X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=scene.h;h=d8fac1ad524a05672feabee916237ddfbeac8acf;hb=refs%2Fheads%2Frigidbody;hp=81d00c3f5c94c06f15ea1be92e80fbb69038a42f;hpb=dd5c7c307f156768189af84603ec6f1f3b887bb4;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/scene.h b/scene.h index 81d00c3..d8fac1a 100644 --- a/scene.h +++ b/scene.h @@ -5,7 +5,7 @@ #include "model.h" #include "bvh.h" -typedef struct scene scene; +typedef struct scene_context scene_context; typedef struct scene_vert scene_vert; #pragma pack(push,1) @@ -17,15 +17,21 @@ 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) -struct scene +/* + * 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. + */ + +struct scene_context { scene_vert *arrvertices; - u32 *arrindices; u32 vertex_count, indice_count, @@ -35,33 +41,39 @@ struct scene mdl_submesh submesh; }; -/* Initialize a scene description with bounded buffers */ -VG_STATIC scene *scene_init( void *lin_alloc, u32 max_verts, u32 max_indices ) +static u32 scene_mem_required( scene_context *ctx ) { - u32 vertex_length = max_verts * sizeof(scene_vert), - index_length = max_indices * sizeof(u32), - tot_size = sizeof(scene) + vertex_length + index_length; + u32 vertex_length = vg_align8(ctx->max_vertices * sizeof(scene_vert)), + index_length = vg_align8(ctx->max_indices * sizeof(u32)); - scene *pscene = vg_linear_alloc( lin_alloc, tot_size ); + return vertex_length + index_length; +} - pscene->arrvertices = (scene_vert *)(pscene+1); - pscene->arrindices = (u32 *)( pscene->arrvertices + max_verts ); +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; - pscene->vertex_count = 0; - pscene->indice_count = 0; - pscene->max_vertices = max_verts; - pscene->max_indices = max_indices; + memset( &ctx->submesh, 0, sizeof(mdl_submesh) ); - memset( &pscene->submesh, 0, sizeof(mdl_submesh) ); + v3_fill( ctx->bbx[0], 999999.9f ); + v3_fill( ctx->bbx[1], -999999.9f ); +} - v3_fill( pscene->bbx[0], 999999.9f ); - v3_fill( pscene->bbx[1], -999999.9f ); +void scene_supply_buffer( scene_context *ctx, void *buffer ) +{ + u32 vertex_length = vg_align8( ctx->max_vertices * sizeof(scene_vert) ); - return pscene; + ctx->arrvertices = buffer; + ctx->arrindices = (u32*)(((u8*)buffer) + vertex_length); } -VG_STATIC void scene_vert_pack_norm( scene_vert *vert, v3f norm ) -{ +static void scene_vert_pack_norm( scene_vert *vert, v3f norm, f32 blend ){ v3f n; v3_muls( norm, 127.0f, n ); v3_minv( n, (v3f){ 127.0f, 127.0f, 127.0f }, n ); @@ -69,44 +81,38 @@ VG_STATIC void scene_vert_pack_norm( scene_vert *vert, v3f norm ) vert->norm[0] = n[0]; vert->norm[1] = n[1]; vert->norm[2] = n[2]; - vert->norm[3] = 0; /* free byte :D */ + vert->norm[3] = blend * 127.0f; } /* * Append a model into the scene with a given transform */ -VG_STATIC void scene_add_mdl_submesh( scene *pscene, mdl_context *mdl, +static void scene_add_mdl_submesh( scene_context *ctx, mdl_context *mdl, mdl_submesh *sm, m4x3f transform ) { - if( pscene->vertex_count + sm->vertex_count > pscene->max_vertices ){ - vg_error( "%u(current) + %u > %u\n", pscene->vertex_count, - sm->vertex_count, - pscene->max_vertices ); - - vg_warn( "%p ... %p\n", pscene, sm ); - vg_fatal_exit_loop( "Scene vertex buffer overflow" ); + 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( pscene->indice_count + sm->indice_count > pscene->max_indices ){ - vg_error( "%u(current) + %u > %u\n", pscene->indice_count, - sm->indice_count, - pscene->max_indices ); - vg_warn( "%p ... %p\n", pscene, sm ); - - vg_fatal_exit_loop( "Scene index buffer overflow" ); + 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 = &pscene->arrvertices[ pscene->vertex_count ]; + scene_vert *dst_verts = &ctx->arrvertices[ ctx->vertex_count ]; u32 *src_indices = mdl_arritm( &mdl->indices, sm->indice_start ), - *dst_indices = &pscene->arrindices[ pscene->indice_count ]; + *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( 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 ); @@ -115,116 +121,108 @@ VG_STATIC void scene_add_mdl_submesh( scene *pscene, mdl_context *mdl, v3_normalize( normal_matrix[2] ); for( u32 i=0; ivertex_count; i++ ){ - mdl_vert *src = &src_verts[ i ]; - scene_vert *pvert = &dst_verts[ 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 ); + scene_vert_pack_norm( pvert, normal, src->colour[0]*(1.0f/255.0f) ); v2_copy( src->uv, pvert->uv ); } - for( u32 i=0; iindice_count; i++ ) - dst_indices[i] = src_indices[i] + pscene->vertex_count; + u32 real_indices = 0; + for( u32 i=0; iindice_count/3; i++ ){ + u32 *src = &src_indices[i*3], + *dst = &dst_indices[real_indices]; + + v3f ab, ac, tn; + v3_sub( src_verts[src[2]].co, src_verts[src[0]].co, ab ); + v3_sub( src_verts[src[1]].co, src_verts[src[0]].co, ac ); + v3_cross( ac, ab, tn ); + +#if 0 + if( v3_length2( tn ) <= 0.00001f ) + continue; +#endif + + dst[0] = src[0] + ctx->vertex_count; + dst[1] = src[1] + ctx->vertex_count; + dst[2] = src[2] + ctx->vertex_count; + + real_indices += 3; + } + + if( real_indices != sm->indice_count ) + vg_warn( "Zero area triangles in model\n" ); - pscene->vertex_count += sm->vertex_count; - pscene->indice_count += sm->indice_count; + ctx->vertex_count += sm->vertex_count; + ctx->indice_count += real_indices; } /* * One by one adders for simplified access (mostly procedural stuff) */ -VG_STATIC void scene_push_tri( scene *pscene, u32 tri[3] ) +static void scene_push_tri( scene_context *ctx, u32 tri[3] ) { - if( pscene->indice_count + 3 > pscene->max_indices ) - vg_fatal_exit_loop( "Scene vertex buffer overflow" ); + 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 = &pscene->arrindices[ pscene->indice_count ]; + u32 *dst = &ctx->arrindices[ ctx->indice_count ]; dst[0] = tri[0]; dst[1] = tri[1]; dst[2] = tri[2]; - pscene->indice_count += 3; + ctx->indice_count += 3; } -VG_STATIC void scene_push_vert( scene *pscene, scene_vert *v ) +static void scene_push_vert( scene_context *ctx, scene_vert *v ) { - if( pscene->vertex_count + 1 > pscene->max_vertices ) - vg_fatal_exit_loop( "Scene vertex buffer overflow" ); + 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 = &pscene->arrvertices[ pscene->vertex_count ]; + scene_vert *dst = &ctx->arrvertices[ ctx->vertex_count ]; *dst = *v; - pscene->vertex_count ++; + ctx->vertex_count ++; } -VG_STATIC void scene_copy_slice( scene *pscene, mdl_submesh *sm ) +static void scene_copy_slice( scene_context *ctx, mdl_submesh *sm ) { - sm->indice_start = pscene->submesh.indice_start; - sm->indice_count = pscene->indice_count - sm->indice_start; + sm->indice_start = ctx->submesh.indice_start; + sm->indice_count = ctx->indice_count - sm->indice_start; - sm->vertex_start = pscene->submesh.vertex_start; - sm->vertex_count = pscene->vertex_count - sm->vertex_start; + sm->vertex_start = ctx->submesh.vertex_start; + sm->vertex_count = ctx->vertex_count - sm->vertex_start; - pscene->submesh.indice_start = pscene->indice_count; - pscene->submesh.vertex_start = pscene->vertex_count; + ctx->submesh.indice_start = ctx->indice_count; + ctx->submesh.vertex_start = ctx->vertex_count; } -/* finalization: tightly pack data */ -__attribute__((warn_unused_result)) -VG_STATIC scene *scene_fix( void *lin_alloc, scene *pscene ) -{ - /* FIXME: Why is this disabled? */ - - u32 vertex_count = pscene->vertex_count, - indice_count = pscene->indice_count, - vertex_length = vertex_count * sizeof(scene_vert), - index_length = indice_count * sizeof(u32), - tot_size = sizeof(scene) + vertex_length + index_length; - - /* copy down index data */ - void *dst_indices = pscene->arrvertices + vertex_count; - memmove( dst_indices, pscene->arrindices, index_length ); - - /* realloc */ - pscene = vg_linear_resize( lin_alloc, pscene, tot_size ); - - pscene->arrvertices = (scene_vert *)(pscene+1); - pscene->arrindices = (u32 *)(pscene->arrvertices+vertex_count); - pscene->max_vertices = vertex_count; - pscene->max_indices = indice_count; - - return pscene; +static void scene_set_vertex_flags( scene_context *ctx, + u32 start, u32 count, u16 flags ){ + for( u32 i=0; iarrvertices[ start + i ].flags = flags; } -#if 0 -/* finalization: delete any offline buffers and reduce size */ -__attribute__((warn_unused_result)) -VG_STATIC scene *scene_free_offline_buffers( void *lin_alloc, scene *pscene ) -{ - u32 tot_size = sizeof(scene); - - scene *src_scene = pscene; - mdl_vert *src_verts = pscene->arrvertices; - u32 *src_indices = pscene->arrindices; - - scene *dst_scene = vg_linear_resize( lin_alloc, pscene, tot_size ); - memcpy( dst_scene, src_scene, sizeof(scene) ); - - dst_scene->arrindices = NULL; - dst_scene->arrvertices = NULL; - - return dst_scene; -} -#endif +struct scene_upload_info{ + scene_context *ctx; + glmesh *mesh; +}; -VG_STATIC void scene_upload( scene *pscene, glmesh *mesh ) +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 ); @@ -234,13 +232,13 @@ VG_STATIC void scene_upload( scene *pscene, glmesh *mesh ) size_t stride = sizeof(scene_vert); glBindBuffer( GL_ARRAY_BUFFER, mesh->vbo ); - glBufferData( GL_ARRAY_BUFFER, pscene->vertex_count*stride, - pscene->arrvertices, GL_STATIC_DRAW ); + 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, pscene->indice_count*sizeof(u32), - pscene->arrindices, GL_STATIC_DRAW ); + 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 ); @@ -256,30 +254,56 @@ VG_STATIC void scene_upload( scene *pscene, glmesh *mesh ) stride, (void *)offsetof(scene_vert, uv) ); glEnableVertexAttribArray( 2 ); -#if 0 - /* 3: light cluster */ - glVertexAttribIPointer( 3, 4, GL_UNSIGNED_SHORT, - stride, (void *)offsetof(scene_vert, lights) ); - glEnableVertexAttribArray( 3 ); -#endif - VG_CHECK_GL_ERR(); - mesh->indice_count = pscene->indice_count; + 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", pscene->indice_count ); - vg_info( " verts:%u\n", pscene->vertex_count ); + vg_info( " indices:%u\n", ctx->indice_count ); + vg_info( " verts:%u\n", ctx->vertex_count ); +} + +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 ); +} + +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 */ -VG_STATIC void scene_bh_expand_bound( void *user, boxf bound, u32 item_index ) +static void scene_bh_expand_bound( void *user, boxf bound, u32 item_index ) { - scene *s = user; + 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] ]; @@ -289,9 +313,9 @@ VG_STATIC void scene_bh_expand_bound( void *user, boxf bound, u32 item_index ) box_addpt( bound, pc->co ); } -VG_STATIC float scene_bh_centroid( void *user, u32 item_index, int axis ) +static float scene_bh_centroid( void *user, u32 item_index, int axis ) { - scene *s = user; + 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] ]; @@ -312,9 +336,9 @@ VG_STATIC float scene_bh_centroid( void *user, u32 item_index, int axis ) #endif } -VG_STATIC void scene_bh_swap( void *user, u32 ia, u32 ib ) +static void scene_bh_swap( void *user, u32 ia, u32 ib ) { - scene *s = user; + scene_context *s = user; u32 *ti = &s->arrindices[ia*3]; u32 *tj = &s->arrindices[ib*3]; @@ -333,9 +357,9 @@ VG_STATIC void scene_bh_swap( void *user, u32 ia, u32 ib ) tj[2] = temp[2]; } -VG_STATIC void scene_bh_debug( void *user, u32 item_index ) +static void scene_bh_debug( void *user, u32 item_index ) { - scene *s = user; + 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 ] ], @@ -346,34 +370,9 @@ VG_STATIC void scene_bh_debug( void *user, u32 item_index ) 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 *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 ) +static void scene_bh_closest( void *user, u32 index, v3f point, v3f closest ) { - scene *s = user; + scene_context *s = user; v3f positions[3]; u32 *tri = &s->arrindices[ index*3 ]; @@ -383,26 +382,47 @@ VG_STATIC void scene_bh_closest( void *user, u32 index, v3f point, v3f closest ) closest_on_triangle_1( point, positions, closest ); } -VG_STATIC bh_system bh_system_scene = +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 + .system_type = 0x1 }; /* * An extra step is added onto the end to calculate the hit normal */ -VG_STATIC int scene_raycast( scene *s, bh_tree *bh, - v3f co, v3f dir, ray_hit *hit ) +static int scene_raycast( scene_context *s, bh_tree *bh, + v3f co, v3f dir, ray_hit *hit, u16 ignore ) { - int count = bh_ray( bh, co, dir, hit ); + hit->tri = NULL; + + bh_iter it; + bh_iter_init_ray( 0, &it, co, dir, hit->dist ); + i32 idx; + + while( bh_next( bh, &it, &idx ) ){ + u32 *tri = &s->arrindices[ idx*3 ]; + + if( s->arrvertices[tri[0]].flags & ignore ) continue; + + v3f vs[3]; + for( u32 i=0; i<3; i++ ) + v3_copy( s->arrvertices[tri[i]].co, vs[i] ); + + f32 t; + if( ray_tri( vs, co, dir, &t, 0 ) ){ + if( t < hit->dist ){ + hit->dist = t; + hit->tri = tri; + } + } + } - if( count ) - { + if( hit->tri ){ v3f v0, v1; float *pa = s->arrvertices[hit->tri[0]].co, @@ -416,10 +436,10 @@ VG_STATIC int scene_raycast( scene *s, bh_tree *bh, v3_muladds( co, dir, hit->dist, hit->pos ); } - return count; + return hit->tri?1:0; } -VG_STATIC bh_tree *scene_bh_create( void *lin_alloc, scene *s ) +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 );