X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=scene.h;h=8d6f57a89e279ac8f349f35c2b846769ba2e80dc;hb=f3277e0e363fa8c486816072fc0467204f620c32;hp=aaecfcce803f3fe04b6af604b83600bb002ac071;hpb=d57b7661518800479c00300ce57407378696eec9;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/scene.h b/scene.h index aaecfcc..8d6f57a 100644 --- a/scene.h +++ b/scene.h @@ -1,333 +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 -{ - glmesh mesh; - - mdl_vert *verts; - u32 *indices; - - bh_tree bhtris; - u32 vertex_count, - indice_count, - vertex_cap, - indice_cap; - - boxf bbx; - - u32 shadower_count, - shadower_cap; - - mdl_submesh submesh; -}; - -#if 0 -GLuint tex_dual_noise; -#endif - -static void scene_init( scene *pscene ) -{ - pscene->verts = NULL; - pscene->indices = NULL; - pscene->vertex_count = 0; - pscene->indice_count = 0; - 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 ); - -#if 0 - static int noise_ready = 0; - if( !noise_ready ) - { - noise_ready = 1; - - u8 *buf = malloc( 256*256*2 ); - - for( int i=0; i<256*256; i++ ) - { - u8 val = rand()&0xff; - buf[i*2] = val; - } - - for( int y=0; y<256; y++ ) - { - for( int x=0; x<256; x++ ) - { - u8 *pr = &buf[(y*256+x)*2], - *pg = &buf[(((y+17)&0xff)*256+((x+37)&0xff))*2+1]; - *pg = *pr; - } - } - - /* TODO: This texture should be delted somewhere */ - glGenTextures( 1, &tex_dual_noise ); - glBindTexture( GL_TEXTURE_2D, tex_dual_noise ); - glTexImage2D( GL_TEXTURE_2D, 0, GL_RG, 256, 256, 0, GL_RG, - GL_UNSIGNED_BYTE, buf ); - vg_tex2d_linear(); - vg_tex2d_repeat(); +typedef struct scene_context scene_context; +typedef struct scene_vert scene_vert; - free( buf ); - } -#endif -} +#pragma pack(push,1) -static void *buffer_reserve( void *buffer, u32 count, u32 *cap, u32 amount, - size_t emsize ) +/* 32 byte vertexs, we don't care about the normals too much, + * maybe possible to bring down uv to i16s too */ +struct scene_vert { - if( count+amount > *cap ) - { - *cap = VG_MAX( (*cap)*2, (*cap)+amount ); - - return realloc( buffer, (*cap) * emsize ); - } - - return buffer; -} + 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]; +}; -static void *buffer_fix( void *buffer, u32 count, u32 *cap, size_t emsize ) -{ - *cap = count; - return realloc( buffer, (*cap) * emsize ); -} +#pragma pack(pop) /* - * Append a model into the scene with a given transform + * 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. */ -static void scene_add_submesh( scene *pscene, mdl_header *mdl, - mdl_submesh *sm, m4x3f transform ) -{ - pscene->verts = buffer_reserve( pscene->verts, pscene->vertex_count, - &pscene->vertex_cap, sm->vertex_count, sizeof(mdl_vert) ); - pscene->indices = buffer_reserve( pscene->indices, pscene->indice_count, - &pscene->indice_cap, sm->indice_count, sizeof(u32) ); - - m3x3f normal_matrix; - m3x3_copy( transform, normal_matrix ); - v3_normalize( normal_matrix[0] ); - v3_normalize( normal_matrix[1] ); - v3_normalize( normal_matrix[2] ); - - /* Transform and place vertices */ - mdl_vert *src_verts = mdl_submesh_vertices( mdl, sm ); - u32 *src_indices = mdl_submesh_indices( mdl, sm ); - - boxf bbxnew; - box_copy( sm->bbx, bbxnew ); - m4x3_transform_aabb( transform, bbxnew ); - box_concat( pscene->bbx, bbxnew ); - - for( u32 i=0; ivertex_count; i++ ) - { - mdl_vert *pvert = &pscene->verts[ pscene->vertex_count+i ], - *src = &src_verts[ i ]; - - m4x3_mulv( transform, src->co, pvert->co ); - m3x3_mulv( normal_matrix, src->norm, pvert->norm ); - - v4_copy( src->colour, pvert->colour ); - v2_copy( src->uv, pvert->uv ); - } - - for( u32 i=0; iindice_count; i++ ) - { - u32 *pidx = &pscene->indices[ pscene->indice_count+i ]; - *pidx = src_indices[i] + pscene->vertex_count; - } - - pscene->vertex_count += sm->vertex_count; - pscene->indice_count += sm->indice_count; -} - -static void scene_copy_slice( scene *pscene, mdl_submesh *sm ) +struct scene_context { - sm->indice_start = pscene->submesh.indice_start; - sm->indice_count = pscene->indice_count - sm->indice_start; + scene_vert *arrvertices; + u32 *arrindices; - 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; -} + u32 vertex_count, indice_count, + max_vertices, max_indices; -static void scene_fix( scene *pscene ) -{ - buffer_fix( pscene->verts, pscene->vertex_count, - &pscene->vertex_cap, sizeof( mdl_vert )); - - buffer_fix( pscene->indices, pscene->indice_count, - &pscene->indice_cap, sizeof( mdl_vert )); -} - -static void scene_upload( scene *pscene ) -{ - 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 ); - vg_info( " verts:%u\n", pscene->vertex_count ); -} - -static void scene_bind( scene *pscene ) -{ - mesh_bind( &pscene->mesh ); -} - -static void scene_draw( scene *pscene ) -{ - mesh_drawn( 0, pscene->indice_count ); -} - -static void scene_free( scene *pscene ) -{ - free( pscene->verts ); - free( pscene->indices ); - - /* TODO: bvh */ -} - -static void scene_register(void) -{ -} - -/* - * BVH implementation - */ - -static void scene_bh_expand_bound( void *user, boxf bound, u32 item_index ) -{ - scene *s = user; - mdl_vert *pa = &s->verts[ s->indices[item_index*3+0] ], - *pb = &s->verts[ s->indices[item_index*3+1] ], - *pc = &s->verts[ s->indices[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 *s = user; - mdl_vert *pa = &s->verts[ s->indices[item_index*3+0] ], - *pb = &s->verts[ s->indices[item_index*3+1] ], - *pc = &s->verts[ s->indices[item_index*3+2] ]; - - return (pa->co[axis] + pb->co[axis] + pc->co[axis]) * (1.0f/3.0f); -} - -static void scene_bh_swap( void *user, u32 ia, u32 ib ) -{ - scene *s = user; - - u32 *ti = &s->indices[ia*3]; - u32 *tj = &s->indices[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 *s = user; - u32 idx = item_index*3; - mdl_vert *pa = &s->verts[ s->indices[ idx+0 ] ], - *pb = &s->verts[ s->indices[ idx+1 ] ], - *pc = &s->verts[ s->indices[ idx+2 ] ]; - - vg_line( pa->co, pb->co, 0xff0000ff ); - vg_line( pb->co, pc->co, 0xff0000ff ); - vg_line( pc->co, pa->co, 0xff0000ff ); -} - -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->indices[ index*3 ]; - - for( int i=0; i<3; i++ ) - v3_copy( s->verts[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; -} - -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 - */ -static int scene_raycast( scene *s, v3f co, v3f dir, ray_hit *hit ) -{ - int count = bh_ray( &s->bhtris, 0, co, dir, hit ); - - if( count ) - { - v3f v0, v1; - - float *pa = s->verts[hit->tri[0]].co, - *pb = s->verts[hit->tri[1]].co, - *pc = s->verts[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; -} - -static void scene_bh_create( scene *s ) -{ - u32 triangle_count = s->indice_count / 3; - bh_create( &s->bhtris, &bh_system_scene, s, triangle_count ); -} - -#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 );