lods wip
parent
ff7f42aeb9
commit
657d6dcf85
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@ -35,7 +35,7 @@ _fwk
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*.dbg
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_cache
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*.exp
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*.obj
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./*.obj
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*.exe
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*.ilk
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*.dll
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Binary file not shown.
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@ -0,0 +1,48 @@
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#include "v4k.h"
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int main() {
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window_create(80, WINDOW_MSAA4);
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window_title(__FILE__);
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// load skybox: launch with --mie for rayleigh/mie scattering
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skybox_t sky = skybox(flag("--mie") ? 0 : "cubemaps/stardust", 0);
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// terrain model
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// model_t mdl = model("terrain_demo.obj", 0);
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model_t mdl = model("Mike.fbx", 0);
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// camera
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camera_t cam = camera();
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// scene light
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shader_bind(mdl.program);
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light_t *l = scene_spawn_light();
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light_update(1, l);
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skybox_sh_shader(&sky);
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// initialise LOD
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model_lod(&mdl, 1.0, 1.0, 1);
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// demo loop
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while (window_swap())
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{
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// input
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if( input_down(KEY_ESC) ) break;
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if( input_down(KEY_F5) ) window_reload();
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if( input_down(KEY_F11) ) window_fullscreen( window_has_fullscreen() ^ 1 );
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// fps camera
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bool active = ui_active() || ui_hover() || gizmo_active() ? false : input(MOUSE_L) || input(MOUSE_M) || input(MOUSE_R);
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if( active ) cam.speed = clampf(cam.speed + input_diff(MOUSE_W) / 10, 0.05f, 5.0f);
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vec2 mouse = scale2(vec2(input_diff(MOUSE_X), -input_diff(MOUSE_Y)), 0.2f * active);
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vec3 wasdecq = scale3(vec3(input(KEY_D)-input(KEY_A),input(KEY_E)-(input(KEY_C)||input(KEY_Q)),input(KEY_W)-input(KEY_S)), cam.speed);
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camera_moveby(&cam, wasdecq);
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camera_fps(&cam, mouse.x,mouse.y);
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window_cursor( !active );
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// draw scene
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skybox_render(&sky, cam.proj, cam.view);
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model_render(mdl, cam.proj, cam.view, mdl.pivot, 0);
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}
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}
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@ -0,0 +1,12 @@
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# Blender 4.0.2 MTL File: 'None'
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# www.blender.org
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newmtl Material.003
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Ns 250.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.500000 0.500000 0.500000
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Ke 0.000000 0.000000 0.000000
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Ni 1.450000
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d 1.000000
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illum 2
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File diff suppressed because it is too large
Load Diff
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@ -17467,6 +17467,7 @@ API int skybox_render(skybox_t *sky, mat44 proj, mat44 view);
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API void skybox_destroy(skybox_t *sky);
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API void skybox_mie_calc_sh(skybox_t *sky, float sky_intensity);
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API void skybox_sh_reset(skybox_t *sky);
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API void skybox_sh_shader(skybox_t *sky);
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API void skybox_sh_add_light(skybox_t *sky, vec3 light, vec3 dir, float strength);
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API int skybox_push_state(skybox_t *sky, mat44 proj, mat44 view); // @to deprecate
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@ -17638,6 +17639,12 @@ typedef struct model_t {
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int num_tris;
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handle vao, ibo, vbo, vao_instanced;
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array(int) lod_collapse_map; // to which neighbor each vertex collapses. ie, [10] -> 7 (used by LODs) @leak
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void *lod_verts;
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int lod_num_verts;
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void *lod_tris;
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int lod_num_tris;
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unsigned flags;
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unsigned billboard;
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@ -17663,6 +17670,7 @@ API float model_animate(model_t, float curframe);
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API float model_animate_clip(model_t, float curframe, int minframe, int maxframe, bool loop);
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API float model_animate_blends(model_t m, anim_t *primary, anim_t *secondary, float delta);
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API aabb model_aabb(model_t, mat44 transform);
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API void model_lod(model_t*, float lo_detail, float hi_detail, float morph);
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API void model_shading(model_t*, int shading);
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API void model_skybox(model_t*, skybox_t sky, bool load_sh);
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API void model_render(model_t, mat44 proj, mat44 view, mat44 model, int shader);
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@ -383642,6 +383650,10 @@ void skybox_sh_reset(skybox_t *sky) {
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}
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}
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void skybox_sh_shader(skybox_t *sky) {
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shader_vec3v("u_coefficients_sh", 9, sky->cubemap.sh);
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}
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void skybox_sh_add_light(skybox_t *sky, vec3 light, vec3 dir, float strength) {
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// Normalize the direction
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vec3 norm_dir = norm3(dir);
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@ -386010,6 +386022,147 @@ aabb model_aabb(model_t m, mat44 transform) {
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return aabb(vec3(0,0,0),vec3(0,0,0));
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}
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static inline int MapReduce(array(int) collapse_map, int n, int mx) {
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while( n >= mx ) n = collapse_map[n];
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return n;
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}
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API void ProgressiveMesh(int vert_n, int vert_stride, const float *v, int tri_n, const int *tri, int *map, int *permutation);
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void model_lod(model_t *mdl, float lo_detail, float hi_detail, float morph) {
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assert(mdl->num_meshes == 1);
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if (array_count(mdl->lod_collapse_map) == 0) {
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array(int) permutation = 0;
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array_resize(mdl->lod_collapse_map, mdl->num_verts);
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array_resize(permutation, mdl->num_verts);
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ProgressiveMesh(mdl->num_verts, mdl->stride, (const float *)mdl->verts, mdl->num_tris, (const int *)mdl->tris, mdl->lod_collapse_map, permutation);
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// PermuteVertices {
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ASSERT(array_count(permutation) == mdl->num_verts);
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// rearrange the vertex Array
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char *tmp = REALLOC(0, mdl->stride*mdl->num_verts);
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char *verts = (char *)mdl->verts;
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memcpy(tmp, verts, mdl->stride*mdl->num_verts);
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for(int i = 0; i < mdl->num_verts; i++) {
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int index = permutation[i];
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int src_offset = i * mdl->stride;
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int offset = index * mdl->stride;
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memcpy(verts + offset, tmp + src_offset, mdl->stride);
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}
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int *tris = (int *)mdl->tris;
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// update the changes in the entries in the triangle Array
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for (int i = 0; i < mdl->num_tris*3; i+=3) {
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tris[i+0] = permutation[tris[i+0]];
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tris[i+1] = permutation[tris[i+1]];
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tris[i+2] = permutation[tris[i+2]];
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}
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// upload modified data
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glBindVertexArray(mdl->vao);
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glBindBuffer(GL_ARRAY_BUFFER, mdl->vbo);
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glBufferData(GL_ARRAY_BUFFER, mdl->num_verts*mdl->stride, mdl->verts, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mdl->ibo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, mdl->num_tris*3*sizeof(int), mdl->tris, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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FREE(tmp);
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// } PermuteVertices
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array_free(permutation);
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}
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ASSERT(array_count(mdl->lod_collapse_map));
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int max_verts_to_render = hi_detail * mdl->num_verts;
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int min_verts_to_render = lo_detail * mdl->num_verts;
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if( max_verts_to_render <= 0 || min_verts_to_render <= 0 )
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return;
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FREE(mdl->lod_verts);
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FREE(mdl->lod_tris);
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char *verts = (char *)mdl->verts;
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int *tris = (int *)mdl->tris;
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int max_lod_tris = 0;
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//@fixme: optimise
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for( unsigned int i = 0; i < mdl->num_tris*3; i+=3 ) {
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int p0 = MapReduce(mdl->lod_collapse_map, tris[i+0], max_verts_to_render);
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int p1 = MapReduce(mdl->lod_collapse_map, tris[i+1], max_verts_to_render);
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int p2 = MapReduce(mdl->lod_collapse_map, tris[i+2], max_verts_to_render);
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if(p0==p1 || p0==p2 || p1==p2) continue;
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++max_lod_tris;
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}
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mdl->lod_verts = REALLOC(0, max_lod_tris*3*mdl->stride);
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mdl->lod_tris = REALLOC(0, max_lod_tris*3*sizeof(int));
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mdl->lod_num_verts = 0;
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mdl->lod_num_tris = 0;
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struct iqm_vertex *lod_verts = (struct iqm_vertex *)mdl->lod_verts;
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int *lod_tris = (int *)mdl->lod_tris;
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for( int i = 0; i < mdl->num_tris*3; i+=3 ) {
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int p0 = MapReduce(mdl->lod_collapse_map, tris[i+0], max_verts_to_render);
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int p1 = MapReduce(mdl->lod_collapse_map, tris[i+1], max_verts_to_render);
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int p2 = MapReduce(mdl->lod_collapse_map, tris[i+2], max_verts_to_render);
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// @fixme: serious optimization opportunity here,
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// by sorting the triangles the following "continue"
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// could have been made into a "break" statement.
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if(p0==p1 || p0==p2 || p1==p2) continue;
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// if we are not currenly morphing between 2 levels of detail
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// (i.e. if morph=1.0) then q0,q1, and q2 may not be necessary
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int q0 = MapReduce(mdl->lod_collapse_map, p0, min_verts_to_render);
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int q1 = MapReduce(mdl->lod_collapse_map, p1, min_verts_to_render);
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int q2 = MapReduce(mdl->lod_collapse_map, p2, min_verts_to_render);
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struct iqm_vertex v0 = *(struct iqm_vertex *)(verts + (p0*mdl->stride));
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struct iqm_vertex v1 = *(struct iqm_vertex *)(verts + (p1*mdl->stride));
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struct iqm_vertex v2 = *(struct iqm_vertex *)(verts + (p2*mdl->stride));
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lod_verts[mdl->lod_num_verts++] = v0;
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lod_verts[mdl->lod_num_verts++] = v1;
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lod_verts[mdl->lod_num_verts++] = v2;
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int idx = mdl->lod_num_verts;
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lod_tris[mdl->lod_num_tris + 0] = idx-3;
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lod_tris[mdl->lod_num_tris + 1] = idx-2;
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lod_tris[mdl->lod_num_tris + 2] = idx-1;
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++mdl->lod_num_tris;
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// vec3 v0, v1, v2;
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// v0 = mix3(m->in_vertex3[p0], m->in_vertex3[q0], (1-morph));
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// v1 = mix3(m->in_vertex3[p1], m->in_vertex3[q1], (1-morph));
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// v2 = mix3(m->in_vertex3[p2], m->in_vertex3[q2], (1-morph));
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// vec3 normal = norm3(cross3(sub3(v1,v0),sub3(v2,v1)));
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// array_push(m->out_vertex3, v0);
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// array_push(m->out_vertex3, normal);
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// array_push(m->out_vertex3, v1);
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// array_push(m->out_vertex3, normal);
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// array_push(m->out_vertex3, v2);
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// array_push(m->out_vertex3, normal);
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// int idx = array_count(m->out_vertex3) / 2;
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// array_push(m->out_index3, vec3i(idx-3,idx-2,idx-1));
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}
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// upload modified data
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glBindVertexArray(mdl->vao);
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glBindBuffer(GL_ARRAY_BUFFER, mdl->vbo);
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glBufferData(GL_ARRAY_BUFFER, mdl->lod_num_verts*mdl->stride, mdl->lod_verts, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mdl->ibo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, mdl->lod_num_tris*3*sizeof(int), mdl->lod_tris, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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void model_destroy(model_t m) {
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FREE(m.verts);
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for( int i = 0, end = array_count(m.texture_names); i < end; ++i ) {
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@ -2037,6 +2037,10 @@ void skybox_sh_reset(skybox_t *sky) {
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}
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}
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void skybox_sh_shader(skybox_t *sky) {
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shader_vec3v("u_coefficients_sh", 9, sky->cubemap.sh);
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}
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void skybox_sh_add_light(skybox_t *sky, vec3 light, vec3 dir, float strength) {
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// Normalize the direction
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vec3 norm_dir = norm3(dir);
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@ -4405,6 +4409,147 @@ aabb model_aabb(model_t m, mat44 transform) {
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return aabb(vec3(0,0,0),vec3(0,0,0));
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}
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static inline int MapReduce(array(int) collapse_map, int n, int mx) {
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while( n >= mx ) n = collapse_map[n];
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return n;
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}
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API void ProgressiveMesh(int vert_n, int vert_stride, const float *v, int tri_n, const int *tri, int *map, int *permutation);
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void model_lod(model_t *mdl, float lo_detail, float hi_detail, float morph) {
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assert(mdl->num_meshes == 1);
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if (array_count(mdl->lod_collapse_map) == 0) {
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array(int) permutation = 0;
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array_resize(mdl->lod_collapse_map, mdl->num_verts);
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array_resize(permutation, mdl->num_verts);
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ProgressiveMesh(mdl->num_verts, mdl->stride, (const float *)mdl->verts, mdl->num_tris, (const int *)mdl->tris, mdl->lod_collapse_map, permutation);
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// PermuteVertices {
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ASSERT(array_count(permutation) == mdl->num_verts);
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// rearrange the vertex Array
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char *tmp = REALLOC(0, mdl->stride*mdl->num_verts);
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char *verts = (char *)mdl->verts;
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memcpy(tmp, verts, mdl->stride*mdl->num_verts);
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for(int i = 0; i < mdl->num_verts; i++) {
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int index = permutation[i];
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int src_offset = i * mdl->stride;
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int offset = index * mdl->stride;
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memcpy(verts + offset, tmp + src_offset, mdl->stride);
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}
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int *tris = (int *)mdl->tris;
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// update the changes in the entries in the triangle Array
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for (int i = 0; i < mdl->num_tris*3; i+=3) {
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tris[i+0] = permutation[tris[i+0]];
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tris[i+1] = permutation[tris[i+1]];
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tris[i+2] = permutation[tris[i+2]];
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}
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// upload modified data
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glBindVertexArray(mdl->vao);
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glBindBuffer(GL_ARRAY_BUFFER, mdl->vbo);
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glBufferData(GL_ARRAY_BUFFER, mdl->num_verts*mdl->stride, mdl->verts, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mdl->ibo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, mdl->num_tris*3*sizeof(int), mdl->tris, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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FREE(tmp);
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// } PermuteVertices
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array_free(permutation);
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}
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ASSERT(array_count(mdl->lod_collapse_map));
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int max_verts_to_render = hi_detail * mdl->num_verts;
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int min_verts_to_render = lo_detail * mdl->num_verts;
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if( max_verts_to_render <= 0 || min_verts_to_render <= 0 )
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return;
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FREE(mdl->lod_verts);
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FREE(mdl->lod_tris);
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char *verts = (char *)mdl->verts;
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int *tris = (int *)mdl->tris;
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int max_lod_tris = 0;
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//@fixme: optimise
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for( unsigned int i = 0; i < mdl->num_tris*3; i+=3 ) {
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int p0 = MapReduce(mdl->lod_collapse_map, tris[i+0], max_verts_to_render);
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int p1 = MapReduce(mdl->lod_collapse_map, tris[i+1], max_verts_to_render);
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int p2 = MapReduce(mdl->lod_collapse_map, tris[i+2], max_verts_to_render);
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if(p0==p1 || p0==p2 || p1==p2) continue;
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++max_lod_tris;
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}
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mdl->lod_verts = REALLOC(0, max_lod_tris*3*mdl->stride);
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mdl->lod_tris = REALLOC(0, max_lod_tris*3*sizeof(int));
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mdl->lod_num_verts = 0;
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mdl->lod_num_tris = 0;
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struct iqm_vertex *lod_verts = (struct iqm_vertex *)mdl->lod_verts;
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int *lod_tris = (int *)mdl->lod_tris;
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for( int i = 0; i < mdl->num_tris*3; i+=3 ) {
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int p0 = MapReduce(mdl->lod_collapse_map, tris[i+0], max_verts_to_render);
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int p1 = MapReduce(mdl->lod_collapse_map, tris[i+1], max_verts_to_render);
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int p2 = MapReduce(mdl->lod_collapse_map, tris[i+2], max_verts_to_render);
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// @fixme: serious optimization opportunity here,
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// by sorting the triangles the following "continue"
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// could have been made into a "break" statement.
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if(p0==p1 || p0==p2 || p1==p2) continue;
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// if we are not currenly morphing between 2 levels of detail
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// (i.e. if morph=1.0) then q0,q1, and q2 may not be necessary
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int q0 = MapReduce(mdl->lod_collapse_map, p0, min_verts_to_render);
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int q1 = MapReduce(mdl->lod_collapse_map, p1, min_verts_to_render);
|
||||
int q2 = MapReduce(mdl->lod_collapse_map, p2, min_verts_to_render);
|
||||
|
||||
struct iqm_vertex v0 = *(struct iqm_vertex *)(verts + (p0*mdl->stride));
|
||||
struct iqm_vertex v1 = *(struct iqm_vertex *)(verts + (p1*mdl->stride));
|
||||
struct iqm_vertex v2 = *(struct iqm_vertex *)(verts + (p2*mdl->stride));
|
||||
|
||||
lod_verts[mdl->lod_num_verts++] = v0;
|
||||
lod_verts[mdl->lod_num_verts++] = v1;
|
||||
lod_verts[mdl->lod_num_verts++] = v2;
|
||||
|
||||
int idx = mdl->lod_num_verts;
|
||||
lod_tris[mdl->lod_num_tris + 0] = idx-3;
|
||||
lod_tris[mdl->lod_num_tris + 1] = idx-2;
|
||||
lod_tris[mdl->lod_num_tris + 2] = idx-1;
|
||||
++mdl->lod_num_tris;
|
||||
|
||||
// vec3 v0, v1, v2;
|
||||
// v0 = mix3(m->in_vertex3[p0], m->in_vertex3[q0], (1-morph));
|
||||
// v1 = mix3(m->in_vertex3[p1], m->in_vertex3[q1], (1-morph));
|
||||
// v2 = mix3(m->in_vertex3[p2], m->in_vertex3[q2], (1-morph));
|
||||
// vec3 normal = norm3(cross3(sub3(v1,v0),sub3(v2,v1)));
|
||||
// array_push(m->out_vertex3, v0);
|
||||
// array_push(m->out_vertex3, normal);
|
||||
// array_push(m->out_vertex3, v1);
|
||||
// array_push(m->out_vertex3, normal);
|
||||
// array_push(m->out_vertex3, v2);
|
||||
// array_push(m->out_vertex3, normal);
|
||||
|
||||
// int idx = array_count(m->out_vertex3) / 2;
|
||||
// array_push(m->out_index3, vec3i(idx-3,idx-2,idx-1));
|
||||
}
|
||||
|
||||
// upload modified data
|
||||
glBindVertexArray(mdl->vao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mdl->vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, mdl->lod_num_verts*mdl->stride, mdl->lod_verts, GL_STATIC_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mdl->ibo);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, mdl->lod_num_tris*3*sizeof(int), mdl->lod_tris, GL_STATIC_DRAW);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
|
||||
void model_destroy(model_t m) {
|
||||
FREE(m.verts);
|
||||
for( int i = 0, end = array_count(m.texture_names); i < end; ++i ) {
|
||||
|
|
|
@ -500,6 +500,7 @@ API int skybox_render(skybox_t *sky, mat44 proj, mat44 view);
|
|||
API void skybox_destroy(skybox_t *sky);
|
||||
API void skybox_mie_calc_sh(skybox_t *sky, float sky_intensity);
|
||||
API void skybox_sh_reset(skybox_t *sky);
|
||||
API void skybox_sh_shader(skybox_t *sky);
|
||||
API void skybox_sh_add_light(skybox_t *sky, vec3 light, vec3 dir, float strength);
|
||||
|
||||
API int skybox_push_state(skybox_t *sky, mat44 proj, mat44 view); // @to deprecate
|
||||
|
@ -671,6 +672,12 @@ typedef struct model_t {
|
|||
int num_tris;
|
||||
handle vao, ibo, vbo, vao_instanced;
|
||||
|
||||
array(int) lod_collapse_map; // to which neighbor each vertex collapses. ie, [10] -> 7 (used by LODs) @leak
|
||||
void *lod_verts;
|
||||
int lod_num_verts;
|
||||
void *lod_tris;
|
||||
int lod_num_tris;
|
||||
|
||||
unsigned flags;
|
||||
unsigned billboard;
|
||||
|
||||
|
@ -696,6 +703,7 @@ API float model_animate(model_t, float curframe);
|
|||
API float model_animate_clip(model_t, float curframe, int minframe, int maxframe, bool loop);
|
||||
API float model_animate_blends(model_t m, anim_t *primary, anim_t *secondary, float delta);
|
||||
API aabb model_aabb(model_t, mat44 transform);
|
||||
API void model_lod(model_t*, float lo_detail, float hi_detail, float morph);
|
||||
API void model_shading(model_t*, int shading);
|
||||
API void model_skybox(model_t*, skybox_t sky, bool load_sh);
|
||||
API void model_render(model_t, mat44 proj, mat44 view, mat44 model, int shader);
|
||||
|
|
145
engine/v4k.c
145
engine/v4k.c
|
@ -18822,6 +18822,10 @@ void skybox_sh_reset(skybox_t *sky) {
|
|||
}
|
||||
}
|
||||
|
||||
void skybox_sh_shader(skybox_t *sky) {
|
||||
shader_vec3v("u_coefficients_sh", 9, sky->cubemap.sh);
|
||||
}
|
||||
|
||||
void skybox_sh_add_light(skybox_t *sky, vec3 light, vec3 dir, float strength) {
|
||||
// Normalize the direction
|
||||
vec3 norm_dir = norm3(dir);
|
||||
|
@ -21190,6 +21194,147 @@ aabb model_aabb(model_t m, mat44 transform) {
|
|||
return aabb(vec3(0,0,0),vec3(0,0,0));
|
||||
}
|
||||
|
||||
static inline int MapReduce(array(int) collapse_map, int n, int mx) {
|
||||
while( n >= mx ) n = collapse_map[n];
|
||||
return n;
|
||||
}
|
||||
|
||||
API void ProgressiveMesh(int vert_n, int vert_stride, const float *v, int tri_n, const int *tri, int *map, int *permutation);
|
||||
|
||||
void model_lod(model_t *mdl, float lo_detail, float hi_detail, float morph) {
|
||||
assert(mdl->num_meshes == 1);
|
||||
if (array_count(mdl->lod_collapse_map) == 0) {
|
||||
array(int) permutation = 0;
|
||||
array_resize(mdl->lod_collapse_map, mdl->num_verts);
|
||||
array_resize(permutation, mdl->num_verts);
|
||||
ProgressiveMesh(mdl->num_verts, mdl->stride, (const float *)mdl->verts, mdl->num_tris, (const int *)mdl->tris, mdl->lod_collapse_map, permutation);
|
||||
// PermuteVertices {
|
||||
ASSERT(array_count(permutation) == mdl->num_verts);
|
||||
// rearrange the vertex Array
|
||||
char *tmp = REALLOC(0, mdl->stride*mdl->num_verts);
|
||||
char *verts = (char *)mdl->verts;
|
||||
memcpy(tmp, verts, mdl->stride*mdl->num_verts);
|
||||
|
||||
for(int i = 0; i < mdl->num_verts; i++) {
|
||||
int index = permutation[i];
|
||||
int src_offset = i * mdl->stride;
|
||||
int offset = index * mdl->stride;
|
||||
|
||||
memcpy(verts + offset, tmp + src_offset, mdl->stride);
|
||||
}
|
||||
int *tris = (int *)mdl->tris;
|
||||
// update the changes in the entries in the triangle Array
|
||||
for (int i = 0; i < mdl->num_tris*3; i+=3) {
|
||||
tris[i+0] = permutation[tris[i+0]];
|
||||
tris[i+1] = permutation[tris[i+1]];
|
||||
tris[i+2] = permutation[tris[i+2]];
|
||||
}
|
||||
|
||||
// upload modified data
|
||||
glBindVertexArray(mdl->vao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mdl->vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, mdl->num_verts*mdl->stride, mdl->verts, GL_STATIC_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mdl->ibo);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, mdl->num_tris*3*sizeof(int), mdl->tris, GL_STATIC_DRAW);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
|
||||
FREE(tmp);
|
||||
// } PermuteVertices
|
||||
array_free(permutation);
|
||||
}
|
||||
|
||||
ASSERT(array_count(mdl->lod_collapse_map));
|
||||
|
||||
int max_verts_to_render = hi_detail * mdl->num_verts;
|
||||
int min_verts_to_render = lo_detail * mdl->num_verts;
|
||||
|
||||
if( max_verts_to_render <= 0 || min_verts_to_render <= 0 )
|
||||
return;
|
||||
|
||||
FREE(mdl->lod_verts);
|
||||
FREE(mdl->lod_tris);
|
||||
|
||||
char *verts = (char *)mdl->verts;
|
||||
int *tris = (int *)mdl->tris;
|
||||
int max_lod_tris = 0;
|
||||
|
||||
//@fixme: optimise
|
||||
for( unsigned int i = 0; i < mdl->num_tris*3; i+=3 ) {
|
||||
int p0 = MapReduce(mdl->lod_collapse_map, tris[i+0], max_verts_to_render);
|
||||
int p1 = MapReduce(mdl->lod_collapse_map, tris[i+1], max_verts_to_render);
|
||||
int p2 = MapReduce(mdl->lod_collapse_map, tris[i+2], max_verts_to_render);
|
||||
if(p0==p1 || p0==p2 || p1==p2) continue;
|
||||
++max_lod_tris;
|
||||
}
|
||||
|
||||
mdl->lod_verts = REALLOC(0, max_lod_tris*3*mdl->stride);
|
||||
mdl->lod_tris = REALLOC(0, max_lod_tris*3*sizeof(int));
|
||||
mdl->lod_num_verts = 0;
|
||||
mdl->lod_num_tris = 0;
|
||||
|
||||
struct iqm_vertex *lod_verts = (struct iqm_vertex *)mdl->lod_verts;
|
||||
int *lod_tris = (int *)mdl->lod_tris;
|
||||
|
||||
for( int i = 0; i < mdl->num_tris*3; i+=3 ) {
|
||||
int p0 = MapReduce(mdl->lod_collapse_map, tris[i+0], max_verts_to_render);
|
||||
int p1 = MapReduce(mdl->lod_collapse_map, tris[i+1], max_verts_to_render);
|
||||
int p2 = MapReduce(mdl->lod_collapse_map, tris[i+2], max_verts_to_render);
|
||||
// @fixme: serious optimization opportunity here,
|
||||
// by sorting the triangles the following "continue"
|
||||
// could have been made into a "break" statement.
|
||||
if(p0==p1 || p0==p2 || p1==p2) continue;
|
||||
// if we are not currenly morphing between 2 levels of detail
|
||||
// (i.e. if morph=1.0) then q0,q1, and q2 may not be necessary
|
||||
int q0 = MapReduce(mdl->lod_collapse_map, p0, min_verts_to_render);
|
||||
int q1 = MapReduce(mdl->lod_collapse_map, p1, min_verts_to_render);
|
||||
int q2 = MapReduce(mdl->lod_collapse_map, p2, min_verts_to_render);
|
||||
|
||||
struct iqm_vertex v0 = *(struct iqm_vertex *)(verts + (p0*mdl->stride));
|
||||
struct iqm_vertex v1 = *(struct iqm_vertex *)(verts + (p1*mdl->stride));
|
||||
struct iqm_vertex v2 = *(struct iqm_vertex *)(verts + (p2*mdl->stride));
|
||||
|
||||
lod_verts[mdl->lod_num_verts++] = v0;
|
||||
lod_verts[mdl->lod_num_verts++] = v1;
|
||||
lod_verts[mdl->lod_num_verts++] = v2;
|
||||
|
||||
int idx = mdl->lod_num_verts;
|
||||
lod_tris[mdl->lod_num_tris + 0] = idx-3;
|
||||
lod_tris[mdl->lod_num_tris + 1] = idx-2;
|
||||
lod_tris[mdl->lod_num_tris + 2] = idx-1;
|
||||
++mdl->lod_num_tris;
|
||||
|
||||
// vec3 v0, v1, v2;
|
||||
// v0 = mix3(m->in_vertex3[p0], m->in_vertex3[q0], (1-morph));
|
||||
// v1 = mix3(m->in_vertex3[p1], m->in_vertex3[q1], (1-morph));
|
||||
// v2 = mix3(m->in_vertex3[p2], m->in_vertex3[q2], (1-morph));
|
||||
// vec3 normal = norm3(cross3(sub3(v1,v0),sub3(v2,v1)));
|
||||
// array_push(m->out_vertex3, v0);
|
||||
// array_push(m->out_vertex3, normal);
|
||||
// array_push(m->out_vertex3, v1);
|
||||
// array_push(m->out_vertex3, normal);
|
||||
// array_push(m->out_vertex3, v2);
|
||||
// array_push(m->out_vertex3, normal);
|
||||
|
||||
// int idx = array_count(m->out_vertex3) / 2;
|
||||
// array_push(m->out_index3, vec3i(idx-3,idx-2,idx-1));
|
||||
}
|
||||
|
||||
// upload modified data
|
||||
glBindVertexArray(mdl->vao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mdl->vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, mdl->lod_num_verts*mdl->stride, mdl->lod_verts, GL_STATIC_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mdl->ibo);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, mdl->lod_num_tris*3*sizeof(int), mdl->lod_tris, GL_STATIC_DRAW);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
|
||||
void model_destroy(model_t m) {
|
||||
FREE(m.verts);
|
||||
for( int i = 0, end = array_count(m.texture_names); i < end; ++i ) {
|
||||
|
|
|
@ -3534,6 +3534,7 @@ API int skybox_render(skybox_t *sky, mat44 proj, mat44 view);
|
|||
API void skybox_destroy(skybox_t *sky);
|
||||
API void skybox_mie_calc_sh(skybox_t *sky, float sky_intensity);
|
||||
API void skybox_sh_reset(skybox_t *sky);
|
||||
API void skybox_sh_shader(skybox_t *sky);
|
||||
API void skybox_sh_add_light(skybox_t *sky, vec3 light, vec3 dir, float strength);
|
||||
|
||||
API int skybox_push_state(skybox_t *sky, mat44 proj, mat44 view); // @to deprecate
|
||||
|
@ -3705,6 +3706,12 @@ typedef struct model_t {
|
|||
int num_tris;
|
||||
handle vao, ibo, vbo, vao_instanced;
|
||||
|
||||
array(int) lod_collapse_map; // to which neighbor each vertex collapses. ie, [10] -> 7 (used by LODs) @leak
|
||||
void *lod_verts;
|
||||
int lod_num_verts;
|
||||
void *lod_tris;
|
||||
int lod_num_tris;
|
||||
|
||||
unsigned flags;
|
||||
unsigned billboard;
|
||||
|
||||
|
@ -3730,6 +3737,7 @@ API float model_animate(model_t, float curframe);
|
|||
API float model_animate_clip(model_t, float curframe, int minframe, int maxframe, bool loop);
|
||||
API float model_animate_blends(model_t m, anim_t *primary, anim_t *secondary, float delta);
|
||||
API aabb model_aabb(model_t, mat44 transform);
|
||||
API void model_lod(model_t*, float lo_detail, float hi_detail, float morph);
|
||||
API void model_shading(model_t*, int shading);
|
||||
API void model_skybox(model_t*, skybox_t sky, bool load_sh);
|
||||
API void model_render(model_t, mat44 proj, mat44 view, mat44 model, int shader);
|
||||
|
|
Loading…
Reference in New Issue