X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=scene.h;h=8d6f57a89e279ac8f349f35c2b846769ba2e80dc;hb=HEAD;hp=027f4bded5c3bd6b8dc9f2b9f1ed038a15b3ab2b;hpb=b4a83d4fcab39bee5a8cd6e8e6eec06314864e5b;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/scene.h b/scene.h index 027f4bd..8d6f57a 100644 --- a/scene.h +++ b/scene.h @@ -1,9 +1,8 @@ -#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_context scene_context; typedef struct scene_vert scene_vert; @@ -17,7 +16,8 @@ struct scene_vert 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) @@ -40,382 +40,22 @@ struct scene_context mdl_submesh submesh; }; -VG_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 -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); -} - -VG_STATIC void scene_vert_pack_norm( scene_vert *vert, v3f norm ) -{ - 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 - */ -VG_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 ){ - 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_copy( sm->bbx, bbxnew ); - m4x3_transform_aabb( transform, bbxnew ); - 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 ); - - v2_copy( src->uv, pvert->uv ); - } - - for( u32 i=0; iindice_count; i++ ) - dst_indices[i] = src_indices[i] + ctx->vertex_count; - - ctx->vertex_count += sm->vertex_count; - ctx->indice_count += sm->indice_count; -} - -/* - * One by one adders for simplified access (mostly procedural stuff) - */ -VG_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, 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; -} - -VG_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+1, ctx->max_vertices ); - - scene_vert *dst = &ctx->arrvertices[ ctx->vertex_count ]; - *dst = *v; - - ctx->vertex_count ++; -} - -VG_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; - - 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; -} - -struct scene_upload_info{ - scene_context *ctx; - glmesh *mesh; -}; - -VG_STATIC 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 ); -} - -VG_STATIC 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_STATIC +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 ) -{ - 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 - */ - -VG_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 ); -} - -VG_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 -} - -VG_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]; -} - -VG_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 ); -} - -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 ) -{ - 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 ); -} - -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 - */ -VG_STATIC int scene_raycast( scene_context *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_context *s ) -{ - u32 triangle_count = s->indice_count / 3; - return bh_create( lin_alloc, &bh_system_scene, s, triangle_count, 2 ); -} - -#endif + 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 );