routes
[carveJwlIkooP6JGAAIwe30JlM.git] / scene.h
1 #ifndef SCENE_H
2 #define SCENE_H
3
4 #include "common.h"
5 #include "model.h"
6 #include "bvh.h"
7
8 typedef struct scene scene;
9
10 struct scene
11 {
12 glmesh mesh;
13
14 mdl_vert *verts;
15 u32 *indices;
16
17 bh_tree bhtris;
18 u32 vertex_count,
19 indice_count,
20 vertex_cap,
21 indice_cap;
22
23 boxf bbx;
24
25 u32 shadower_count,
26 shadower_cap;
27
28 mdl_submesh submesh;
29 };
30
31 #if 0
32 GLuint tex_dual_noise;
33 #endif
34
35 static void scene_init( scene *pscene )
36 {
37 pscene->verts = NULL;
38 pscene->indices = NULL;
39 pscene->vertex_count = 0;
40 pscene->indice_count = 0;
41 pscene->shadower_count = 0;
42 pscene->shadower_cap = 0;
43 pscene->submesh.indice_start = 0;
44 pscene->submesh.indice_count = 0;
45
46 v3_fill( pscene->bbx[0], 999999.9f );
47 v3_fill( pscene->bbx[1], -999999.9f );
48
49 #if 0
50 static int noise_ready = 0;
51 if( !noise_ready )
52 {
53 noise_ready = 1;
54
55 u8 *buf = malloc( 256*256*2 );
56
57 for( int i=0; i<256*256; i++ )
58 {
59 u8 val = rand()&0xff;
60 buf[i*2] = val;
61 }
62
63 for( int y=0; y<256; y++ )
64 {
65 for( int x=0; x<256; x++ )
66 {
67 u8 *pr = &buf[(y*256+x)*2],
68 *pg = &buf[(((y+17)&0xff)*256+((x+37)&0xff))*2+1];
69 *pg = *pr;
70 }
71 }
72
73 /* TODO: This texture should be delted somewhere */
74 glGenTextures( 1, &tex_dual_noise );
75 glBindTexture( GL_TEXTURE_2D, tex_dual_noise );
76 glTexImage2D( GL_TEXTURE_2D, 0, GL_RG, 256, 256, 0, GL_RG,
77 GL_UNSIGNED_BYTE, buf );
78
79 vg_tex2d_linear();
80 vg_tex2d_repeat();
81
82 free( buf );
83 }
84 #endif
85 }
86
87 static void *buffer_reserve( void *buffer, u32 count, u32 *cap, u32 amount,
88 size_t emsize )
89 {
90 if( count+amount > *cap )
91 {
92 *cap = VG_MAX( (*cap)*2, (*cap)+amount );
93
94 return realloc( buffer, (*cap) * emsize );
95 }
96
97 return buffer;
98 }
99
100 static void *buffer_fix( void *buffer, u32 count, u32 *cap, size_t emsize )
101 {
102 *cap = count;
103 return realloc( buffer, (*cap) * emsize );
104 }
105
106 /*
107 * Append a model into the scene with a given transform
108 */
109 static void scene_add_submesh( scene *pscene, mdl_header *mdl,
110 mdl_submesh *sm, m4x3f transform )
111 {
112 pscene->verts = buffer_reserve( pscene->verts, pscene->vertex_count,
113 &pscene->vertex_cap, sm->vertex_count, sizeof(mdl_vert) );
114 pscene->indices = buffer_reserve( pscene->indices, pscene->indice_count,
115 &pscene->indice_cap, sm->indice_count, sizeof(u32) );
116
117 m3x3f normal_matrix;
118 m3x3_copy( transform, normal_matrix );
119 v3_normalize( normal_matrix[0] );
120 v3_normalize( normal_matrix[1] );
121 v3_normalize( normal_matrix[2] );
122
123 /* Transform and place vertices */
124 mdl_vert *src_verts = mdl_submesh_vertices( mdl, sm );
125 u32 *src_indices = mdl_submesh_indices( mdl, sm );
126
127 boxf bbxnew;
128 box_copy( sm->bbx, bbxnew );
129 m4x3_transform_aabb( transform, bbxnew );
130 box_concat( pscene->bbx, bbxnew );
131
132 for( u32 i=0; i<sm->vertex_count; i++ )
133 {
134 mdl_vert *pvert = &pscene->verts[ pscene->vertex_count+i ],
135 *src = &src_verts[ i ];
136
137 m4x3_mulv( transform, src->co, pvert->co );
138 m3x3_mulv( normal_matrix, src->norm, pvert->norm );
139
140 v4_copy( src->colour, pvert->colour );
141 v2_copy( src->uv, pvert->uv );
142 }
143
144 for( u32 i=0; i<sm->indice_count; i++ )
145 {
146 u32 *pidx = &pscene->indices[ pscene->indice_count+i ];
147 *pidx = src_indices[i] + pscene->vertex_count;
148 }
149
150 pscene->vertex_count += sm->vertex_count;
151 pscene->indice_count += sm->indice_count;
152 }
153
154 /*
155 * One by one adders for simplified access (mostly procedural stuff)
156 */
157 static void scene_push_tri( scene *pscene, u32 tri[3] )
158 {
159 pscene->indices = buffer_reserve( pscene->indices, pscene->indice_count,
160 &pscene->indice_cap, 3, sizeof(u32) );
161
162 u32 *dst = &pscene->indices[pscene->indice_count];
163 dst[0] = tri[0];
164 dst[1] = tri[1];
165 dst[2] = tri[2];
166
167 pscene->indice_count += 3;
168 }
169
170 static void scene_push_vert( scene *pscene, mdl_vert *v )
171 {
172 pscene->verts = buffer_reserve( pscene->verts, pscene->vertex_count,
173 &pscene->vertex_cap, 1, sizeof(mdl_vert) );
174
175 pscene->verts[pscene->vertex_count ++] = *v;
176 }
177
178 static void scene_copy_slice( scene *pscene, mdl_submesh *sm )
179 {
180 sm->indice_start = pscene->submesh.indice_start;
181 sm->indice_count = pscene->indice_count - sm->indice_start;
182
183 sm->vertex_start = pscene->submesh.vertex_start;
184 sm->vertex_count = pscene->vertex_count - sm->vertex_start;
185
186 pscene->submesh.indice_start = pscene->indice_count;
187 pscene->submesh.vertex_start = pscene->vertex_count;
188 }
189
190 static void scene_fix( scene *pscene )
191 {
192 buffer_fix( pscene->verts, pscene->vertex_count,
193 &pscene->vertex_cap, sizeof( mdl_vert ));
194
195 buffer_fix( pscene->indices, pscene->indice_count,
196 &pscene->indice_cap, sizeof( mdl_vert ));
197 }
198
199 static void scene_upload( scene *pscene )
200 {
201 mesh_upload( &pscene->mesh,
202 pscene->verts, pscene->vertex_count,
203 pscene->indices, pscene->indice_count );
204
205 vg_info( "Scene upload\n" );
206 vg_info( " indices:%u\n", pscene->indice_count );
207 vg_info( " verts:%u\n", pscene->vertex_count );
208 }
209
210 static void scene_bind( scene *pscene )
211 {
212 mesh_bind( &pscene->mesh );
213 }
214
215 static void scene_draw( scene *pscene )
216 {
217 mesh_drawn( 0, pscene->indice_count );
218 }
219
220 static void scene_free_offline_buffers( scene *pscene )
221 {
222 free( pscene->verts );
223 free( pscene->indices );
224 }
225
226 static void scene_free( scene *pscene )
227 {
228 scene_free_offline_buffers( pscene );
229 /* TODO: bvh */
230 }
231
232 static void scene_register(void)
233 {
234 }
235
236 /*
237 * BVH implementation
238 */
239
240 static void scene_bh_expand_bound( void *user, boxf bound, u32 item_index )
241 {
242 scene *s = user;
243 mdl_vert *pa = &s->verts[ s->indices[item_index*3+0] ],
244 *pb = &s->verts[ s->indices[item_index*3+1] ],
245 *pc = &s->verts[ s->indices[item_index*3+2] ];
246
247 box_addpt( bound, pa->co );
248 box_addpt( bound, pb->co );
249 box_addpt( bound, pc->co );
250 }
251
252 static float scene_bh_centroid( void *user, u32 item_index, int axis )
253 {
254 scene *s = user;
255 mdl_vert *pa = &s->verts[ s->indices[item_index*3+0] ],
256 *pb = &s->verts[ s->indices[item_index*3+1] ],
257 *pc = &s->verts[ s->indices[item_index*3+2] ];
258
259 return (pa->co[axis] + pb->co[axis] + pc->co[axis]) * (1.0f/3.0f);
260 }
261
262 static void scene_bh_swap( void *user, u32 ia, u32 ib )
263 {
264 scene *s = user;
265
266 u32 *ti = &s->indices[ia*3];
267 u32 *tj = &s->indices[ib*3];
268
269 u32 temp[3];
270 temp[0] = ti[0];
271 temp[1] = ti[1];
272 temp[2] = ti[2];
273
274 ti[0] = tj[0];
275 ti[1] = tj[1];
276 ti[2] = tj[2];
277
278 tj[0] = temp[0];
279 tj[1] = temp[1];
280 tj[2] = temp[2];
281 }
282
283 static void scene_bh_debug( void *user, u32 item_index )
284 {
285 scene *s = user;
286 u32 idx = item_index*3;
287 mdl_vert *pa = &s->verts[ s->indices[ idx+0 ] ],
288 *pb = &s->verts[ s->indices[ idx+1 ] ],
289 *pc = &s->verts[ s->indices[ idx+2 ] ];
290
291 vg_line( pa->co, pb->co, 0xff0000ff );
292 vg_line( pb->co, pc->co, 0xff0000ff );
293 vg_line( pc->co, pa->co, 0xff0000ff );
294 }
295
296 static int scene_bh_ray( void *user, u32 index, v3f co, v3f dir, ray_hit *hit )
297 {
298 scene *s = user;
299 v3f positions[3];
300
301 u32 *tri = &s->indices[ index*3 ];
302
303 for( int i=0; i<3; i++ )
304 v3_copy( s->verts[tri[i]].co, positions[i] );
305
306 float t;
307 if(ray_tri( positions, co, dir, &t ))
308 {
309 if( t < hit->dist )
310 {
311 hit->dist = t;
312 hit->tri = tri;
313 return 1;
314 }
315 }
316
317 return 0;
318 }
319
320 static bh_system bh_system_scene =
321 {
322 .expand_bound = scene_bh_expand_bound,
323 .item_centroid = scene_bh_centroid,
324 .item_swap = scene_bh_swap,
325 .item_debug = scene_bh_debug,
326 .cast_ray = scene_bh_ray
327 };
328
329 /*
330 * An extra step is added onto the end to calculate the hit normal
331 */
332 static int scene_raycast( scene *s, v3f co, v3f dir, ray_hit *hit )
333 {
334 int count = bh_ray( &s->bhtris, 0, co, dir, hit );
335
336 if( count )
337 {
338 v3f v0, v1;
339
340 float *pa = s->verts[hit->tri[0]].co,
341 *pb = s->verts[hit->tri[1]].co,
342 *pc = s->verts[hit->tri[2]].co;
343
344 v3_sub( pa, pb, v0 );
345 v3_sub( pc, pb, v1 );
346 v3_cross( v1, v0, hit->normal );
347 v3_normalize( hit->normal );
348 v3_muladds( co, dir, hit->dist, hit->pos );
349 }
350
351 return count;
352 }
353
354 static void scene_bh_create( scene *s )
355 {
356 u32 triangle_count = s->indice_count / 3;
357 bh_create( &s->bhtris, &bh_system_scene, s, triangle_count );
358 }
359
360 #endif