X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=scene.h;h=d6cfb0a081b2c2ab2959bcb75f7e643053012689;hb=eb6573694ca9292baaefee233dedb0b79f3ddc2e;hp=ff970007dfb5fce17dbfc9c03f2a3be2b27c9bbb;hpb=7758c7efec3956c68294bc914e7524045a2b1bd7;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/scene.h b/scene.h index ff97000..d6cfb0a 100644 --- a/scene.h +++ b/scene.h @@ -28,13 +28,6 @@ struct scene boxf bbx; - struct shadower - { - sdf_primative sdf; - esdf_type sdf_type; - } - *shadowers; - u32 shadower_count, shadower_cap; @@ -49,7 +42,6 @@ static void scene_init( scene *pscene ) pscene->indices = NULL; pscene->vertex_count = 0; pscene->indice_count = 0; - pscene->shadowers = NULL; pscene->shadower_count = 0; pscene->shadower_cap = 0; pscene->submesh.indice_start = 0; @@ -117,23 +109,6 @@ static void scene_add_model( scene *pscene, model *mdl, submodel *submodel, &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) ); - - if( submodel->sdf_type ) - { - pscene->shadowers = buffer_reserve( pscene->shadowers, - pscene->shadower_count, &pscene->shadower_cap, 1, - sizeof( struct shadower )); - - struct shadower *shadower = - &pscene->shadowers[ pscene->shadower_count ++ ]; - - shadower->sdf = submodel->sdf; - shadower->sdf_type = submodel->sdf_type; - - v2_muls( shadower->sdf.info, scale, shadower->sdf.info ); - v3_muls( shadower->sdf.origin, scale, shadower->sdf.origin ); - v3_add( pos, shadower->sdf.origin, shadower->sdf.origin ); - } /* Transform and place vertices */ model_vert *src_verts = submodel_vert_data( mdl, submodel ); @@ -237,308 +212,6 @@ static void scene_copy_slice( scene *pscene, submodel *sm ) pscene->submesh.vertex_start = pscene->vertex_count; } -static void scene_shadow_sphere( scene *pscene, v3f sphere, - v4f params, v3f lightdir ) -{ - for( int i=0; ivertex_count; i++ ) - { - model_vert *vert = &pscene->verts[i]; - - v3f delta; - v3_sub( sphere, vert->co, delta ); - - float d = v3_dot( lightdir, delta ); - v3f closest; - - v3_muls( lightdir, d, closest ); - float dist = v3_dist( closest, delta ), - shading = vg_maxf( dist - params[0], 0.0f ); - - shading = vg_minf( shading * params[1], 1.0f ); - vert->colour[1] *= shading; - } -} - -static void scene_shadow_gradient( scene *pscene, int comp, - float start, float length ) -{ - float scale = 1.0f / length; - - for( int i=0; ivertex_count; i++ ) - { - model_vert *vert = &pscene->verts[i]; - float shading = start + vert->co[comp] * scale; - - vert->colour[1] = shading; - } -} - - -/* - * Experimental SDF based shadows - * - * https://iquilezles.org/articles/distfunctions/ - */ -static float sd_cone( v3f co, sdf_primative *prim ) -{ - float bound = prim->info[1]*1.75f; - if( v3_dist2( prim->origin, co ) > bound*bound ) - return 999999.9f; - - v3f p; - v3_sub( co, prim->origin, p ); - - float h = prim->info[1]; - v2f c = { prim->info[2], prim->info[3] }; - - v2f q, w, a, b; - v2_muls( (v2f){ c[0]/c[1], -1.0f }, h, q ); - - w[0] = v2_length( (v2f){ p[0], p[2] } ); - w[1] = p[1]; - - v2_muladds( w, q, -vg_clampf( v2_dot(w,q)/v2_dot(q,q), 0.0f, 1.0f ), a ); - v2_muladd( w, q, (v2f){ vg_clampf( w[0]/q[0], 0.0f, 1.0f ), 1.0f }, b ); - - float k = vg_signf( q[1] ), - d = vg_minf( v2_dot( a,a ), v2_dot( b,b ) ), - s = vg_maxf( k*(w[0]*q[1]-w[1]*q[0]), k*(w[1]-q[1]) ); - - return sqrtf(d)*vg_signf(s); -} - -#define CACHE_AMBIENT_SHAPES - -static float scene_ambient_sample( scene *pscene, v3f pos, v3f dir ) -{ - float accum = 0.0f; - -#ifdef CACHE_AMBIENT_SHAPES - static struct shadower *local_shadowers[32]; - static int local_shadower_count = 0; - static v3f local_shadower_last = { -99999.9f, -999999.9f, -9999999.9f }; - - if( v3_dist2( pos, local_shadower_last ) > 10.0f*10.0f ) - { - local_shadower_count = 0; - v3_copy( pos, local_shadower_last ); - - for( int k=0; kshadower_count; k++ ) - { - struct shadower *shadower = &pscene->shadowers[k]; - - if( sd_cone( pos, &shadower->sdf ) <= 20.0f ) - { - local_shadowers[ local_shadower_count ++ ] = shadower; - if( local_shadower_count == vg_list_size( local_shadowers ) ) - break; - } - } - } -#endif - - for( int j=0; j<5; j++ ) - { - v3f tracepos; - v3_muladds( pos, dir, 1.5f*(float)j, tracepos ); - - float mindist = 99999.9f; - -#ifndef CACHE_AMBIENT_SHAPES - - for( int k=0; kshadower_count; k++ ){ - struct shadower *shadower = &pscene->shadowers[k]; -#else - - for( int k=0; ksdf )); - mindist = vg_minf( mindist, dist ); - } - - - accum += vg_clampf( 1.0f - mindist, 0.0f, 1.0f )*0.2f; - } - - return accum; -} - -#define DYNAMIC_GRID -#define JUST_DO_EVERY_VERT - -static void scene_compute_occlusion( scene *pscene ) -{ - v3f sundir = { 0.2f, 0.9f, 0.2f }; - v3_normalize( sundir ); - - /* TODO: Make this sample grid be dynamically required. - * - * 1. Only resample the light grid (1x1x1), when a vertex is outside the - * current cube - * - * 2. Reorder all vertices so that each group of vertices that fit in a - * cube are next to eachother in the buffer. This will save cache - * misses. - * - * for the sorting algorithm, i think we can already assume that *most - * vertices will be quite close to eachother. so instead of doing an - * exhaustive search we can reorder 1k chunks at a time. - */ - - v3f sample_area; - v3_sub( pscene->bbx[1], pscene->bbx[0], sample_area ); - v3_ceil( sample_area, sample_area ); - int ax = sample_area[0], - ay = sample_area[1], - az = sample_area[2]; - -#ifndef DYNAMIC_GRID - float *samplegrid = malloc( ax*ay*az* sizeof(float) ); - - for( int x=0; xbbx[0], sample_pos, sample_pos ); - float accum = scene_ambient_sample( pscene, sample_pos, sundir ); - - samplegrid[x + y*ax + z*ax*ay] = accum; - }}} -#else - v3i cube_pos = { -999999, -999999, -999999 }; - int cube_resamples = 0, hits = 0, misses = 0; - - float s0=0.0f,s1=0.0f,s2=0.0f,s3=0.0f,s4=0.0f,s5=0.0f,s6=0.0f,s7=0.0f; -#endif - - for( int i=0; ivertex_count; i++ ) - { - model_vert *vert = &pscene->verts[i]; - v3f rel, q; - -#ifndef DYNAMIC_GRID - v3_sub( vert->co, pscene->bbx[0], q ); -#else - v3_copy( vert->co, q ); -#endif - - v3_floor( q, rel ); - v3_sub( q, rel, q ); - - int x=rel[0], - y=rel[1], - z=rel[2]; - -#ifndef JUST_DO_EVERY_VERT -#ifndef DYNAMIC_GRID - x = VG_MIN(x,ax-2); - y = VG_MIN(y,ay-2); - z = VG_MIN(z,az-2); - x = VG_MAX(x,0); - y = VG_MAX(y,0); - z = VG_MAX(z,0); - - float - s0 = samplegrid[ x + y*ax + z*ax*ay], - s1 = samplegrid[(x+1) + y*ax + z*ax*ay], - s2 = samplegrid[ x + (y+1)*ax + z*ax*ay], - s3 = samplegrid[(x+1) + (y+1)*ax + z*ax*ay], - s4 = samplegrid[ x + y*ax + (z+1)*ax*ay], - s5 = samplegrid[(x+1) + y*ax + (z+1)*ax*ay], - s6 = samplegrid[ x + (y+1)*ax + (z+1)*ax*ay], - s7 = samplegrid[(x+1) + (y+1)*ax + (z+1)*ax*ay], -#else - if( x!=cube_pos[0] || y!=cube_pos[1] || z!=cube_pos[2] ) - { - cube_pos[0] = x; - cube_pos[1] = y; - cube_pos[2] = z; - - s0 = scene_ambient_sample( pscene, (v3f){ x,y,z }, sundir ); - s1 = scene_ambient_sample( pscene, (v3f){ x+1,y,z }, sundir ); - s2 = scene_ambient_sample( pscene, (v3f){ x,y+1,z }, sundir ); - s3 = scene_ambient_sample( pscene, (v3f){ x+1,y+1,z }, sundir ); - s4 = scene_ambient_sample( pscene, (v3f){ x,y,z+1 }, sundir ); - s5 = scene_ambient_sample( pscene, (v3f){ x+1,y,z+1 }, sundir ); - s6 = scene_ambient_sample( pscene, (v3f){ x,y+1,z+1 }, sundir ); - s7 = scene_ambient_sample( pscene, (v3f){ x+1,y+1,z+1 }, sundir ); - - cube_resamples += 8; - misses ++; - } - else - hits ++; - - float -#endif - - s0_s1 = vg_lerpf( s0, s1, q[0] ), - s2_s3 = vg_lerpf( s2, s3, q[0] ), - s4_s5 = vg_lerpf( s4, s5, q[0] ), - s6_s7 = vg_lerpf( s6, s7, q[0] ), - - s0s1_s2s3 = vg_lerpf( s0_s1, s2_s3, q[1] ), - s4s5_s6s7 = vg_lerpf( s4_s5, s6_s7, q[1] ), - s0s1s2s3_s4s5s6s7 = vg_lerpf( s0s1_s2s3, s4s5_s6s7, q[2] ); - - vert->colour[1] = s0s1s2s3_s4s5s6s7; -#else - vert->colour[1] = scene_ambient_sample( pscene, vert->co, sundir ); -#endif - } - -#ifndef DYNAMIC_GRID - int cube_resamples = -1, misses = 0, hits = 0; -#endif - - int static_samples = ax*ay*az, - vertex_samples = pscene->vertex_count; - - if( cube_resamples < static_samples ) - vg_success( "Walking cube beat static grid (%d<%d. %d)!\n", - cube_resamples, static_samples, vertex_samples ); - else - vg_warn( "Walking cube was worse than static grid (%d<%d. %d).\n", - cube_resamples, static_samples, vertex_samples ); - - vg_info( "Hits; %d, misses: %d\n", hits, misses ); - -#ifndef DYNAMIC_GRID - free( samplegrid ); -#endif - - return; - - for( int i=0; ivertex_count; i++ ) - { - model_vert *vert = &pscene->verts[i]; - float accum = 0.0f; - - for( int j=0; j<5; j++ ) - { - v3f tracepos; - v3_copy( vert->co, tracepos ); - v3_muladds( tracepos, sundir, 1.5f*(float)j, tracepos ); - - float mindist = 99999.9f; - - for( int k=0; kshadower_count; k++ ) - { - struct shadower *shadower = &pscene->shadowers[k]; - float dist = vg_maxf( 0.0f, sd_cone( tracepos, &shadower->sdf )); - mindist = vg_minf( mindist, dist ); - } - - accum += vg_clampf( 1.0f - mindist, 0.0f, 1.0f )*0.2f; - } - - vert->colour[1] = vg_minf( accum, 1.0f ); - } -} - static void scene_upload( scene *pscene ) { mesh_upload( &pscene->mesh, @@ -586,50 +259,6 @@ static void scene_draw( scene *pscene ) mesh_drawn( 0, pscene->indice_count ); } -static void scene_debugsdf( scene *pscene ) -{ - for( int i=0; ishadower_count; i++ ) - { - struct shadower *shadower = &pscene->shadowers[i]; - - v3f base, side; - v3_copy( shadower->sdf.origin, base ); - base[1] -= shadower->sdf.info[1]; - v3_copy( base, side ); - side[0] += shadower->sdf.info[0]; - - vg_line2( shadower->sdf.origin, base, 0xff00ff00, 0xff0000ff ); - vg_line2( side, base, 0xff00ff00, 0xff0000ff ); - vg_line( side, shadower->sdf.origin, 0xff00ff00 ); - } - - v3f p0 = { pscene->bbx[0][0], pscene->bbx[0][1], pscene->bbx[0][2] }, - p1 = { pscene->bbx[0][0], pscene->bbx[1][1], pscene->bbx[0][2] }, - p2 = { pscene->bbx[1][0], pscene->bbx[1][1], pscene->bbx[0][2] }, - p3 = { pscene->bbx[1][0], pscene->bbx[0][1], pscene->bbx[0][2] }, - - p4 = { pscene->bbx[0][0], pscene->bbx[0][1], pscene->bbx[1][2] }, - p5 = { pscene->bbx[0][0], pscene->bbx[1][1], pscene->bbx[1][2] }, - p6 = { pscene->bbx[1][0], pscene->bbx[1][1], pscene->bbx[1][2] }, - p7 = { pscene->bbx[1][0], pscene->bbx[0][1], pscene->bbx[1][2] }; - - u32 col = 0xffff00c8; - vg_line( p0, p1, col ); - vg_line( p1, p2, col ); - vg_line( p2, p3, col ); - vg_line( p3, p0, col ); - - vg_line( p4, p5, col ); - vg_line( p5, p6, col ); - vg_line( p6, p7, col ); - vg_line( p7, p4, col ); - - vg_line( p0, p4, col ); - vg_line( p1, p5, col ); - vg_line( p2, p6, col ); - vg_line( p3, p7, col ); -} - static void scene_register(void) { } @@ -946,48 +575,22 @@ int ray_aabb( boxf box, v3f co, v3f dir, float dist ) static int bvh_ray_tri( scene *sc, u32 *tri, v3f co, v3f dir, ray_hit *hit ) { - float const kEpsilon = 0.00001f; - - v3f v0, v1, h, s, q, n; - float a,f,u,v,t; - - float *pa = sc->verts[tri[0]].co, - *pb = sc->verts[tri[1]].co, - *pc = sc->verts[tri[2]].co; - - v3_sub( pb, pa, v0 ); - v3_sub( pc, pa, v1 ); - v3_cross( dir, v1, h ); - v3_cross( v0, v1, n ); - - if( v3_dot( n, dir ) > 0.0f ) /* Backface culling */ - return 0; + v3f positions[3]; + for( int i=0; i<3; i++ ) + v3_copy( sc->verts[tri[i]].co, positions[i] ); - /* Parralel */ - a = v3_dot( v0, h ); - if( a > -kEpsilon && a < kEpsilon ) - return 0; - - f = 1.0f/a; - v3_sub( co, pa, s ); - - u = f * v3_dot(s, h); - if( u < 0.0f || u > 1.0f ) - return 0; - - v3_cross( s, v0, q ); - v = f * v3_dot( dir, q ); - if( v < 0.0f || u+v > 1.0f ) - return 0; - - t = f * v3_dot(v1, q); - if( t > kEpsilon && t < hit->dist ) + float t; + if(ray_tri( positions, co, dir, &t )) { - hit->dist = t; - hit->tri = tri; - return 1; + if( t < hit->dist ) + { + hit->dist = t; + hit->tri = tri; + return 1; + } } - else return 0; + + return 0; } static int bvh_ray( scene *s, u32 inode, v3f co, v3f dir, ray_hit *hit ) @@ -1047,6 +650,57 @@ static int bvh_raycast( scene *s, v3f co, v3f dir, ray_hit *hit ) return count; } +static int bvh_select_triangles( scene *s, boxf box, u32 *triangles, int len ) +{ + /* TODO: use this stack system on the raycast function */ + int count = 0; + u32 stack[100]; + u32 depth = 2; + + stack[0] = 0; + stack[1] = s->bvh.nodes[0].il; + stack[2] = s->bvh.nodes[0].ir; + + while(depth) + { + bvh_node *inode = &s->bvh.nodes[ stack[depth] ]; + if( box_overlap( inode->bbx, box ) ) + { + if( inode->count ) + { + if( count + inode->count >= len ) + { + vg_error( "Maximum buffer reached!\n" ); + return count; + } + + for( u32 i=0; icount; i++ ) + triangles[ count ++ ] = (inode->start+i)*3; + + depth --; + } + else + { + if( depth+1 >= vg_list_size(stack) ) + { + vg_error( "Maximum stack reached!\n" ); + return count; + } + + stack[depth] = inode->il; + stack[depth+1] = inode->ir; + depth ++; + } + } + else + { + depth --; + } + } + + return count; +} + static int bvh_scene_sample_node_h( scene *s, u32 inode, v3f pos, v3f norm ) { bvh_node *node = &s->bvh.nodes[ inode ];