X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=scene.h;h=a4f6bd1f005e02cfcc221a7d426df3344eebd6bb;hb=5ecf9cca8b5b9bf876d7e7c7fde03d5b187bb42b;hp=6f7c28cbe63b3ac4a0bfd1e6feed6eab22a45f40;hpb=dfee9022b3513fddec36f7ea70867ee5961a44da;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/scene.h b/scene.h index 6f7c28c..a4f6bd1 100644 --- a/scene.h +++ b/scene.h @@ -11,7 +11,7 @@ struct scene { glmesh mesh; - model_vert *verts; + mdl_vert *verts; u32 *indices; bh_tree bhtris; @@ -25,11 +25,9 @@ struct scene u32 shadower_count, shadower_cap; - submodel submesh; + mdl_submesh submesh; }; -GLuint tex_dual_noise; - static void scene_init( scene *pscene ) { pscene->verts = NULL; @@ -43,158 +41,84 @@ static void scene_init( scene *pscene ) v3_fill( pscene->bbx[0], 999999.9f ); v3_fill( pscene->bbx[1], -999999.9f ); - - 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(); - - free( buf ); - } -} - -static void *buffer_reserve( void *buffer, u32 count, u32 *cap, u32 amount, - size_t emsize ) -{ - if( count+amount > *cap ) - { - *cap = VG_MAX( (*cap)*2, (*cap)+amount ); - - return realloc( buffer, (*cap) * emsize ); - } - - return buffer; } /* * Append a model into the scene with a given transform */ -static void scene_add_model( scene *pscene, model *mdl, submodel *submodel, - v3f pos, float yaw, float scale ) +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, submodel->vertex_count, sizeof(model_vert) ); + 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, submodel->indice_count, sizeof(u32) ); + &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 */ - model_vert *src_verts = submodel_vert_data( mdl, submodel ); - u32 *src_indices = submodel_indice_data( mdl, submodel ); + mdl_vert *src_verts = mdl_submesh_vertices( mdl, sm ); + u32 *src_indices = mdl_submesh_indices( mdl, sm ); - m4x3f mtx; - m4x3_identity( mtx ); - m4x3_translate( mtx, pos ); - m4x3_rotate_y( mtx, yaw ); - m4x3_scale( mtx, scale ); - boxf bbxnew; - box_copy( submodel->bbx, bbxnew ); - m4x3_transform_aabb( mtx, bbxnew ); + box_copy( sm->bbx, bbxnew ); + m4x3_transform_aabb( transform, bbxnew ); box_concat( pscene->bbx, bbxnew ); - m3x3f rotation; - m4x3_to_3x3( mtx, rotation ); - - float rand_hue = vg_randf(); - - for( u32 i=0; ivertex_count; i++ ) + for( u32 i=0; ivertex_count; i++ ) { - model_vert *pvert = &pscene->verts[ pscene->vertex_count+i ], - *src = &src_verts[ i ]; + mdl_vert *pvert = &pscene->verts[ pscene->vertex_count+i ], + *src = &src_verts[ i ]; - m4x3_mulv( mtx, src->co, pvert->co ); - m3x3_mulv( rotation, src->norm, pvert->norm ); - - v4_copy( src->colour, pvert->colour ); - v2_copy( src->uv, pvert->uv ); + m4x3_mulv( transform, src->co, pvert->co ); + m3x3_mulv( normal_matrix, src->norm, pvert->norm ); - float rel_y = src->co[1] / submodel->bbx[1][1]; - pvert->colour[0] = rel_y; - pvert->colour[2] = rand_hue; + 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++ ) + 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 += submodel->vertex_count; - pscene->indice_count += submodel->indice_count; + pscene->vertex_count += sm->vertex_count; + pscene->indice_count += sm->indice_count; } -static void scene_add_foliage( scene *pscene, model *mdl, submodel *submodel, - m4x3f transform ) +/* + * One by one adders for simplified access (mostly procedural stuff) + */ +static void scene_push_tri( scene *pscene, u32 tri[3] ) { - 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, - &pscene->indice_cap, submodel->indice_count, sizeof(u32) ); - - /* Transform and place vertices */ - model_vert *src_verts = submodel_vert_data( mdl, submodel ); - u32 *src_indices = submodel_indice_data( mdl, submodel ); - - boxf bbxnew; - box_copy( submodel->bbx, bbxnew ); - m4x3_transform_aabb( transform, bbxnew ); - box_concat( pscene->bbx, bbxnew ); - - float rand_hue = vg_randf(); - for( u32 i=0; ivertex_count; i++ ) - { - model_vert *pvert = &pscene->verts[ pscene->vertex_count+i ], - *src = &src_verts[ i ]; + &pscene->indice_cap, 3, sizeof(u32) ); - m4x3_mulv( transform, src->co, pvert->co ); - m3x3_mulv( transform, src->norm, pvert->norm ); + u32 *dst = &pscene->indices[pscene->indice_count]; + dst[0] = tri[0]; + dst[1] = tri[1]; + dst[2] = tri[2]; - v4_copy( src->colour, pvert->colour ); - v2_copy( src->uv, pvert->uv ); - - float rel_y = src->co[1] / submodel->bbx[1][1]; - pvert->colour[0] = rel_y; - pvert->colour[2] = rand_hue; - } - - for( u32 i=0; iindice_count; i++ ) - { - u32 *pidx = &pscene->indices[ pscene->indice_count+i ]; - *pidx = src_indices[i] + pscene->vertex_count; - } + pscene->indice_count += 3; +} - pscene->vertex_count += submodel->vertex_count; - pscene->indice_count += submodel->indice_count; +static void scene_push_vert( scene *pscene, mdl_vert *v ) +{ + pscene->verts = buffer_reserve( pscene->verts, pscene->vertex_count, + &pscene->vertex_cap, 1, sizeof(mdl_vert) ); + pscene->verts[pscene->vertex_count ++] = *v; } -static void scene_copy_slice( scene *pscene, submodel *sm ) +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; @@ -206,11 +130,20 @@ static void scene_copy_slice( scene *pscene, submodel *sm ) pscene->submesh.vertex_start = pscene->vertex_count; } +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 ); + pscene->verts, pscene->vertex_count, + pscene->indices, pscene->indice_count ); vg_info( "Scene upload\n" ); vg_info( " indices:%u\n", pscene->indice_count ); @@ -227,8 +160,15 @@ static void scene_draw( scene *pscene ) mesh_drawn( 0, pscene->indice_count ); } -static void scene_register(void) +static void scene_free_offline_buffers( scene *pscene ) +{ + vg_free( pscene->verts ); + vg_free( pscene->indices ); +} + +static void scene_free( scene *pscene ) { + scene_free_offline_buffers( pscene ); } /* @@ -238,9 +178,9 @@ static void scene_register(void) static void scene_bh_expand_bound( void *user, boxf bound, u32 item_index ) { scene *s = user; - model_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] ]; + 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 ); @@ -250,9 +190,9 @@ static void scene_bh_expand_bound( void *user, boxf bound, u32 item_index ) static float scene_bh_centroid( void *user, u32 item_index, int axis ) { scene *s = user; - model_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] ]; + 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); } @@ -282,9 +222,9 @@ static void scene_bh_debug( void *user, u32 item_index ) { scene *s = user; u32 idx = item_index*3; - model_vert *pa = &s->verts[ s->indices[ idx+0 ] ], - *pb = &s->verts[ s->indices[ idx+1 ] ], - *pc = &s->verts[ s->indices[ idx+2 ] ]; + 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 );