tri?1:0; +} + +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 ); +}