From: hgn Date: Sat, 11 Jun 2022 12:09:18 +0000 (+0100) Subject: switch to raycast & bvh X-Git-Url: https://harrygodden.com/git/?a=commitdiff_plain;h=82dae85738b0ce35de8965398b775c9f57ab20e5;hp=8dfd1063311df86f24fbad2e221ccc0734695e74;p=carveJwlIkooP6JGAAIwe30JlM.git switch to raycast & bvh --- diff --git a/blender_export.py b/blender_export.py index e599ee7..38de929 100644 --- a/blender_export.py +++ b/blender_export.py @@ -141,11 +141,5 @@ def write_model(name): fp.close() -write_model( "test" ) -write_model( "free_dev" ) -write_model( "char_dev" ) -write_model( "skydome" ) -write_model( "cement_r1" ) - for col in bpy.data.collections["export"].children: write_model( col.name ) diff --git a/character.h b/character.h index 762511f..51f2c16 100644 --- a/character.h +++ b/character.h @@ -11,7 +11,7 @@ SHADER_DEFINE( shader_player, "uniform mat4 uPv;" "uniform mat4x3 uMdl;" - "uniform vec3 uOpacityLight;" + "uniform float uOpacity;" "" "out vec4 aColour;" "out vec2 aUv;" @@ -28,7 +28,7 @@ SHADER_DEFINE( shader_player, "aUv = a_uv;" "aNorm = mat3(uMdl) * a_norm;" "aCo = a_co;" - "aOpacity = 1.0-(gl_Position.y+0.5);" + "aOpacity = 1.0-(gl_Position.y+0.5)*uOpacity;" "}", /* Fragment */ "out vec4 FragColor;" @@ -48,7 +48,7 @@ SHADER_DEFINE( shader_player, "FragColor = vec4(pow(diffuse,vec3(1.0)),aOpacity);" "}" , - UNIFORMS({ "uTexMain", "uPv", "uMdl", "uOpacityLight" }) + UNIFORMS({ "uTexMain", "uPv", "uMdl", "uOpacity" }) ) #define FOREACH_PART(FN) \ @@ -274,12 +274,13 @@ static void character_eval( struct character *ch ) #define B3D_CO( X, Y, Z ) (v3f){ X, Z, -Y } -struct character_rig_lower +typedef struct character_pose character_pose; +struct character_pose { v3f b0, b1, p, fr, fl, pl, pr, hl, hr, apl, apr, cam; }; -static struct character_rig_lower character_pose_aero = +static character_pose pose_aero = { .b0 = {0.0721f, 0.8167f, 0.1365f}, .b1 = {-0.0773f, 1.1559f, -0.1699f}, @@ -295,7 +296,7 @@ static struct character_rig_lower character_pose_aero = .cam = {-0.3394f, 1.2661f, 0.2936f} }; -static struct character_rig_lower character_pose_slide = +static character_pose pose_slide = { .b0 = {0.6732f, 0.5565f, -0.0000f}, .b1 = {0.8116f, 1.0547f, 0.0613f}, @@ -311,7 +312,7 @@ static struct character_rig_lower character_pose_slide = .cam = {0.9888f, 1.4037f, 0.6081f} }; -static struct character_rig_lower character_pose_slide1 = +static character_pose pose_slide1 = { .b0 = {-0.2385f, 0.6403f, 0.1368f}, .b1 = {-0.5151f, 1.1351f, 0.1380f}, @@ -327,7 +328,7 @@ static struct character_rig_lower character_pose_slide1 = .cam = {-1.0508f, 1.0769f, 0.0528f} }; -static struct character_rig_lower character_pose_aero_reverse = +static character_pose pose_aero_reverse = { .b0 = {0.0616f, 0.8167f, -0.1415f}, .b1 = {0.0148f, 1.1559f, 0.1861f}, @@ -343,7 +344,7 @@ static struct character_rig_lower character_pose_aero_reverse = .cam = {-0.3394f, 1.2661f, -0.2936f} }; -static struct character_rig_lower character_pose_stand = +static character_pose pose_stand = { .b0 = {0.1877f, 1.0663f, 0.0063f}, .b1 = {0.0499f, 1.5564f, -0.0584f}, @@ -359,7 +360,7 @@ static struct character_rig_lower character_pose_stand = .cam = {-0.3477f, 1.5884f, -0.0019f} }; -static struct character_rig_lower character_pose_fly = +static character_pose pose_fly = { .b0 = {0.2995f, 0.6819f, -0.1369f}, .b1 = {0.1618f, 1.1720f, -0.2016f}, @@ -375,8 +376,8 @@ static struct character_rig_lower character_pose_fly = .cam = {-0.2727f, 1.2606f, 0.3564f} }; -static void character_rig_lower_blend( struct character *ch, - struct character_rig_lower *pose, float q ) +static +void character_pose_blend( struct character *ch, character_pose *pose, float q ) { v3_muladds( ch->ik_body.base, pose->b0, q, ch->ik_body.base ); v3_muladds( ch->ik_body.end, pose->b1, q, ch->ik_body.end ); @@ -392,10 +393,11 @@ static void character_rig_lower_blend( struct character *ch, v3_muladds( ch->cam_pos, pose->cam, q, ch->cam_pos ); } -static void character_pose_with_tilt( struct character *ch, v3f cog, - struct character_rig_lower *pose, float q ) +static +void character_final_pose( struct character *ch, v3f cog, + character_pose *pose, float q ) { - struct character_rig_lower npose; + character_pose npose; float dip = vg_clampf(cog[1], -1.0f, 0.3f) * 0.35f, tilt = vg_clampf(cog[2], -1.0f, 1.0f) * 0.3f; @@ -418,7 +420,7 @@ static void character_pose_with_tilt( struct character *ch, v3f cog, v3_copy( pose->fl, npose.fl ); v3_copy( pose->cam, npose.cam ); - character_rig_lower_blend( ch, &npose, q ); + character_pose_blend( ch, &npose, q ); } static void zero_ik_basic( struct ik_basic *ik ) @@ -500,15 +502,14 @@ static void character_testpose( struct character *ch, float t ) m4x3_identity( ch->matrices[k_chpart_wf] ); } -static void character_draw( struct character *ch ) +static void character_draw( struct character *ch, float temp ) { SHADER_USE(shader_player); glUniformMatrix4fv( SHADER_UNIFORM( shader_player, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); glUniform1i( SHADER_UNIFORM( shader_player, "uTexMain" ), 0 ); - glUniform3fv( SHADER_UNIFORM( shader_player, "uOpacityLight" ), 1, - ch->matrices[k_chpart_neck][3] ); + glUniform1f( SHADER_UNIFORM( shader_player, "uOpacity" ), temp ); GLint kuMdl = SHADER_UNIFORM( shader_player, "uMdl" ); @@ -529,8 +530,4 @@ static void character_shader_register(void) SHADER_INIT(shader_player); } -#undef FOREACH_PART -#undef MAKE_ENUM -#undef MAKE_STRING -#undef ADD_ONE #endif diff --git a/main.c b/main.c index 6c1714c..69d4df9 100644 --- a/main.c +++ b/main.c @@ -54,12 +54,19 @@ static int sv_debugcam = 0; static int sv_phys = 0; static int thirdperson = 0; static int clock_divider = 1; +static int replay_record = 0; + +static m4x3f *replay_buffer = NULL; +static int replay_buffer_frame = 0; + +#define REPLAY_LENGTH 120*60 /* Components */ #include "road.h" #include "scene.h" #include "ik.h" #include "character.h" +#include "terrain.h" int main( int argc, char *argv[] ) { @@ -97,29 +104,6 @@ static struct gplayer struct character mdl; - /* Opengl */ -#if 0 - glmesh mesh; - submodel legl, - legu, - board, - torso, - wheels, - foot, - - /* NEW MODEL */ - leg_r0, leg_r1, foot_r, - leg_l0, leg_l1, foot_l, - arm_r0, arm_r1, hand_r, - arm_l0, arm_l1, hand_l, - body, head; - - /* Rendering */ - m4x3f mleg_l, mknee_l, mleg_r, mknee_r, mboard; - m4x3f marm_l, melbow_l, marm_r, melbow_r, mbutt, - mfoot_l, mfoot_r; -#endif - v3f handl_target, handr_target, handl, handr; } @@ -127,13 +111,7 @@ player; static struct gworld { - glmesh skydome; - glmesh cement; - - scene foliage, /* Tree shader */ - geo, /* Std shader, collisions */ - detail; /* Std shader, no collisions */ - + scene geo; submodel terrain, terrain_rocks, terrain_road; @@ -169,6 +147,18 @@ static int reset_player( int argc, char const *argv[] ) return 0; } +static int playermodel( int argc, char const *argv[] ) +{ + if( argc < 1 ) return 0; + + glmesh old_mesh = player.mdl.mesh; + + if( character_load( &player.mdl, argv[0] ) ) + mesh_free( &old_mesh ); + + return 1; +} + void vg_register(void) { scene_register(); @@ -178,8 +168,26 @@ void vg_register(void) void vg_start(void) { + replay_buffer = malloc( sizeof(m4x3f) * REPLAY_LENGTH * (PART_COUNT) ); + vg_tex2d_init( texture_list, vg_list_size( texture_list ) ); + vg_convar_push( (struct vg_convar){ + .name = "frame", + .data = &replay_buffer_frame, + .data_type = k_convar_dtype_i32, + .opt_i32 = { .min=0, .max=REPLAY_LENGTH-1, .clamp=1 }, + .persistent = 0 + }); + + vg_convar_push( (struct vg_convar){ + .name = "rec", + .data = &replay_record, + .data_type = k_convar_dtype_i32, + .opt_i32 = { .min=0, .max=1, .clamp=1 }, + .persistent = 0 + }); + vg_convar_push( (struct vg_convar){ .name = "freecam", .data = &freecam, @@ -246,102 +254,18 @@ void vg_start(void) character_load( &player.mdl, "ch_default" ); - /* temp */ - model *cement_model = vg_asset_read("models/cement_r1.mdl" ); - model_unpack( cement_model, &world.cement ); - free( cement_model ); - /* Setup scene */ scene_init( &world.geo ); - scene_init( &world.detail ); - scene_init( &world.foliage ); - - model *mworld = vg_asset_read( "models/free_dev.mdl" ); - model *mtest = vg_asset_read( "models/test.mdl" ); - - model *msky = vg_asset_read( "models/skydome.mdl" ); - model_unpack( msky, &world.skydome ); - free( msky ); - - scene_add_model( &world.geo, mworld, submodel_get( mworld, "terrain" ), - (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f ); - scene_copy_slice( &world.geo, &world.terrain ); - - scene_add_model( &world.geo, mworld, submodel_get( mworld, "terrain_rocks" ), - (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f ); - scene_copy_slice( &world.geo, &world.terrain_rocks ); - - submodel *ptree = submodel_get( mtest, "tree" ), - *pt_groundcover[] = - { - submodel_get( mtest, "bush" ), - submodel_get( mtest, "bush" ), - submodel_get( mtest, "blubber" ), - }; - - /* Sprinkle some trees in the terrain areas */ - v3f range; - v3_sub( world.geo.bbx[1], world.geo.bbx[0], range ); - -#ifdef VG_RELEASE - int const ktree_count = 8000, - kfoliage_count = 200000; -#else - int const ktree_count = 200, - kfoliage_count = 0; -#endif - - for( int i=0; i 0.9f ) - { - scene_add_model( &world.foliage, mtest, ptree, - pos, vg_randf() * VG_TAUf, vg_randf() * 0.5f + 0.5f ); - } - } - } - - for( int i=0; i 0.7f ) - { - scene_add_model( &world.foliage, mtest, - pt_groundcover[rand()%vg_list_size(pt_groundcover)], - pos, vg_randf() * VG_TAUf, vg_randf() * 0.5f + 0.5f ); - } - } - } - - scene_add_model( &world.geo, mworld, submodel_get( mworld, "road" ), - (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f ); - scene_copy_slice( &world.geo, &world.terrain_road ); + model *mworld = vg_asset_read( "models/mp_dev.mdl" ); - scene_add_model( &world.detail, mworld, submodel_get( mworld, "art" ), + scene_add_model( &world.geo, mworld, submodel_get( mworld, "mp_dev" ), (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f ); - free( mtest ); free( mworld ); + scene_upload( &world.geo ); + bvh_create( &world.geo ); - scene_compute_occlusion( &world.foliage ); - scene_upload( &world.foliage ); - scene_upload( &world.geo ); - scene_upload( &world.detail ); - reset_player( 0, NULL ); player_transform_update(); @@ -426,7 +350,6 @@ static void player_freecam(void) v3_muls( move_vel, 0.75f, move_vel ); v3_add( move_vel, player.view, player.view ); - } static void apply_gravity( v3f vel, float const timestep ) @@ -444,8 +367,6 @@ static void player_start_air(void) float best_velocity_mod = 0.0f, best_velocity_delta = -9999.9f; - v3f targetn; - v3f axis, vup; m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup ); v3_cross( vup, player.v, axis ); @@ -481,28 +402,31 @@ static void player_start_air(void) m3x3_mulv( vr, pv, pv ); v3_muladds( pco, pv, pstep, pco ); - - vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff ); - v3f sh; - v3_copy( pco, sh ); - int hit = sample_scene_height( &world.geo, sh, targetn ); + ray_hit contact; + v3f vdir; + + v3_sub( pco, pco1, vdir ); + contact.dist = v3_length( vdir ); + v3_divs( vdir, contact.dist, vdir); - if( sh[1] >= pco[1] && hit ) + if( bvh_raycast( &world.geo, pco1, vdir, &contact )) { - float land_delta = v3_dot( pv, targetn ); + float land_delta = v3_dot( pv, contact.normal ); if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) ) { best_velocity_delta = land_delta; best_velocity_mod = vmod; - v3_copy( sh, player.land_target ); + v3_copy( contact.pos, player.land_target ); q_axis_angle( vr_q, axis, vmod*0.1f ); q_m3x3( vr_q, player.vr ); } - v3_copy( sh, player.land_target_log[player.land_log_count ++] ); + + v3_copy( contact.pos, + player.land_target_log[player.land_log_count ++] ); break; } } @@ -519,7 +443,7 @@ static int sample_if_resistant( v3f pos ) v3f ground, norm; v3_copy( pos, ground ); - if( sample_scene_height( &world.geo, ground, norm ) ) + if( bvh_scene_sample( &world.geo, ground, norm ) ) { v3f angle; v3_copy( player.v, angle ); @@ -663,7 +587,7 @@ static void player_physics_air(void) v3f ground_pos, ground_norm; v3_copy( player.co, ground_pos ); - if( sample_scene_height( &world.geo, ground_pos, ground_norm ) ) + if( bvh_scene_sample( &world.geo, ground_pos, ground_norm ) ) { if( ground_pos[1] > player.co[1] ) { @@ -682,27 +606,29 @@ static void player_physics_air(void) v3_copy( player.co, pco ); v3_copy( player.v, pv ); - v3f targetn; for( int i=0; i<50; i++ ) { v3_copy( pco, pco1 ); apply_gravity( pv, pstep ); v3_muladds( pco, pv, pstep, pco ); - vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff ); + //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff ); - v3f sh; - v3_copy( pco, sh ); - int hit = sample_scene_height( &world.geo, sh, targetn ); + ray_hit contact; + v3f vdir; - if( sh[1] >= pco[1] && hit ) + v3_sub( pco, pco1, vdir ); + contact.dist = v3_length( vdir ); + v3_divs( vdir, contact.dist, vdir); + + if( bvh_raycast( &world.geo, pco1, vdir, &contact )) { v3f localup; m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup ); - float angle = v3_dot( localup, targetn ); + float angle = v3_dot( localup, contact.normal ); v3f axis; - v3_cross( localup, targetn, axis ); + v3_cross( localup, contact.normal, axis ); if( angle < 0.99f ) { @@ -711,7 +637,7 @@ static void player_physics_air(void) q_mul( correction, player.rot, player.rot ); } - draw_cross( sh, 0xffff0000 ); + draw_cross( contact.pos, 0xffff0000 ); break; } @@ -795,43 +721,7 @@ static void player_update(void) void vg_update(void) { player_update(); - - /* Creating a skeleton of the player dynamically */ - - - #if 0 - player.handl_target[0] = head[0] + 0.2f; - player.handl_target[1] = head[1] - 0.8f*(1.0f-fabsf(slip)); - player.handl_target[2] = head[2] + 0.2f + 0.7f*fabsf(slip); - - player.handr_target[0] = head[0] + 0.2f; - player.handr_target[1] = head[1] - 0.8f*(1.0f-fabsf(slip)); - player.handr_target[2] = head[2] - (0.2f + 0.7f*fabsf(slip)); - - if( vg_maxf(lslip,grab) > 0.5f ) - { - if( player.slip < 0.0f && player.in_air ) - { - player.handl_target[0] = 0.15f; - player.handl_target[1] = 0.1f; - player.handl_target[2] = 0.4f; - } - else - { - player.handr_target[0] = 0.15f; - player.handr_target[1] = 0.1f; - player.handr_target[2] = -0.4f; - } - - if( grab > 0.5f ) - { - player.handr_target[0] = -0.15f; - player.handr_target[1] = 0.1f; - player.handr_target[2] = 0.4f; - } - } - - #endif + bvh_debug( &world.geo, player.co ); } static void player_animate(void) @@ -876,9 +766,14 @@ static void player_animate(void) v3_muladds( head, offset, 0.7f, head ); head[1] = vg_clampf( head[1], 0.3f, kheight ); - v3_copy( head, player.view ); - v3f camoffs = {-0.2f,-0.6f,0.00f}; - v3_add( player.view, camoffs, player.view ); +#if 0 + if( !freecam ) + { + v3_copy( head, player.view ); + v3f camoffs = {-0.2f,-0.6f,0.00f}; + v3_add( player.view, camoffs, player.view ); + } +#endif /* @@ -910,28 +805,23 @@ static void player_animate(void) amt_aero = amt_std * (1.0f-fstand), amt_slide = amt_ground * fslide; - character_pose_with_tilt( &player.mdl, offset, - &character_pose_stand, amt_stand ); + character_final_pose( &player.mdl, offset, &pose_stand, amt_stand ); + character_final_pose( &player.mdl, offset, &pose_aero, amt_aero*fdirz ); + character_final_pose( &player.mdl, offset, + &pose_aero_reverse, amt_aero * (1.0f-fdirz) ); + character_final_pose( &player.mdl, offset, &pose_slide, amt_slide*fdirx ); + character_final_pose( &player.mdl, offset, + &pose_slide1, amt_slide*(1.0f-fdirx) ); - character_pose_with_tilt( &player.mdl, offset, - &character_pose_aero, amt_aero * fdirz ); - character_pose_with_tilt( &player.mdl, offset, - &character_pose_aero_reverse, amt_aero * (1.0f-fdirz) ); - - character_pose_with_tilt( &player.mdl, offset, - &character_pose_slide, amt_slide*fdirx ); - character_pose_with_tilt( &player.mdl, offset, - &character_pose_slide1, amt_slide*(1.0f-fdirx) ); - - character_pose_with_tilt( &player.mdl, (v3f){0.0f,0.0f,0.0f}, - &character_pose_fly, amt_air ); - - - - v3_copy( player.mdl.cam_pos, player.view ); - v3_muladds( player.view, offset, 0.7f, player.view ); - player.view[1] = vg_clampf( player.view[1], 0.3f, kheight ); + character_final_pose( &player.mdl, (v3f){0.0f,0.0f,0.0f}, + &pose_fly, amt_air ); + if( !freecam ) + { + v3_copy( player.mdl.cam_pos, player.view ); + v3_muladds( player.view, offset, 0.7f, player.view ); + player.view[1] = vg_clampf( player.view[1], 0.3f, kheight ); + } /* * Additive effects @@ -1034,107 +924,6 @@ static void player_animate(void) rhead = vg_lerpf( rhead, vg_clampf(atan2f( localv[2], -localv[0] ),-1.0f,1.0f), 0.04f ); player.mdl.rhead = rhead; - - -#if 0 - return; - - /* In the air, the dude should grab with the side thats highest, - * while also sliding the same foot downwards a bit */ - - float foot_l = 0.3f, - foot_r = -0.4f; - - player.handl_target[0] = 0.0f; - player.handl_target[1] = 0.0f; - player.handl_target[2] = 0.6f; - - player.handr_target[0] = 0.0f; - player.handr_target[1] = 0.0f; - player.handr_target[2] = -0.6f; - - if( 1||player.in_air ) - { - float tuck = player.board_xy[1], - tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0])); - - if( tuck < 0.0f ) - { - foot_l *= 1.0f-tuck_amt*1.5f; - - if( player.grab > 0.1f ) - { - m4x3_mulv( mboard, (v3f){0.1f,0.14f,0.6f}, - player.handl_target ); - } - } - else - { - foot_r *= 1.0f-tuck_amt*1.4f; - - if( player.grab > 0.1f ) - { - m4x3_mulv( mboard, (v3f){0.1f,0.14f,-0.6f}, - player.handr_target ); - } - } - } - else - { - } - - v3f fwd; - - /* offset */ - float *hips = player.mdl.ik_body.base, - *collar = player.mdl.ik_body.end, - *pole = player.mdl.ik_body.pole; - - v3_add( hips, collar, pole ); - v3_muls( pole, 0.5f, pole ); - v3_add( pole, (v3f){ 1.0f, 0.0f, 0.0f }, pole ); - - v3_copy( player.view, collar ); - v3_add( (v3f){ 0.2f,-0.55f,0.0f}, collar, hips ); - - player.mdl.rhip = 0.0f;//-1.0f;//sinf(vg_time); - player.mdl.rcollar = 0.0f;//-0.5f;//sinf(vg_time)*0.5f; - - struct ik_basic *ik_leg_l = &player.mdl.ik_leg_l, - *ik_leg_r = &player.mdl.ik_leg_r, - *ik_arm_l = &player.mdl.ik_arm_l, - *ik_arm_r = &player.mdl.ik_arm_r; - - m4x3_mulv( mboard, (v3f){ 0.0f,0.16f, foot_r }, ik_leg_r->end ); - m4x3_mulv( mboard, (v3f){ 0.0f,0.16f, foot_l }, ik_leg_l->end ); - - m4x3f tomp; - m4x3_identity(tomp); - m4x3_mulv( tomp, (v3f){ -0.4f,0.50f,-0.50f }, ik_leg_r->pole ); - m4x3_mulv( tomp, (v3f){ -0.4f,0.50f,-0.3f }, ik_leg_l->pole ); - - /* Arms */ - v3f hl, hr, neckl = {0.0f, 0.5f, 0.2f}, - neckr = {0.0f, 0.5f,-0.2f}; - - v3_lerp( player.handl, player.handl_target, 0.1f, player.handl ); - v3_lerp( player.handr, player.handr_target, 0.1f, player.handr ); - - v3_copy( player.handl, ik_arm_l->end ); - v3_copy( player.handr, ik_arm_r->end ); - v3_copy( (v3f){ 0.6f,0.7f, 0.4f }, ik_arm_l->pole ); - v3_copy( (v3f){ 0.6f,0.7f,-0.35f }, ik_arm_r->pole ); - - if( thirdperson ) - { - v3f nv; - v3_copy( player.v, nv ); - v3_normalize( nv ); - v3_muladds( player.view, nv, -3.0f, player.view ); - } - - m4x3_copy( mboard, player.mdl.matrices[k_chpart_wheels] ); -#endif } static void draw_player(void) @@ -1144,7 +933,7 @@ static void draw_player(void) m4x3_copy( player.to_world, player.mdl.mroot ); character_eval( &player.mdl ); - character_draw( &player.mdl ); + character_draw( &player.mdl, 1.0f ); } static void vg_framebuffer_resize( int w, int h ) @@ -1161,37 +950,51 @@ void vg_render(void) glDisable( GL_DEPTH_TEST ); glClearColor( 0.1f, 0.0f, 0.2f, 1.0f ); - glClearColor(141.0f/255.0f, 176.0f/255.0f, 215.0f/255.0f,1.0f); + glClearColor(111.0f/255.0f, 46.0f/255.0f, 45.0f/255.0f,1.0f); + + glClearColor( powf(0.066f,1.0f/2.2f), + powf(0.050f,1.0f/2.2f), + powf(0.046f,1.0f/2.2f), 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); v3f pos_inv; static v3f cam_lerped = {0.0f,0.0f,0.0f}; v3_lerp( cam_lerped, player.view, 0.08f, cam_lerped ); - m4x3_mulv( player.to_world, cam_lerped, pos_inv ); + if( !freecam ) + m4x3_mulv( player.to_world, cam_lerped, pos_inv ); + else + v3_add( player.co, player.view, pos_inv ); v3_negate( pos_inv, pos_inv ); static float vertical_lerp = 0.0f; vertical_lerp = vg_lerpf( vertical_lerp, pos_inv[1], 1.0f ); v3f final = { pos_inv[0], vertical_lerp, pos_inv[2] }; - float speed = v3_length( player.v ); + float speed = freecam? 0.0f: v3_length( player.v ); v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f }; v3_muls( shake, speed*0.01f, shake ); + static v2f cam_lerped_dir; + + v2_lerp( cam_lerped_dir, player.look_dir, 0.04f, cam_lerped_dir ); + m4x3_identity( world_matrix ); m4x3_rotate_x( world_matrix, freecam? - player.look_dir[1]: + cam_lerped_dir[1]: 0.6f+shake[1]*0.04f+player.look_dir[1] ); - m4x3_rotate_y( world_matrix, player.look_dir[0]+shake[0]*0.02f ); + m4x3_rotate_y( world_matrix, + freecam? + cam_lerped_dir[0]: + player.look_dir[0]+shake[0]*0.02f ); m4x3_translate( world_matrix, final ); m4x4f world_4x4; m4x3_expand( world_matrix, world_4x4 ); m4x4_projection( vg_pv, - freecam? 90.0f: 120.0f, + freecam? 60.0f: 120.0f, (float)vg_window_x / (float)vg_window_y, 0.01f, 1000.0f ); m4x4_mul( vg_pv, world_4x4, vg_pv ); @@ -1202,67 +1005,44 @@ void vg_render(void) glEnable( GL_DEPTH_TEST ); - scene_foliage_shader_use(); - m4x3f temp1; - m4x3_identity( temp1 ); - glUniformMatrix4x3fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ), - 1, GL_FALSE, (float *)temp1 ); - - vg_tex2d_bind( &tex_norwey, 0 ); - scene_tree_sway = 0.1f; - - scene_bind( &world.foliage ); - scene_draw( &world.foliage ); - if( debugsdf ) - scene_debugsdf( &world.foliage ); - - SHADER_USE(shader_unlit); - m4x3f temp2; - m4x3_identity(temp2); - m4x3_translate( temp2, player.co ); - glUniformMatrix4x3fv( SHADER_UNIFORM( shader_unlit, "uMdl" ), - 1, GL_FALSE, (float *)temp2 ); - glUniformMatrix4fv( SHADER_UNIFORM( shader_unlit, "uPv" ), - 1, GL_FALSE, (float *)vg_pv ); - - glUniform1i( SHADER_UNIFORM( shader_unlit, "uTexMain" ), 0 ); - vg_tex2d_bind( &tex_sky, 0 ); - - mesh_bind( &world.skydome ); - mesh_draw( &world.skydome ); - -#if 0 - vg_tex2d_bind( &tex_cement, 0 ); - mesh_bind( &world.cement ); - mesh_draw( &world.cement ); -#endif - + /* + * Draw world + */ SHADER_USE(shader_standard_lit); + m4x3f identity_matrix; + m4x3_identity( identity_matrix ); + glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); - glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 ); glUniformMatrix4x3fv( SHADER_UNIFORM( shader_standard_lit, "uMdl" ), - 1, GL_FALSE, (float *)temp1 ); + 1, GL_FALSE, (float *)identity_matrix ); vg_tex2d_bind( &tex_grid, 0 ); + glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 ); - scene_bind( &world.geo ); -#if 1 - glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), - 0.2f,0.36f,0.25f,1.0f ); - submodel_draw( &world.terrain ); - - glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), - 0.2f,0.2f,0.21f,1.0f ); - submodel_draw( &world.terrain_rocks ); glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 0.4f,0.4f,0.4f,1.0f ); - submodel_draw( &world.terrain_road ); -#endif - - scene_bind( &world.detail ); - scene_draw( &world.detail ); + + scene_bind( &world.geo ); + scene_draw( &world.geo ); + + if( !replay_record ) + { + m4x3f *base = &replay_buffer[(PART_COUNT)*replay_buffer_frame]; + + for( int i=0; iindice_count ); } +static void mesh_free( glmesh *mesh ) +{ + glDeleteVertexArrays( 1, &mesh->vao ); + glDeleteBuffers( 1, &mesh->ebo ); + glDeleteBuffers( 1, &mesh->vbo ); +} + #endif diff --git a/scene.h b/scene.h index 88981b6..10015f5 100644 --- a/scene.h +++ b/scene.h @@ -1,7 +1,11 @@ +#ifndef SCENE_H +#define SCENE_H + #include "vg/vg.h" #include "model.h" -GLuint tex_dual_noise; +typedef struct scene scene; +typedef struct bvh_node bvh_node; struct scene { @@ -9,6 +13,13 @@ struct scene model_vert *verts; u32 *indices; + + struct + { + bvh_node *nodes; + u32 node_count; + } + bvh; u32 vertex_count, indice_count, @@ -30,6 +41,8 @@ struct scene submodel submesh; }; +GLuint tex_dual_noise; + static void scene_init( scene *pscene ) { pscene->verts = NULL; @@ -267,12 +280,11 @@ SHADER_DEFINE( shader_standard_lit, "float light1 = max(0.0,dot(-vec3(0.5,-0.8,0.25), aNorm));" "float light2 = max(0.0,dot(-vec3(-0.8,0.5,-0.25), aNorm));" - "diffuse += vec3(0.2,0.2,0.2 ) + " + "diffuse += vec3(0.2,0.2,0.2) + " "vec3(1.0,1.0,0.9)*light1 + " - "vec3(0.1,0.3,0.4 )*light2;" + "vec3(0.1,0.3,0.4)*light2;" - "FragColor = vec4((diffuse*uColour.rgb)," - "aColour.a*uColour.a);" + "FragColor = vec4(diffuse*uColour.rgb, aColour.a*uColour.a);" "}" , UNIFORMS({ "uColour","uTexMain","uPv","uMdl" }) @@ -449,69 +461,6 @@ static void scene_shadow_gradient( scene *pscene, int comp, } } -/* Temporary */ -static int sample_scene_height( scene *pscene, v3f pos, v3f norm ) -{ - for( int i=0; iindice_count/3; i++ ) - { - u32 *tri = &pscene->indices[i*3]; - - float *pA = pscene->verts[tri[0]].co, - *pB = pscene->verts[tri[1]].co, - *pC = pscene->verts[tri[2]].co; - - float height; - if( triangle_raycast( pA, pB, pC, pos, &height )) - { - pos[1] = height; - - if( norm ) - { - v3f v0, v1; - v3_sub( pA, pB, v0 ); - v3_sub( pC, pB, v1 ); - v3_cross( v1, v0, norm ); - v3_normalize( norm ); - } - - return 1; - } - } - return 0; -} - -static void sample_scene_normal( scene *pscene, v3f pos, v3f normal ) -{ - for( int i=0; iindice_count/3; i++ ) - { - u32 *tri = &pscene->indices[i*3]; - - float height; - if( triangle_raycast( - pscene->verts[ tri[0] ].co, - pscene->verts[ tri[1] ].co, - pscene->verts[ tri[2] ].co, pos, &height )) - { - v3f v0, v1; - - v3_sub( pscene->verts[ tri[1] ].co, - pscene->verts[ tri[0] ].co, - v0 ); - - v3_sub( pscene->verts[ tri[2] ].co, - pscene->verts[ tri[0] ].co, - v1 ); - - v3_cross( v0, v1, normal ); - v3_normalize( normal ); - return; - } - } - - normal[0] = 0.0f; - normal[1] = 1.0f; - normal[2] = 0.0f; -} /* * Experimental SDF based shadows @@ -791,6 +740,7 @@ static void scene_upload( scene *pscene ) float scene_tree_sway = 0.1f; +#if 0 static void scene_foliage_shader_use(void) { SHADER_USE( shader_debug_vcol ); @@ -812,6 +762,7 @@ static void scene_foliage_shader_use(void) glUniform1f( SHADER_UNIFORM( shader_debug_vcol, "uSwayAmt" ), scene_tree_sway ); } +#endif static void scene_bind( scene *pscene ) { @@ -873,3 +824,448 @@ static void scene_register(void) SHADER_INIT( shader_standard_lit ); SHADER_INIT( shader_unlit ); } + + +/* Physics segment */ + +static int triangle_raycast2d( v3f pA, v3f pB, v3f pC, v3f ray, float *height ) +{ + v2f v0, v1, v2, vp, vp2; + float d, bca = 0.f, bcb = 0.f, bcc = 0.f; + + v0[0] = pB[0] - pA[0]; + v0[1] = pB[2] - pA[2]; + v1[0] = pC[0] - pA[0]; + v1[1] = pC[2] - pA[2]; + v2[0] = pB[0] - pC[0]; + v2[1] = pB[2] - pC[2]; + + d = 1.f / (v0[0]*v1[1] - v1[0]*v0[1]); + +#if 0 + /* Backface culling */ + if( v2_cross( v0, v1 ) > 0.f ) + return; +#endif + + vp[0] = ray[0] - pA[0]; + vp[1] = ray[2] - pA[2]; + + if( v2_cross( v0, vp ) > 0.f ) return 0; + if( v2_cross( vp, v1 ) > 0.f ) return 0; + + vp2[0] = ray[0] - pB[0]; + vp2[1] = ray[2] - pB[2]; + + if( v2_cross( vp2, v2 ) > 0.f ) return 0; + + bcb = (vp[0]*v1[1] - v1[0]*vp[1]) * d; + bcc = (v0[0]*vp[1] - vp[0]*v0[1]) * d; + bca = 1.f - bcb - bcc; + + *height = pA[1]*bca + pB[1]*bcb + pC[1]*bcc; + return 1; +} + +/* Temporary */ +static int sample_scene_height( scene *pscene, v3f pos, v3f norm ) +{ + for( int i=0; iindice_count/3; i++ ) + { + u32 *tri = &pscene->indices[i*3]; + + float *pA = pscene->verts[tri[0]].co, + *pB = pscene->verts[tri[1]].co, + *pC = pscene->verts[tri[2]].co; + + float height; + if( triangle_raycast2d( pA, pB, pC, pos, &height )) + { + pos[1] = height; + + if( norm ) + { + v3f v0, v1; + v3_sub( pA, pB, v0 ); + v3_sub( pC, pB, v1 ); + v3_cross( v1, v0, norm ); + v3_normalize( norm ); + } + + return 1; + } + } + return 0; +} + +static void sample_scene_normal( scene *pscene, v3f pos, v3f normal ) +{ + for( int i=0; iindice_count/3; i++ ) + { + u32 *tri = &pscene->indices[i*3]; + + float height; + if( triangle_raycast2d( + pscene->verts[ tri[0] ].co, + pscene->verts[ tri[1] ].co, + pscene->verts[ tri[2] ].co, pos, &height )) + { + v3f v0, v1; + + v3_sub( pscene->verts[ tri[1] ].co, + pscene->verts[ tri[0] ].co, + v0 ); + + v3_sub( pscene->verts[ tri[2] ].co, + pscene->verts[ tri[0] ].co, + v1 ); + + v3_cross( v0, v1, normal ); + v3_normalize( normal ); + return; + } + } + + normal[0] = 0.0f; + normal[1] = 1.0f; + normal[2] = 0.0f; +} + +struct bvh_node +{ + boxf bbx; + + /* if il is 0, this is a leaf */ + u32 il, count; + union{ u32 ir, start; }; +}; + +static void bvh_update_bounds( scene *s, u32 inode ) +{ + bvh_node *node = &s->bvh.nodes[ inode ]; + + box_init_inf( node->bbx ); + for( u32 i=0; icount; i++ ) + { + u32 idx = node->start+i; + model_vert *pa = &s->verts[ s->indices[idx*3+0] ], + *pb = &s->verts[ s->indices[idx*3+1] ], + *pc = &s->verts[ s->indices[idx*3+2] ]; + + box_addpt( node->bbx, pa->co ); + box_addpt( node->bbx, pb->co ); + box_addpt( node->bbx, pc->co ); + } +} + +static void bvh_subdiv( scene *s, u32 inode ) +{ + bvh_node *node = &s->bvh.nodes[ inode ]; + + v3f extent; + v3_sub( node->bbx[1], node->bbx[0], extent ); + + int axis = 0; + if( extent[1] > extent[0] ) axis = 1; + if( extent[2] > extent[axis] ) axis = 2; + + float split = node->bbx[0][axis] + extent[axis]*0.5f; + + i32 i = node->start, + j = i + node->count-1; + + while( i <= j ) + { + u32 *ti = &s->indices[i*3]; + + float a = s->verts[ti[0]].co[axis], + b = s->verts[ti[1]].co[axis], + c = s->verts[ti[2]].co[axis]; + + if( ((a+b+c) / 3.0f) < split ) + i ++; + else + { + /* Swap triangle indices */ + u32 *tj = &s->indices[j*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]; + + j --; + } + } + + u32 left_count = i - node->start; + if( left_count == 0 || left_count == node->count ) return; + + u32 il = s->bvh.node_count ++, + ir = s->bvh.node_count ++; + + struct bvh_node *lnode = &s->bvh.nodes[il], + *rnode = &s->bvh.nodes[ir]; + + lnode->start = node->start; + lnode->count = left_count; + rnode->start = i; + rnode->count = node->count - left_count; + + node->il = il; + node->ir = ir; + node->count = 0; + + bvh_update_bounds( s, il ); + bvh_update_bounds( s, ir ); + bvh_subdiv( s, il ); + bvh_subdiv( s, ir ); +} + +static void bvh_create( scene *s ) +{ + u32 triangle_count = s->indice_count / 3; + s->bvh.nodes = malloc( sizeof(struct bvh_node) * (triangle_count*2-1) ); + + bvh_node *root = &s->bvh.nodes[0]; + s->bvh.node_count = 1; + + root->il = 0; + root->ir = 0; + root->count = triangle_count; + root->start = 0; + + bvh_update_bounds( s, 0 ); + bvh_subdiv( s, 0 ); + + s->bvh.nodes = + realloc( s->bvh.nodes, sizeof(struct bvh_node) * s->bvh.node_count ); + + vg_success( "BVH done, size: %u/%u\n", s->bvh.node_count, + (triangle_count*2-1) ); +} + +static void bvh_debug_node( scene *s, u32 inode, v3f pos, u32 colour ) +{ + struct bvh_node *node = &s->bvh.nodes[ inode ]; + + if( (pos[0] >= node->bbx[0][0] && pos[0] <= node->bbx[1][0]) && + (pos[2] >= node->bbx[0][2] && pos[2] <= node->bbx[1][2]) ) + { + if( !node->count ) + { + vg_line_boxf( node->bbx, colour ); + + bvh_debug_node( s, node->il, pos, colour ); + bvh_debug_node( s, node->ir, pos, colour ); + } + else + { + vg_line_boxf( node->bbx, 0xff00ff00 ); + for( u32 i=0; icount; i++ ) + { + u32 idx = (node->start+i)*3; + + model_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 void bvh_debug( scene *s, v3f pos ) +{ + bvh_debug_node( s, 0, pos, 0x4000ffa8 ); +} + +static int bvh_scene_sample_node( scene *s, u32 inode, v3f pos, v3f norm ) +{ + bvh_node *node = &s->bvh.nodes[ inode ]; + + if( (pos[0] >= node->bbx[0][0] && pos[0] <= node->bbx[1][0]) && + (pos[2] >= node->bbx[0][2] && pos[2] <= node->bbx[1][2]) ) + { + if( !node->count ) + { + if( bvh_scene_sample_node( s, node->il, pos, norm )) return 1; + if( bvh_scene_sample_node( s, node->ir, pos, norm )) return 1; + } + else + { + for( u32 i=0; icount; i++ ) + { + u32 idx = (node->start+i)*3; + model_vert *pa = &s->verts[ s->indices[ idx+0 ] ], + *pb = &s->verts[ s->indices[ idx+1 ] ], + *pc = &s->verts[ s->indices[ idx+2 ] ]; + + float height; + if( triangle_raycast2d( pa->co, pb->co, pc->co, pos, &height )) + { + pos[1] = height; + + if( norm ) + { + v3f v0, v1; + v3_sub( pa->co, pb->co, v0 ); + v3_sub( pc->co, pb->co, v1 ); + v3_cross( v1, v0, norm ); + v3_normalize( norm ); + } + + return 1; + } + } + } + } + + return 0; +} + +static int bvh_scene_sample( scene *s, v3f pos, v3f norm) +{ + return bvh_scene_sample_node( s, 0, pos, norm ); +} + +typedef struct ray_hit ray_hit; +struct ray_hit +{ + float dist; + u32 *tri; + v3f pos, normal; +}; + +int ray_aabb( boxf box, v3f co, v3f dir, float dist ) +{ + v3f v0, v1; + float tmin, tmax; + + v3_sub( box[0], co, v0 ); + v3_sub( box[1], co, v1 ); + v3_div( v0, dir, v0 ); + v3_div( v1, dir, v1 ); + + tmin = vg_minf( v0[0], v1[0] ); + tmax = vg_maxf( v0[0], v1[0] ); + tmin = vg_maxf( tmin, vg_minf( v0[1], v1[1] )); + tmax = vg_minf( tmax, vg_maxf( v0[1], v1[1] )); + tmin = vg_maxf( tmin, vg_minf( v0[2], v1[2] )); + tmax = vg_minf( tmax, vg_maxf( v0[2], v1[2] )); + + return tmax >= tmin && tmin < dist && tmax > 0; +} + +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; + + /* 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 ) + { + hit->dist = t; + hit->tri = tri; + return 1; + } + else return 0; +} + +static int bvh_ray( scene *s, u32 inode, v3f co, v3f dir, ray_hit *hit ) +{ + bvh_node *node = &s->bvh.nodes[ inode ]; + + if( !ray_aabb( node->bbx, co, dir, hit->dist )) + return 0; + + int count = 0; + + if( node->count ) + { + for( u32 i=0; icount; i++ ) + { + u32 *indices = &s->indices[ (node->start+i)*3 ]; + count += bvh_ray_tri( s, indices, co, dir, hit ); + } + } + else + { + count += bvh_ray( s, node->il, co, dir, hit ); + count += bvh_ray( s, node->ir, co, dir, hit ); + } + + return count; +} + +static int bvh_raycast( scene *s, v3f co, v3f dir, ray_hit *hit ) +{ + v3f pb; + v3_muladds( co, dir, hit->dist, pb ); + + int count = bvh_ray( s, 0, co, dir, hit ); + + if( count ) + { + vg_line( co, pb, 0xff00ffff ); + + 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 ); + } + else + vg_line( co, pb, 0xff0000ff ); + + return count; +} + +#endif diff --git a/terrain.h b/terrain.h new file mode 100644 index 0000000..e9cb162 --- /dev/null +++ b/terrain.h @@ -0,0 +1,5 @@ +#include "vg/vg.h" +#include "scene.h" + + + diff --git a/textures/ch_gradient.png b/textures/ch_gradient.png index d81172e..dba223c 100644 Binary files a/textures/ch_gradient.png and b/textures/ch_gradient.png differ