X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=scene.h;h=8d6f57a89e279ac8f349f35c2b846769ba2e80dc;hb=238a3a4ef19bb137e2a878ee38f99d253eddb51c;hp=5d436875cfd3187a7efd04ec980f5ee55699d2ce;hpb=a3c10b9dec1ed7136721695033ebeef30717f249;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/scene.h b/scene.h index 5d43687..8d6f57a 100644 --- a/scene.h +++ b/scene.h @@ -1,340 +1,61 @@ -#ifndef SCENE_H -#define SCENE_H - +#pragma once +#include "vg/vg_bvh.h" +#include "vg/vg_async.h" #include "common.h" #include "model.h" -#include "bvh.h" - -typedef struct scene scene; -struct scene -{ - mdl_vert *arrvertices; - u32 *arrindices; +typedef struct scene_context scene_context; +typedef struct scene_vert scene_vert; - u32 vertex_count, indice_count, - max_vertices, max_indices; +#pragma pack(push,1) - boxf bbx; - mdl_submesh submesh; -}; - -/* Initialize a scene description with bounded buffers */ -VG_STATIC scene *scene_init( void *lin_alloc, u32 max_verts, u32 max_indices ) +/* 32 byte vertexs, we don't care about the normals too much, + * maybe possible to bring down uv to i16s too */ +struct scene_vert { - u32 vertex_length = max_verts * sizeof(mdl_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->arrindices = (u32 *)( pscene->arrvertices + max_verts ); - - pscene->vertex_count = 0; - pscene->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 ); + v3f co; /* 3*32 */ + v2f uv; /* 2*32 */ + i8 norm[4]; /* 4*8 */ + u16 flags; /* only for the cpu. its junk on the gpu */ + u16 unused[3]; +}; - return pscene; -} +#pragma pack(pop) /* - * 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 ) -{ - 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_warn( "%p ... %p\n", pscene, sm ); - vg_fatal_exit_loop( "Scene vertex buffer overflow" ); - } - - 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" ); - } - - mdl_vert *src_verts = mdl_submesh_vertices( mdl, sm ), - *dst_verts = &pscene->arrvertices[ pscene->vertex_count ]; - - u32 *src_indices = mdl_submesh_indices( mdl, sm ), - *dst_indices = &pscene->arrindices[ pscene->indice_count ]; - - /* Transform and place vertices */ - boxf 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] ); - - for( u32 i=0; ivertex_count; i++ ) - { - mdl_vert *pvert = &dst_verts[ i ], - *src = &src_verts[ i ]; - - m4x3_mulv( transform, src->co, pvert->co ); - m3x3_mulv( normal_matrix, src->norm, pvert->norm ); - - 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; iindice_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; -} - -VG_STATIC void scene_push_vert( scene *pscene, mdl_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 ]; - *dst = *v; - - pscene->vertex_count ++; -} - -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; - - sm->vertex_start = pscene->submesh.vertex_start; - sm->vertex_count = pscene->vertex_count - sm->vertex_start; - - pscene->submesh.indice_start = pscene->indice_count; - pscene->submesh.vertex_start = pscene->vertex_count; -} - -/* finalization: tightly pack data */ -__attribute__((warn_unused_result)) -VG_STATIC scene *scene_fix( void *lin_alloc, scene *pscene ) -{ - return pscene; - u32 vertex_count = pscene->vertex_count, - indice_count = pscene->indice_count, - vertex_length = vertex_count * sizeof(mdl_vert), - index_length = indice_count * sizeof(u32), - tot_size = sizeof(scene) + vertex_length + index_length; - - /* copy down index data */ - void *dst_indices = pscene->arrvertices + vertex_length; - memmove( dst_indices, pscene->arrindices, index_length ); - - /* realloc */ - pscene = vg_linear_resize( lin_alloc, pscene, tot_size ); - - pscene->arrvertices = (mdl_vert *)(pscene+1); - pscene->arrindices = (u32 *)(pscene->arrvertices+vertex_count); - pscene->max_vertices = vertex_count; - pscene->max_indices = indice_count; - - return 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 ) -{ - 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 - -VG_STATIC void scene_upload( scene *pscene, glmesh *mesh ) -{ - mesh_upload( mesh, - pscene->arrvertices, pscene->vertex_count, - pscene->arrindices, pscene->indice_count ); - - vg_info( "Scene upload\n" ); - vg_info( " indices:%u\n", pscene->indice_count ); - vg_info( " verts:%u\n", pscene->vertex_count ); -} - -/* - * BVH implementation + * 1. this should probably be a CONTEXT based approach unlike this mess. + * take a bit of the mdl_context ideas and redo this header. its messed up + * pretty bad right now. */ -VG_STATIC void scene_bh_expand_bound( void *user, boxf bound, u32 item_index ) +struct scene_context { - 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] ]; - - box_addpt( bound, pa->co ); - box_addpt( bound, pb->co ); - box_addpt( bound, pc->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] ]; - - return (pa->co[axis] + pb->co[axis] + pc->co[axis]) * (1.0f/3.0f); -} - -VG_STATIC void scene_bh_swap( void *user, u32 ia, u32 ib ) -{ - scene *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]; -} - -VG_STATIC void scene_bh_debug( void *user, u32 item_index ) -{ - 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 ] ]; - - vg_line( pa->co, pb->co, 0xff0000ff ); - vg_line( pb->co, pc->co, 0xff0000ff ); - 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 *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; - } - } + scene_vert *arrvertices; + u32 *arrindices; - return 0; -} + u32 vertex_count, indice_count, + max_vertices, max_indices; -VG_STATIC bh_system bh_system_scene = -{ - .expand_bound = scene_bh_expand_bound, - .item_centroid = scene_bh_centroid, - .item_swap = scene_bh_swap, - .item_debug = scene_bh_debug, - .cast_ray = scene_bh_ray + boxf bbx; + mdl_submesh submesh; }; -/* - * An extra step is added onto the end to calculate the hit normal - */ -VG_STATIC int scene_raycast( scene *s, bh_tree *bh, - v3f co, v3f dir, ray_hit *hit ) -{ - int count = bh_ray( bh, co, dir, hit ); - - if( count ) - { - 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 count; -} - -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, 2 ); -} - -#endif +extern bh_system bh_system_scene; +bh_tree *scene_bh_create( void *lin_alloc, scene_context *s ); +int scene_raycast( scene_context *s, bh_tree *bh, + v3f co, v3f dir, ray_hit *hit, u16 ignore ); +vg_async_item *scene_alloc_async( scene_context *scene, glmesh *mesh, + u32 max_vertices, u32 max_indices ); +void scene_copy_slice( scene_context *ctx, mdl_submesh *sm ); +void scene_push_vert( scene_context *ctx, scene_vert *v ); +void scene_vert_pack_norm( scene_vert *vert, v3f norm, f32 blend ); +void scene_push_tri( scene_context *ctx, u32 tri[3] ); +void scene_add_mdl_submesh( scene_context *ctx, mdl_context *mdl, + mdl_submesh *sm, m4x3f transform ); +void scene_set_vertex_flags( scene_context *ctx, + u32 start, u32 count, u16 flags ); +void scene_supply_buffer( scene_context *ctx, void *buffer ); +void scene_init( scene_context *ctx, u32 max_vertices, u32 max_indices ); +u32 scene_mem_required( scene_context *ctx ); +void async_scene_upload( void *payload, u32 size ); +void scene_upload_async( scene_context *ctx, glmesh *mesh );