yabadabadooo
[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 mdl_vert *arrvertices;
13 u32 *arrindices;
14
15 u32 vertex_count, indice_count,
16 max_vertices, max_indices;
17
18 boxf bbx;
19 mdl_submesh submesh;
20 };
21
22 /* Initialize a scene description with bounded buffers */
23 VG_STATIC scene *scene_init( void *lin_alloc, u32 max_verts, u32 max_indices )
24 {
25 u32 vertex_length = max_verts * sizeof(mdl_vert),
26 index_length = max_indices * sizeof(u32),
27 tot_size = sizeof(scene) + vertex_length + index_length;
28
29 scene *pscene = vg_linear_alloc( lin_alloc, tot_size );
30
31 pscene->arrvertices = (mdl_vert *)(pscene+1);
32 pscene->arrindices = (u32 *)( pscene->arrvertices + max_verts );
33
34 pscene->vertex_count = 0;
35 pscene->indice_count = 0;
36 pscene->max_vertices = max_verts;
37 pscene->max_indices = max_indices;
38
39 memset( &pscene->submesh, 0, sizeof(mdl_submesh) );
40
41 v3_fill( pscene->bbx[0], 999999.9f );
42 v3_fill( pscene->bbx[1], -999999.9f );
43
44 return pscene;
45 }
46
47 /*
48 * Append a model into the scene with a given transform
49 */
50 VG_STATIC void scene_add_submesh( scene *pscene, mdl_context *mdl,
51 mdl_submesh *sm, m4x3f transform )
52 {
53 if( pscene->vertex_count + sm->vertex_count > pscene->max_vertices )
54 {
55 vg_error( "%u(current) + %u > %u\n", pscene->vertex_count,
56 sm->vertex_count,
57 pscene->max_vertices );
58
59 vg_warn( "%p ... %p\n", pscene, sm );
60 vg_fatal_exit_loop( "Scene vertex buffer overflow" );
61 }
62
63 if( pscene->indice_count + sm->indice_count > pscene->max_indices )
64 {
65 vg_error( "%u(current) + %u > %u\n", pscene->indice_count,
66 sm->indice_count,
67 pscene->max_indices );
68 vg_warn( "%p ... %p\n", pscene, sm );
69
70 vg_fatal_exit_loop( "Scene index buffer overflow" );
71 }
72
73 mdl_vert *src_verts = mdl_submesh_vertices( mdl, sm ),
74 *dst_verts = &pscene->arrvertices[ pscene->vertex_count ];
75
76 u32 *src_indices = mdl_submesh_indices( mdl, sm ),
77 *dst_indices = &pscene->arrindices[ pscene->indice_count ];
78
79 /* Transform and place vertices */
80 boxf bbxnew;
81 box_copy( sm->bbx, bbxnew );
82 m4x3_transform_aabb( transform, bbxnew );
83 box_concat( pscene->bbx, bbxnew );
84
85 m3x3f normal_matrix;
86 m3x3_copy( transform, normal_matrix );
87 v3_normalize( normal_matrix[0] );
88 v3_normalize( normal_matrix[1] );
89 v3_normalize( normal_matrix[2] );
90
91 for( u32 i=0; i<sm->vertex_count; i++ )
92 {
93 mdl_vert *pvert = &dst_verts[ i ],
94 *src = &src_verts[ i ];
95
96 m4x3_mulv( transform, src->co, pvert->co );
97 m3x3_mulv( normal_matrix, src->norm, pvert->norm );
98
99 pvert->colour[0] = src->colour[0];
100 pvert->colour[1] = src->colour[1];
101 pvert->colour[2] = src->colour[2];
102 pvert->colour[3] = src->colour[3];
103 v2_copy( src->uv, pvert->uv );
104 }
105
106 for( u32 i=0; i<sm->indice_count; i++ )
107 {
108 dst_indices[i] = src_indices[i] + pscene->vertex_count;
109 }
110
111 pscene->vertex_count += sm->vertex_count;
112 pscene->indice_count += sm->indice_count;
113
114 }
115
116 /*
117 * One by one adders for simplified access (mostly procedural stuff)
118 */
119 VG_STATIC void scene_push_tri( scene *pscene, u32 tri[3] )
120 {
121 if( pscene->indice_count + 3 > pscene->max_indices )
122 vg_fatal_exit_loop( "Scene vertex buffer overflow" );
123
124 u32 *dst = &pscene->arrindices[ pscene->indice_count ];
125
126 dst[0] = tri[0];
127 dst[1] = tri[1];
128 dst[2] = tri[2];
129
130 pscene->indice_count += 3;
131 }
132
133 VG_STATIC void scene_push_vert( scene *pscene, mdl_vert *v )
134 {
135 if( pscene->vertex_count + 1 > pscene->max_vertices )
136 vg_fatal_exit_loop( "Scene vertex buffer overflow" );
137
138 mdl_vert *dst = &pscene->arrvertices[ pscene->vertex_count ];
139 *dst = *v;
140
141 pscene->vertex_count ++;
142 }
143
144 VG_STATIC void scene_copy_slice( scene *pscene, mdl_submesh *sm )
145 {
146 sm->indice_start = pscene->submesh.indice_start;
147 sm->indice_count = pscene->indice_count - sm->indice_start;
148
149 sm->vertex_start = pscene->submesh.vertex_start;
150 sm->vertex_count = pscene->vertex_count - sm->vertex_start;
151
152 pscene->submesh.indice_start = pscene->indice_count;
153 pscene->submesh.vertex_start = pscene->vertex_count;
154 }
155
156 /* finalization: tightly pack data */
157 __attribute__((warn_unused_result))
158 VG_STATIC scene *scene_fix( void *lin_alloc, scene *pscene )
159 {
160 u32 vertex_length = pscene->vertex_count * sizeof(mdl_vert),
161 index_length = pscene->indice_count * sizeof(u32),
162 tot_size = sizeof(scene) + vertex_length + index_length;
163
164 scene *src_scene = pscene;
165 mdl_vert *src_verts = pscene->arrvertices;
166 u32 *src_indices = pscene->arrindices;
167
168 scene *dst_scene = vg_linear_resize( lin_alloc, pscene, tot_size );
169 memcpy( dst_scene, src_scene, sizeof(scene) );
170
171 void *dst_verts = dst_scene+1,
172 *dst_indices = dst_verts + vertex_length;
173
174 memcpy( dst_verts, src_verts, vertex_length );
175 memcpy( dst_indices, src_indices, index_length );
176
177 dst_scene->arrvertices = dst_verts;
178 dst_scene->arrindices = dst_indices;
179 dst_scene->max_vertices = pscene->vertex_count;
180 dst_scene->max_indices = pscene->indice_count;
181
182 return dst_scene;
183 }
184
185 #if 0
186 /* finalization: delete any offline buffers and reduce size */
187 __attribute__((warn_unused_result))
188 VG_STATIC scene *scene_free_offline_buffers( void *lin_alloc, scene *pscene )
189 {
190 u32 tot_size = sizeof(scene);
191
192 scene *src_scene = pscene;
193 mdl_vert *src_verts = pscene->arrvertices;
194 u32 *src_indices = pscene->arrindices;
195
196 scene *dst_scene = vg_linear_resize( lin_alloc, pscene, tot_size );
197 memcpy( dst_scene, src_scene, sizeof(scene) );
198
199 dst_scene->arrindices = NULL;
200 dst_scene->arrvertices = NULL;
201
202 return dst_scene;
203 }
204 #endif
205
206 VG_STATIC void scene_upload( scene *pscene, glmesh *mesh )
207 {
208 mesh_upload( mesh,
209 pscene->arrvertices, pscene->vertex_count,
210 pscene->arrindices, pscene->indice_count );
211
212 vg_info( "Scene upload\n" );
213 vg_info( " indices:%u\n", pscene->indice_count );
214 vg_info( " verts:%u\n", pscene->vertex_count );
215 }
216
217 /*
218 * BVH implementation
219 */
220
221 VG_STATIC void scene_bh_expand_bound( void *user, boxf bound, u32 item_index )
222 {
223 scene *s = user;
224 mdl_vert *pa = &s->arrvertices[ s->arrindices[item_index*3+0] ],
225 *pb = &s->arrvertices[ s->arrindices[item_index*3+1] ],
226 *pc = &s->arrvertices[ s->arrindices[item_index*3+2] ];
227
228 box_addpt( bound, pa->co );
229 box_addpt( bound, pb->co );
230 box_addpt( bound, pc->co );
231 }
232
233 VG_STATIC float scene_bh_centroid( void *user, u32 item_index, int axis )
234 {
235 scene *s = user;
236 mdl_vert *pa = &s->arrvertices[ s->arrindices[item_index*3+0] ],
237 *pb = &s->arrvertices[ s->arrindices[item_index*3+1] ],
238 *pc = &s->arrvertices[ s->arrindices[item_index*3+2] ];
239
240 return (pa->co[axis] + pb->co[axis] + pc->co[axis]) * (1.0f/3.0f);
241 }
242
243 VG_STATIC void scene_bh_swap( void *user, u32 ia, u32 ib )
244 {
245 scene *s = user;
246
247 u32 *ti = &s->arrindices[ia*3];
248 u32 *tj = &s->arrindices[ib*3];
249
250 u32 temp[3];
251 temp[0] = ti[0];
252 temp[1] = ti[1];
253 temp[2] = ti[2];
254
255 ti[0] = tj[0];
256 ti[1] = tj[1];
257 ti[2] = tj[2];
258
259 tj[0] = temp[0];
260 tj[1] = temp[1];
261 tj[2] = temp[2];
262 }
263
264 VG_STATIC void scene_bh_debug( void *user, u32 item_index )
265 {
266 scene *s = user;
267 u32 idx = item_index*3;
268 mdl_vert *pa = &s->arrvertices[ s->arrindices[ idx+0 ] ],
269 *pb = &s->arrvertices[ s->arrindices[ idx+1 ] ],
270 *pc = &s->arrvertices[ s->arrindices[ idx+2 ] ];
271
272 vg_line( pa->co, pb->co, 0xff0000ff );
273 vg_line( pb->co, pc->co, 0xff0000ff );
274 vg_line( pc->co, pa->co, 0xff0000ff );
275 }
276
277 VG_STATIC int scene_bh_ray( void *user, u32 index, v3f co,
278 v3f dir, ray_hit *hit )
279 {
280 scene *s = user;
281 v3f positions[3];
282
283 u32 *tri = &s->arrindices[ index*3 ];
284
285 for( int i=0; i<3; i++ )
286 v3_copy( s->arrvertices[tri[i]].co, positions[i] );
287
288 float t;
289 if(ray_tri( positions, co, dir, &t ))
290 {
291 if( t < hit->dist )
292 {
293 hit->dist = t;
294 hit->tri = tri;
295 return 1;
296 }
297 }
298
299 return 0;
300 }
301
302 VG_STATIC bh_system bh_system_scene =
303 {
304 .expand_bound = scene_bh_expand_bound,
305 .item_centroid = scene_bh_centroid,
306 .item_swap = scene_bh_swap,
307 .item_debug = scene_bh_debug,
308 .cast_ray = scene_bh_ray
309 };
310
311 /*
312 * An extra step is added onto the end to calculate the hit normal
313 */
314 VG_STATIC int scene_raycast( scene *s, bh_tree *bh,
315 v3f co, v3f dir, ray_hit *hit )
316 {
317 int count = bh_ray( bh, co, dir, hit );
318
319 if( count )
320 {
321 v3f v0, v1;
322
323 float *pa = s->arrvertices[hit->tri[0]].co,
324 *pb = s->arrvertices[hit->tri[1]].co,
325 *pc = s->arrvertices[hit->tri[2]].co;
326
327 v3_sub( pa, pb, v0 );
328 v3_sub( pc, pb, v1 );
329 v3_cross( v1, v0, hit->normal );
330 v3_normalize( hit->normal );
331 v3_muladds( co, dir, hit->dist, hit->pos );
332 }
333
334 return count;
335 }
336
337 VG_STATIC bh_tree *scene_bh_create( void *lin_alloc, scene *s )
338 {
339 u32 triangle_count = s->indice_count / 3;
340 return bh_create( lin_alloc, &bh_system_scene, s, triangle_count );
341 }
342
343 #endif