From 38e07d851915d4ea3d25eeb28a3ace78fb0d1c12 Mon Sep 17 00:00:00 2001 From: hgn Date: Sun, 21 May 2023 05:05:59 +0100 Subject: [PATCH] way better cloud data --- ent_skateshop.c | 6 +- pointcloud.h | 97 +++++------ shaders/cloud.fs | 4 +- shaders/cloud.vs | 14 +- shaders/point_map.h | 20 +-- world_routes.h | 415 ++++++++++++++++++++++++++++---------------- 6 files changed, 326 insertions(+), 230 deletions(-) diff --git a/ent_skateshop.c b/ent_skateshop.c index b47dacf..4036221 100644 --- a/ent_skateshop.c +++ b/ent_skateshop.c @@ -749,6 +749,7 @@ VG_STATIC void skateshop_render_worldshop(void) mdl_transform_m4x3( &mark_display->transform, mmdl ); /* TODO? ... */ +#if 0 v3f vol; v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], vol ); @@ -776,13 +777,16 @@ VG_STATIC void skateshop_render_worldshop(void) mlocal[3][0] = (rect[0]-result[0])*0.5f - rect[0]*0.5f; /* sea level? */ mlocal[3][2] = (rect[1]-result[1])*0.5f - rect[1]*0.5f; m4x3_mul( mmdl, mlocal, mx ); +#endif + + m4x3_rotate_y( mmdl, vg.time * 0.2 ); #if 1 glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); glDisable(GL_DEPTH_TEST); #endif - pointcloud_render( world, &main_camera, mx ); + pointcloud_render( world, &main_camera, mmdl ); glDisable(GL_BLEND); glEnable(GL_DEPTH_TEST); } diff --git a/pointcloud.h b/pointcloud.h index b303973..454d9a4 100644 --- a/pointcloud.h +++ b/pointcloud.h @@ -10,27 +10,59 @@ struct pointcloud{ GLuint vao, vbo; u32 count; - v4f control; } static pointcloud = { .control = {0.0f,0.0f,0.0f,1.0f} }; #pragma pack(push,1) struct pointcloud_vert{ - u16 pos[4]; /* float[ 0 -> 1 ] */ - i8 norm[4]; /* float[ -1 -> 1 ] */ + i16 pos[4]; /* float[ -1 -> 1 ] */ u8 colour[4]; /* float[ 0 -> 1 ] */ }; #pragma pack(pop) +typedef struct pointcloud_vert pointcloud_vert; +typedef struct pointcloud_buffer pointcloud_buffer; + +struct pointcloud_buffer{ + u32 max, count; + boxf boundary; + + enum pointcloud_op{ + k_pointcloud_op_clear, + k_pointcloud_op_append + } + op; + pointcloud_vert buf[]; +}; + static void async_pointcloud_sub( void *payload, u32 size ) { - glBindVertexArray( pointcloud.vao ); glBindBuffer( GL_ARRAY_BUFFER, pointcloud.vbo ); - glBufferSubData( GL_ARRAY_BUFFER, 0, - sizeof(struct pointcloud_vert)*size, payload ); - pointcloud.count = size; + + pointcloud_buffer *buf = payload; + + u32 start,end,count; + if( buf->op == k_pointcloud_op_append ){ + start = pointcloud.count; + end = pointcloud.count + buf->count; + } + else{ + start = 0; + end = buf->count; + } + + end = VG_MIN(POINTCLOUD_POINTS,end); + count = end-start; + + if( count ){ + u32 size = count * sizeof(pointcloud_vert), + offset = start * sizeof(pointcloud_vert); + + glBufferSubData( GL_ARRAY_BUFFER, offset, size, buf->buf ); + pointcloud.count = end; + } } static void async_pointcloud_alloc( void *payload, u32 size ) @@ -39,58 +71,26 @@ static void async_pointcloud_alloc( void *payload, u32 size ) glGenBuffers( 1, &pointcloud.vbo ); glBindVertexArray( pointcloud.vao ); - size_t stride = sizeof( struct pointcloud_vert ); + size_t stride = sizeof( pointcloud_vert ); glBindBuffer( GL_ARRAY_BUFFER, pointcloud.vbo ); glBufferData( GL_ARRAY_BUFFER, stride * POINTCLOUD_POINTS, - payload, GL_DYNAMIC_DRAW ); + NULL, GL_DYNAMIC_DRAW ); /* 0: coordinates */ - glVertexAttribPointer( 0, 4, GL_UNSIGNED_SHORT, GL_TRUE, stride, (void*)0 ); + glVertexAttribPointer( 0, 4, GL_SHORT, GL_TRUE, stride, (void*)0 ); glEnableVertexAttribArray( 0 ); - /* 1: normal */ - glVertexAttribPointer( 1, 4, GL_BYTE, GL_TRUE, - stride, (void *)offsetof(struct pointcloud_vert, norm) ); + /* 1: colour */ + glVertexAttribPointer( 1, 4, GL_UNSIGNED_BYTE, GL_TRUE, + stride, (void *)offsetof(pointcloud_vert, colour) ); glEnableVertexAttribArray( 1 ); - - /* 2: colour */ - glVertexAttribPointer( 2, 4, GL_UNSIGNED_BYTE, GL_TRUE, - stride, (void *)offsetof(struct pointcloud_vert, colour) ); - glEnableVertexAttribArray( 2 ); VG_CHECK_GL_ERR(); - pointcloud.count = size; } static void pointcloud_init(void) { - vg_info( "Generating random test point cloud\n" ); - - vg_rand_seed( 2000 ); - vg_async_item *call = - vg_async_alloc( sizeof(struct pointcloud_vert)*POINTCLOUD_POINTS ); - struct pointcloud_vert *test_data = call->payload; - call->size = POINTCLOUD_POINTS; - - for( u32 i=0; i0.5 ) - discard; + if( diff+dither>0.5 )discard; compute_motion_vectors(); FragColor = aColour; diff --git a/shaders/cloud.vs b/shaders/cloud.vs index 9bac346..431afd0 100644 --- a/shaders/cloud.vs +++ b/shaders/cloud.vs @@ -1,6 +1,5 @@ layout (location=0) in vec4 a_co; -layout (location=1) in vec4 a_norm; -layout (location=2) in vec4 a_colour; +layout (location=1) in vec4 a_colour; #include "motion_vectors_vs.glsl" @@ -12,7 +11,6 @@ uniform vec2 uTime; uniform vec4 uTransform; out vec4 aColour; -out vec3 aNorm; out vec3 aWorldCo; out vec3 aCo; @@ -40,22 +38,20 @@ void main() vec3 center = vec3(0.5); - vec3 lco = mapP(mco-center); - mco = lco + center; + vec3 lco = mapP(mco); vec3 world_pos0 = uMdl * vec4( mco, 1.0 ); vec4 vproj0 = uPv * vec4( world_pos0, 1.0 ); vec4 vproj1 = uPvmPrev * vec4( mco, 1.0 ); float t = max(0.0,uTime.y); - float scaler = smoothstep(0.6,0.58,length(lco.xz*vec2(0.7,1.0))); + float scaler = smoothstep(0.6,0.58,length(lco.xz)); vs_motion_out( vproj0, vproj1 ); gl_Position = vproj0; - gl_PointSize = (8.0*uTransform.w*scaler) / (gl_Position.z + 0.01); + gl_PointSize = (9.0*uTransform.w*scaler) / (gl_Position.z + 0.01); aWorldCo = world_pos0; - aColour = a_colour*scaler*(0.3+a_co.y)+pow(1.0-a_co.y,16.0); + aColour = a_colour*scaler; aCo = mco; - aNorm = uNormMtx * a_norm.xyz; } diff --git a/shaders/point_map.h b/shaders/point_map.h index 533b0dd..931d512 100644 --- a/shaders/point_map.h +++ b/shaders/point_map.h @@ -10,8 +10,7 @@ static struct vg_shader _shader_point_map = { .orig_file = "shaders/cloud.vs", .static_src = "layout (location=0) in vec4 a_co;\n" -"layout (location=1) in vec4 a_norm;\n" -"layout (location=2) in vec4 a_colour;\n" +"layout (location=1) in vec4 a_colour;\n" "\n" "#line 1 1 \n" "const float k_motion_lerp_amount = 0.01;\n" @@ -31,7 +30,7 @@ static struct vg_shader _shader_point_map = { " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n" "}\n" "\n" -"#line 6 0 \n" +"#line 5 0 \n" "\n" "uniform mat4x3 uMdl;\n" "uniform mat3 uNormMtx;\n" @@ -41,7 +40,6 @@ static struct vg_shader _shader_point_map = { "uniform vec4 uTransform;\n" "\n" "out vec4 aColour;\n" -"out vec3 aNorm;\n" "out vec3 aWorldCo;\n" "out vec3 aCo;\n" "\n" @@ -69,24 +67,22 @@ static struct vg_shader _shader_point_map = { "\n" "\n" " vec3 center = vec3(0.5);\n" -" vec3 lco = mapP(mco-center);\n" -" mco = lco + center;\n" +" vec3 lco = mapP(mco);\n" "\n" " vec3 world_pos0 = uMdl * vec4( mco, 1.0 );\n" " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n" " vec4 vproj1 = uPvmPrev * vec4( mco, 1.0 );\n" "\n" " float t = max(0.0,uTime.y);\n" -" float scaler = smoothstep(0.6,0.58,length(lco.xz*vec2(0.7,1.0)));\n" +" float scaler = smoothstep(0.6,0.58,length(lco.xz));\n" "\n" " vs_motion_out( vproj0, vproj1 );\n" "\n" " gl_Position = vproj0;\n" -" gl_PointSize = (8.0*uTransform.w*scaler) / (gl_Position.z + 0.01);\n" +" gl_PointSize = (9.0*uTransform.w*scaler) / (gl_Position.z + 0.01);\n" " aWorldCo = world_pos0;\n" -" aColour = a_colour*scaler*(0.3+a_co.y);\n" +" aColour = a_colour*scaler;\n" " aCo = mco;\n" -" aNorm = uNormMtx * a_norm.xyz;\n" "}\n" ""}, .fs = @@ -119,7 +115,6 @@ static struct vg_shader _shader_point_map = { "uniform vec3 uCamera;\n" "\n" "in vec4 aColour;\n" -"in vec3 aNorm;\n" "in vec3 aCo;\n" "in vec3 aWorldCo;\n" "\n" @@ -130,8 +125,7 @@ static struct vg_shader _shader_point_map = { " float dither = fract( vDither.g / 71.0 ) - 0.5;\n" "\n" " float diff = length(gl_PointCoord.xy-vec2(0.5));\n" -" if( diff>0.5 )\n" -" discard;\n" +" if( diff+dither>0.5 )discard;\n" "\n" " compute_motion_vectors();\n" " FragColor = aColour;\n" diff --git a/world_routes.h b/world_routes.h index 62fe069..bb344ed 100644 --- a/world_routes.h +++ b/world_routes.h @@ -230,10 +230,48 @@ VG_STATIC void world_routes_debug( world_instance *world ) } VG_STATIC -void world_routes_place_curve( world_instance *world, +void world_routes_pointcloud_spot( world_instance *world, + pointcloud_buffer *pcbuf, + v3f co, f32 radius, u32 samples, v4f colour ) +{ + v3f inv_ext; + v3_sub( pcbuf->boundary[1], pcbuf->boundary[0], inv_ext ); + v3_div( (v3f){1.0f,1.0f,1.0f}, inv_ext, inv_ext ); + + for( u32 j=0; jcount >= pcbuf->max ) + return; + + pointcloud_vert *vert = &pcbuf->buf[ pcbuf->count ++ ]; + + v3f sample, jitter, point; + vg_rand_sphere( jitter ); + v3_muladds( co, jitter, radius, sample ); + + if( bh_closest_point( world->geo_bh, sample, point, radius*1.5f ) == -1 ){ + v3_copy( sample, point ); + } + + v3f pos; + v3_sub( point, pcbuf->boundary[0], pos ); + v3_mul( pos, inv_ext, pos ); + + for( u32 i=0; i<3; i++ ){ + vert->pos[i] = (pos[i]-0.5f) * 32767.0f; + } + + float dist = 1.0f-(v3_length(jitter)); + + for( u32 i=0; i<4; i++ ){ + vert->colour[i] = colour[i] * 255.0f * dist*dist; + } + } +} + +VG_STATIC +void world_routes_place_curve( world_instance *world, ent_route *route, v4f h[3], v3f n0, v3f n2, scene_context *scene, - struct pointcloud_vert *points, - u32 *point_count, v4f colour ) + pointcloud_buffer *pcbuf ) { float t; v3f p, pd; @@ -294,35 +332,9 @@ void world_routes_place_curve( world_instance *world, int resa = ray_world( world, sa, down, &ha ), resb = ray_world( world, sb, down, &hb ); - for( u32 j=0; j<10; j++ ){ - if( *point_count < POINTCLOUD_POINTS ){ - struct pointcloud_vert *vert = &points[*point_count]; - *point_count = (*point_count) + 1; - - v3f sample, jitter, pcpoint; - vg_rand_sphere( jitter ); - v3_muladds( ha.pos, jitter, 8.0f, sample ); - - if( bh_closest_point( world->geo_bh, sample, pcpoint, 10.0f ) == -1 ){ - v3_copy( sample, pcpoint ); - } - - v3f pos, vol; - v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], vol ); - v3_sub( pcpoint, world->scene_geo.bbx[0], pos ); - v3_div( pos, vol, pos ); - - for( u32 i=0; i<3; i++ ){ - vert->pos[i] = vg_clampf(pos[i], 0.0f,1.0f) * 65535.0f; - vert->norm[i] = ha.normal[i] * 127.0f; - } - - float dist = 1.0f-(v3_length(jitter)); - - for( u32 i=0; i<4; i++ ){ - vert->colour[i] = colour[i] * 255.0f * dist*dist; - } - } + if( resa ){ + world_routes_pointcloud_spot( world, pcbuf, ha.pos, + 12.0f, 10, route->colour ); } if( resa && resb ){ @@ -378,11 +390,9 @@ void world_routes_place_curve( world_instance *world, } } -VG_STATIC -void world_routes_create_mesh( world_instance *world, u32 route_id, - scene_context *sc, - struct pointcloud_vert *points, - u32 *point_count ) +VG_STATIC void world_routes_gen_meshes( world_instance *world, u32 route_id, + scene_context *sc, + pointcloud_buffer *pcbuf ) { ent_route *route = mdl_arritm( &world->ent_route, route_id ); u8 colour[4]; @@ -493,8 +503,7 @@ void world_routes_create_mesh( world_instance *world, u32 route_id, v3_normalize( n0 ); v3_normalize( n2 ); - world_routes_place_curve( world, p, n0, n2, sc, points, point_count, - route->colour ); + world_routes_place_curve( world, route, p, n0, n2, sc, pcbuf ); /* --- */ v4_copy( p[2], p[0] ); @@ -507,6 +516,195 @@ void world_routes_create_mesh( world_instance *world, u32 route_id, VG_STATIC struct world_surface *world_tri_index_surface( world_instance *world, u32 index ); + +VG_STATIC f64 world_routes_scatter_surface_points( world_instance *world, + pointcloud_buffer *pcbuf, + f32 rate ) +{ + static f32 densities[] = { + [k_surface_prop_concrete] = 2.0f, + [k_surface_prop_grass] = 0.8f, + [k_surface_prop_metal] = 1.0f, + [k_surface_prop_wood] = 2.5f, + [k_surface_prop_tiles] = 4.0f + }; + + /* calculate total area */ + f64 total_area = 0.0f; + for( u32 i=0; iscene_geo.indice_count/3; i++ ){ + u32 *tri = &world->scene_geo.arrindices[i*3]; + struct world_surface *surf = world_tri_index_surface( world, tri[0] ); + + if( surf->info.shader == k_shader_boundary || + surf->info.shader == k_shader_invisible ) continue; + + if( !(surf->info.flags & k_material_flag_preview_visibile) ) continue; + + scene_vert *va = &world->scene_geo.arrvertices[tri[0]], + *vb = &world->scene_geo.arrvertices[tri[1]], + *vc = &world->scene_geo.arrvertices[tri[2]]; + + v3f v0, v1, vn; + v3_sub( vb->co, va->co, v0 ); + v3_sub( vc->co, va->co, v1 ); + v3_cross( v0, v1, vn ); + if( vn[1] < 0.0f ) continue; + + f32 density = 1.0f; + if( surf->info.surface_prop < vg_list_size(densities) ) + density = densities[surf->info.surface_prop]; + total_area += v3_length(vn)*0.5f*density; + } + + f32 accum = 0.0f; + + u8 colour[] = { 80,80,80,255 }; + v3f light_dir = {0.3f,0.8f,0.1f}; + v3_normalize( light_dir ); + + v3f inv_ext; + v3_sub( pcbuf->boundary[1], pcbuf->boundary[0], inv_ext ); + v3_div( (v3f){1.0f,1.0f,1.0f}, inv_ext, inv_ext ); + + for( u32 i=0; iscene_geo.indice_count/3; i++ ){ + u32 *tri = &world->scene_geo.arrindices[i*3]; + struct world_surface *surf = world_tri_index_surface( world, tri[0] ); + + if( surf->info.shader == k_shader_boundary || + surf->info.shader == k_shader_invisible ) continue; + + if( !(surf->info.flags & k_material_flag_preview_visibile) ) continue; + + scene_vert *va = &world->scene_geo.arrvertices[tri[0]], + *vb = &world->scene_geo.arrvertices[tri[1]], + *vc = &world->scene_geo.arrvertices[tri[2]]; + + v3f v0, v1, vn; + v3_sub( vb->co, va->co, v0 ); + v3_sub( vc->co, va->co, v1 ); + v3_cross( v0, v1, vn ); + if( vn[1] < 0.0f ) continue; + + f32 density = 1.0f; + if( surf->info.surface_prop < vg_list_size(densities) ) + density = densities[surf->info.surface_prop]; + + f32 area = v3_length(vn)*0.5f*density; + accum += area; + + v3_normalize( vn ); + + while( accum > rate ){ + accum -= rate; + + if( pcbuf->count >= pcbuf->max ) return total_area; + + v2f co = { vg_randf64(), vg_randf64() }; + if( v2_length2(co) > 0.5f ){ + co[0] = 1.0f-co[0]; + co[1] = 1.0f-co[1]; + } + + v3f pt; + v3_muls( v0, co[0], pt ); + v3_muladds( pt, v1, co[1], pt ); + v3_add( va->co, pt, pt ); + + if( pt[1] < world->water.height ) continue; + pointcloud_vert *vert = &pcbuf->buf[ pcbuf->count ++ ]; + + v3f pos; + v3_sub( pt, pcbuf->boundary[0], pos ); + v3_mul( pos, inv_ext, pos ); + + for( u32 i=0; i<3; i++ ){ + vert->pos[i] = (pos[i]-0.5f) * 32767.0f; + } + + static v4f colours[] = { + [k_surface_prop_concrete] = { 0.13, 0.15, 0.17, 1.0 }, + [k_surface_prop_grass] = { 0.07, 0.1, 0.14, 1.0 }, + [k_surface_prop_metal] = { 0.15, 0.19, 0.22, 1.0 }, + [k_surface_prop_wood] = { 0.1, 0.13, 0.17, 1.0 }, + [k_surface_prop_tiles] = { 0.05, 0.06, 0.07, 1.0 }, + }; + + v4f col = {0.0f,0.0f,0.0f,0.0f}; + if( surf->info.surface_prop < vg_list_size(colours) ){ + v4_copy( colours[surf->info.surface_prop], col ); + } + + f32 brightness = v3_dot(vn,light_dir)*0.5f+0.5f; + v3_muls( col, brightness, col ); + + for( u32 j=0; j<4; j++ ){ + vert->colour[j] = col[j] * 255.0f; + } + } + } + + return total_area; +} + +VG_STATIC void world_routes_surface_grid( world_instance *world, + pointcloud_buffer *pcbuf ) +{ + i32 const k_gridlines = 63, + k_gridres = 255; + + v3f inv_ext; + v3_sub( pcbuf->boundary[1], pcbuf->boundary[0], inv_ext ); + v3_div( (v3f){1.0f,1.0f,1.0f}, inv_ext, inv_ext ); + v4f colour = {0.2f,0.2f,0.2f,1.0f}; + + for( u32 k=0; k<2; k++ ){ + u32 a = k*2, + b = (k^0x1)*2; + + for( i32 x=0; x<=k_gridlines; x++ ){ + f32 t = (float)x / (float)k_gridlines, + px = vg_lerpf( pcbuf->boundary[0][a], pcbuf->boundary[1][a], t ); + + for( i32 z=0; z<=k_gridres; z++ ){ + f32 tz = (float)z / (float)k_gridres, + pz = vg_lerpf(pcbuf->boundary[0][b],pcbuf->boundary[1][b], tz); + + v3f ro; + ro[a] = px; + ro[1] = 1000.0f; + ro[b] = pz; + + ray_hit hit; + hit.dist = INFINITY; + + if( ray_world( world, ro, (v3f){0.0f,-1.0f,0.0f}, &hit )){ + struct world_surface *m1 = ray_hit_surface( world, &hit ); + + if( world->water.enabled ) + if( hit.pos[1] < world->water.height ) + continue; + + if( pcbuf->count >= pcbuf->max ) return; + + pointcloud_vert *vert = &pcbuf->buf[ pcbuf->count ++ ]; + + v3f co; + v3_sub( hit.pos, pcbuf->boundary[0], co ); + v3_mul( co, inv_ext, co ); + + for( u32 i=0; i<3; i++ ){ + vert->pos[i] = (co[i]-0.5f) * 32767.0f; + } + + for( u32 i=0; i<4; i++ ){ + vert->colour[i] = colour[i] * 255.0f; + } + } + } + } + } +} + /* * Create the strips of colour that run through the world along course paths */ @@ -516,13 +714,24 @@ VG_STATIC void world_routes_generate( world_instance *world ) vg_async_stall(); vg_rand_seed( 2000 ); - vg_async_item *call = scene_alloc_async( &world->scene_lines, - &world->mesh_route_lines, - 200000, 300000 ); - vg_async_item *call1 = - vg_async_alloc( sizeof(struct pointcloud_vert)*POINTCLOUD_POINTS ); - u32 generated_points = 0; - struct pointcloud_vert *cloud_data = call1->payload; + vg_async_item *call_scene = scene_alloc_async( &world->scene_lines, + &world->mesh_route_lines, + 200000, 300000 ); + vg_async_item *call_pointcloud = vg_async_alloc( + sizeof(pointcloud_buffer) + + sizeof(pointcloud_vert)*POINTCLOUD_POINTS ); + pointcloud_buffer *pcbuf = call_pointcloud->payload; + pcbuf->count = 0; + pcbuf->max = POINTCLOUD_POINTS; + pcbuf->op = k_pointcloud_op_clear; + + v3f ext, mid, v0; + v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], ext ); + f32 maxe = v3_maxf( ext ); + v3_fill( v0, maxe * 0.5f ); + v3_muladds( world->scene_geo.bbx[0], ext, 0.5f, mid ); + v3_add( mid, v0, pcbuf->boundary[1] ); + v3_sub( mid, v0, pcbuf->boundary[0] ); for( u32 i=0; ient_gate); i++ ){ ent_gate *gate = mdl_arritm( &world->ent_gate, i ); @@ -564,116 +773,16 @@ VG_STATIC void world_routes_generate( world_instance *world ) } for( u32 i=0; ient_route); i++ ){ - world_routes_create_mesh( world, i, &world->scene_lines, - cloud_data, &generated_points ); + world_routes_gen_meshes( world, i, &world->scene_lines, pcbuf ); } + f64 area = 0.0; + area = world_routes_scatter_surface_points( world, pcbuf, 16.0f ); + world_routes_surface_grid( world, pcbuf ); + vg_info( "Distrubuted %u points over %fkm^2!\n", pcbuf->count, area/1e6f ); - { - vg_info( "Executing awesome algorithm!\n" ); - - f32 accum = 0.0f; - - v3f vol; - v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], vol ); - v3_div( (v3f){1.0f,1.0f,1.0f}, vol, vol ); - - u8 colour[] = { 80,80,80,255 }; - v3f light_dir = {0.3f,0.8f,0.1f}; - v3_normalize( light_dir ); - - for( u32 k=1; k<=10; k++ ){ - f32 rate = 50.0f * (1.0f/(float)k); - - for( u32 i=0; iscene_geo.indice_count/3; i++ ){ - u32 *tri = &world->scene_geo.arrindices[i*3]; - struct world_surface *surf = world_tri_index_surface( world, tri[0] ); - - if( surf->info.shader == k_shader_boundary || - surf->info.shader == k_shader_invisible ) continue; - - if( !(surf->info.flags & k_material_flag_preview_visibile) ) continue; - - scene_vert *va = &world->scene_geo.arrvertices[tri[0]], - *vb = &world->scene_geo.arrvertices[tri[1]], - *vc = &world->scene_geo.arrvertices[tri[2]]; - - v3f v0, v1, vn; - v3_sub( vb->co, va->co, v0 ); - v3_sub( vc->co, va->co, v1 ); - v3_cross( v0, v1, vn ); - if( vn[1] < 0.0f ) continue; - - accum += v3_length(vn)*0.5f; - - v3_normalize( vn ); - - while( accum > rate ){ - accum -= rate; - - if( generated_points >= POINTCLOUD_POINTS ){ - goto too_many_points; - } - - v2f co = { vg_randf64(), vg_randf64() }; - if( v2_length2(co) > 0.5f ){ - co[0] = 1.0f-co[0]; - co[1] = 1.0f-co[1]; - } - - v3f pt; - v3_muls( v0, co[0], pt ); - v3_muladds( pt, v1, co[1], pt ); - v3_add( va->co, pt, pt ); - - if( pt[1] < world->water.height ) continue; - struct pointcloud_vert *vert = &cloud_data[generated_points ++]; - - v3f pos; - v3_sub( pt, world->scene_geo.bbx[0], pos ); - v3_mul( pos, vol, pos ); - - for( u32 j=0; j<3; j++ ){ - vert->pos[j] = vg_clampf(pos[j],0.0f,1.0f) * 65535.0f; - vert->norm[j] = vg_clampf(vn[j],-1.0f,1.0f) * 127.0f; - } - - f32 brightness = vg_clampf( v3_dot( vn, light_dir ), 0.0f, 1.0f ); - - v4f col = {0.0f,0.0f,0.0f,0.0f}; - if( surf->info.surface_prop == k_surface_prop_wood ){ - v4_copy( (v4f){0.66f,0.6f,0.5f}, col ); - } - else if( surf->info.surface_prop == k_surface_prop_grass ){ - v4_copy( (v4f){0.42f,0.5f,0.33f}, col ); - } - else if( surf->info.surface_prop == k_surface_prop_concrete ){ - v4_copy( (v4f){0.57f,0.57f,0.55f}, col ); - } - else if( surf->info.surface_prop == k_surface_prop_metal ){ - v4_copy( (v4f){0.76f,0.76f,0.75f}, col ); - } - else{ - v4_copy( (v4f){0.2f,0.2f,0.2f}, col ); - } - - v4_copy( (v4f){0.2f,0.2f,0.26f}, col ); - v3_muls( col, brightness*0.25f, col ); - - for( u32 j=0; j<4; j++ ){ - vert->colour[j] = col[j] * 255.0f; - } - } - } - } - -too_many_points: - vg_info( "finished awesome algorithm! yipee (%u)!\n", generated_points ); - } - - call1->size = generated_points; - vg_async_dispatch( call, async_scene_upload ); - vg_async_dispatch( call1, async_pointcloud_sub ); + vg_async_dispatch( call_scene, async_scene_upload ); + vg_async_dispatch( call_pointcloud, async_pointcloud_sub ); world_routes_clear( world ); } -- 2.25.1