X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=scene.h;h=c53c7b3c3c383f8198a1877a3c19965d3fce3c9c;hb=7eba38b8178c82040618a518634d8ff4813e2ff2;hp=76baf547f77b50e69d6c1881b5b24557e411b766;hpb=ecc4dfbfb3adf91d2dfc03ba0ec9a821fcc2390c;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/scene.h b/scene.h index 76baf54..c53c7b3 100644 --- a/scene.h +++ b/scene.h @@ -5,260 +5,315 @@ #include "model.h" #include "bvh.h" -typedef struct scene scene; +typedef struct scene_context scene_context; +typedef struct scene_vert scene_vert; -struct scene +#pragma pack(push,1) + +/* 32 byte vertexs, we don't care about the normals too much, + * maybe possible to bring down uv to i16s too */ +struct scene_vert { - glmesh mesh; + v3f co; /* 3*32 */ + v2f uv; /* 2*32 */ + i8 norm[4]; /* 4*8 */ + u16 unused[4]; +}; - model_vert *verts; - u32 *indices; - - bh_tree bhtris; - u32 vertex_count, - indice_count, - vertex_cap, - indice_cap; +#pragma pack(pop) - boxf bbx; +/* + * 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. + */ - u32 shadower_count, - shadower_cap; +struct scene_context +{ + scene_vert *arrvertices; + u32 *arrindices; - submodel submesh; -}; + u32 vertex_count, indice_count, + max_vertices, max_indices; -GLuint tex_dual_noise; + boxf bbx; + mdl_submesh submesh; +}; -static void scene_init( scene *pscene ) +VG_STATIC u32 scene_mem_required( scene_context *ctx ) { - 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 ); - - 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; - } + u32 vertex_length = vg_align8(ctx->max_vertices * sizeof(scene_vert)), + index_length = vg_align8(ctx->max_indices * sizeof(u32)); - 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 ); + return vertex_length + index_length; +} - vg_tex2d_linear(); - vg_tex2d_repeat(); +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; - free( buf ); - } + memset( &ctx->submesh, 0, sizeof(mdl_submesh) ); + + v3_fill( ctx->bbx[0], 999999.9f ); + v3_fill( ctx->bbx[1], -999999.9f ); } -static void *buffer_reserve( void *buffer, u32 count, u32 *cap, u32 amount, - size_t emsize ) +void scene_supply_buffer( scene_context *ctx, void *buffer ) { - if( count+amount > *cap ) - { - *cap = VG_MAX( (*cap)*2, (*cap)+amount ); - - return realloc( buffer, (*cap) * emsize ); - } + u32 vertex_length = vg_align8( ctx->max_vertices * sizeof(scene_vert) ); + + ctx->arrvertices = buffer; + ctx->arrindices = (u32*)(((u8*)buffer) + vertex_length); +} - return buffer; +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 */ -static void scene_add_model( scene *pscene, model *mdl, submodel *submodel, - v3f pos, float yaw, float scale ) +VG_STATIC void scene_add_mdl_submesh( scene_context *ctx, mdl_context *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->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 ); - - 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_concat( pscene->bbx, bbxnew ); - - m3x3f rotation; - m4x3_to_3x3( mtx, rotation ); - - 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 ]; - - 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 ); - - float rel_y = src->co[1] / submodel->bbx[1][1]; - pvert->colour[0] = rel_y; - pvert->colour[2] = rand_hue; + 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 ); } - for( u32 i=0; iindice_count; i++ ) - { - u32 *pidx = &pscene->indices[ pscene->indice_count+i ]; - *pidx = src_indices[i] + pscene->vertex_count; + 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 ); } - pscene->vertex_count += submodel->vertex_count; - pscene->indice_count += submodel->indice_count; -} + mdl_vert *src_verts = mdl_arritm( &mdl->verts, sm->vertex_start ); + scene_vert *dst_verts = &ctx->arrvertices[ ctx->vertex_count ]; -static void scene_add_foliage( scene *pscene, model *mdl, submodel *submodel, - m4x3f transform ) -{ - 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) ); + u32 *src_indices = mdl_arritm( &mdl->indices, sm->indice_start ), + *dst_indices = &ctx->arrindices[ ctx->indice_count ]; /* 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 ); + 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] ); - 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 ]; + 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 ); - m3x3_mulv( transform, src->norm, pvert->norm ); - v4_copy( src->colour, pvert->colour ); + 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++ ) - { - u32 *pidx = &pscene->indices[ pscene->indice_count+i ]; - *pidx = src_indices[i] + pscene->vertex_count; - } + for( u32 i=0; iindice_count; i++ ) + dst_indices[i] = src_indices[i] + ctx->vertex_count; - pscene->vertex_count += submodel->vertex_count; - pscene->indice_count += submodel->indice_count; + ctx->vertex_count += sm->vertex_count; + ctx->indice_count += sm->indice_count; } -static void scene_copy_slice( scene *pscene, submodel *sm ) +/* + * One by one adders for simplified access (mostly procedural stuff) + */ +VG_STATIC void scene_push_tri( scene_context *ctx, u32 tri[3] ) { - sm->indice_start = pscene->submesh.indice_start; - sm->indice_count = pscene->indice_count - sm->indice_start; + 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 ); - 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 *dst = &ctx->arrindices[ ctx->indice_count ]; + + dst[0] = tri[0]; + dst[1] = tri[1]; + dst[2] = tri[2]; + + ctx->indice_count += 3; } -static void scene_upload( scene *pscene ) +VG_STATIC void scene_push_vert( scene_context *ctx, scene_vert *v ) { - mesh_upload( &pscene->mesh, - pscene->verts, pscene->vertex_count, - pscene->indices, pscene->indice_count ); + 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; - vg_info( "Scene upload\n" ); - vg_info( " indices:%u\n", pscene->indice_count ); - vg_info( " verts:%u\n", pscene->vertex_count ); + ctx->vertex_count ++; } -static void scene_bind( scene *pscene ) +VG_STATIC void scene_copy_slice( scene_context *ctx, mdl_submesh *sm ) { - mesh_bind( &pscene->mesh ); + 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; } -static void scene_draw( scene *pscene ) +struct scene_upload_info{ + scene_context *ctx; + glmesh *mesh; +}; + +VG_STATIC void async_scene_upload( void *payload, u32 size ) { - mesh_drawn( 0, pscene->indice_count ); + 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 ); } -static void scene_register(void) +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 +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 ) +VG_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] ]; + 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 ) +VG_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] ]; + 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 ) +VG_STATIC void scene_bh_swap( void *user, u32 ia, u32 ib ) { - scene *s = user; + scene_context *s = user; - u32 *ti = &s->indices[ia*3]; - u32 *tj = &s->indices[ib*3]; + u32 *ti = &s->arrindices[ia*3]; + u32 *tj = &s->arrindices[ib*3]; u32 temp[3]; temp[0] = ti[0]; @@ -274,34 +329,33 @@ static void scene_bh_swap( void *user, u32 ia, u32 ib ) tj[2] = temp[2]; } -static void scene_bh_debug( void *user, u32 item_index ) +VG_STATIC void scene_bh_debug( void *user, u32 item_index ) { - scene *s = user; + scene_context *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 ] ]; + 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 int scene_bh_ray( void *user, u32 index, v3f co, v3f dir, ray_hit *hit ) +VG_STATIC int scene_bh_ray( void *user, u32 index, v3f co, + v3f dir, ray_hit *hit ) { - scene *s = user; + scene_context *s = user; v3f positions[3]; - u32 *tri = &s->indices[ index*3 ]; + u32 *tri = &s->arrindices[ index*3 ]; for( int i=0; i<3; i++ ) - v3_copy( s->verts[tri[i]].co, positions[i] ); + v3_copy( s->arrvertices[tri[i]].co, positions[i] ); float t; - if(ray_tri( positions, co, dir, &t )) - { - if( t < hit->dist ) - { + if(ray_tri( positions, co, dir, &t )){ + if( t < hit->dist ){ hit->dist = t; hit->tri = tri; return 1; @@ -311,10 +365,23 @@ static int scene_bh_ray( void *user, u32 index, v3f co, v3f dir, ray_hit *hit ) return 0; } -static bh_system bh_system_scene = +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 @@ -323,17 +390,17 @@ static bh_system bh_system_scene = /* * 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 ) +VG_STATIC int scene_raycast( scene_context *s, bh_tree *bh, + v3f co, v3f dir, ray_hit *hit ) { - int count = bh_ray( &s->bhtris, 0, co, dir, hit ); + int count = bh_ray( bh, co, dir, hit ); - if( count ) - { + 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; + 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 ); @@ -345,10 +412,10 @@ static int scene_raycast( scene *s, v3f co, v3f dir, ray_hit *hit ) return count; } -static void scene_bh_create( scene *s ) +VG_STATIC bh_tree *scene_bh_create( void *lin_alloc, scene_context *s ) { u32 triangle_count = s->indice_count / 3; - bh_create( &s->bhtris, &bh_system_scene, s, triangle_count ); + return bh_create( lin_alloc, &bh_system_scene, s, triangle_count, 2 ); } #endif