medium sized dollop
[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 /*
88 * Append a model into the scene with a given transform
89 */
90 static void scene_add_submesh( scene *pscene, mdl_header *mdl,
91 mdl_submesh *sm, m4x3f transform )
92 {
93 pscene->verts = buffer_reserve( pscene->verts, pscene->vertex_count,
94 &pscene->vertex_cap, sm->vertex_count, sizeof(mdl_vert) );
95 pscene->indices = buffer_reserve( pscene->indices, pscene->indice_count,
96 &pscene->indice_cap, sm->indice_count, sizeof(u32) );
97
98 m3x3f normal_matrix;
99 m3x3_copy( transform, normal_matrix );
100 v3_normalize( normal_matrix[0] );
101 v3_normalize( normal_matrix[1] );
102 v3_normalize( normal_matrix[2] );
103
104 /* Transform and place vertices */
105 mdl_vert *src_verts = mdl_submesh_vertices( mdl, sm );
106 u32 *src_indices = mdl_submesh_indices( mdl, sm );
107
108 boxf bbxnew;
109 box_copy( sm->bbx, bbxnew );
110 m4x3_transform_aabb( transform, bbxnew );
111 box_concat( pscene->bbx, bbxnew );
112
113 for( u32 i=0; i<sm->vertex_count; i++ )
114 {
115 mdl_vert *pvert = &pscene->verts[ pscene->vertex_count+i ],
116 *src = &src_verts[ i ];
117
118 m4x3_mulv( transform, src->co, pvert->co );
119 m3x3_mulv( normal_matrix, src->norm, pvert->norm );
120
121 pvert->colour[0] = src->colour[0];
122 pvert->colour[1] = src->colour[1];
123 pvert->colour[2] = src->colour[2];
124 pvert->colour[3] = src->colour[3];
125 v2_copy( src->uv, pvert->uv );
126 }
127
128 for( u32 i=0; i<sm->indice_count; i++ )
129 {
130 u32 *pidx = &pscene->indices[ pscene->indice_count+i ];
131 *pidx = src_indices[i] + pscene->vertex_count;
132 }
133
134 pscene->vertex_count += sm->vertex_count;
135 pscene->indice_count += sm->indice_count;
136 }
137
138 /*
139 * One by one adders for simplified access (mostly procedural stuff)
140 */
141 static void scene_push_tri( scene *pscene, u32 tri[3] )
142 {
143 pscene->indices = buffer_reserve( pscene->indices, pscene->indice_count,
144 &pscene->indice_cap, 3, sizeof(u32) );
145
146 u32 *dst = &pscene->indices[pscene->indice_count];
147 dst[0] = tri[0];
148 dst[1] = tri[1];
149 dst[2] = tri[2];
150
151 pscene->indice_count += 3;
152 }
153
154 static void scene_push_vert( scene *pscene, mdl_vert *v )
155 {
156 pscene->verts = buffer_reserve( pscene->verts, pscene->vertex_count,
157 &pscene->vertex_cap, 1, sizeof(mdl_vert) );
158
159 pscene->verts[pscene->vertex_count ++] = *v;
160 }
161
162 static void scene_copy_slice( scene *pscene, mdl_submesh *sm )
163 {
164 sm->indice_start = pscene->submesh.indice_start;
165 sm->indice_count = pscene->indice_count - sm->indice_start;
166
167 sm->vertex_start = pscene->submesh.vertex_start;
168 sm->vertex_count = pscene->vertex_count - sm->vertex_start;
169
170 pscene->submesh.indice_start = pscene->indice_count;
171 pscene->submesh.vertex_start = pscene->vertex_count;
172 }
173
174 static void scene_fix( scene *pscene )
175 {
176 buffer_fix( pscene->verts, pscene->vertex_count,
177 &pscene->vertex_cap, sizeof( mdl_vert ));
178
179 buffer_fix( pscene->indices, pscene->indice_count,
180 &pscene->indice_cap, sizeof( mdl_vert ));
181 }
182
183 __attribute__((warn_unused_result))
184 static int scene_upload( scene *pscene )
185 {
186 if( ! mesh_upload( &pscene->mesh,
187 pscene->verts, pscene->vertex_count,
188 pscene->indices, pscene->indice_count ) )
189 {
190 return 0;
191 }
192
193 vg_info( "Scene upload\n" );
194 vg_info( " indices:%u\n", pscene->indice_count );
195 vg_info( " verts:%u\n", pscene->vertex_count );
196
197 return 1;
198 }
199
200 static void scene_bind( scene *pscene )
201 {
202 mesh_bind( &pscene->mesh );
203 }
204
205 static void scene_draw( scene *pscene )
206 {
207 mesh_drawn( 0, pscene->indice_count );
208 }
209
210 static void scene_free_offline_buffers( scene *pscene )
211 {
212 free( pscene->verts );
213 free( pscene->indices );
214 }
215
216 static void scene_free( scene *pscene )
217 {
218 scene_free_offline_buffers( pscene );
219 /* TODO: bvh */
220 }
221
222 /*
223 * BVH implementation
224 */
225
226 static void scene_bh_expand_bound( void *user, boxf bound, u32 item_index )
227 {
228 scene *s = user;
229 mdl_vert *pa = &s->verts[ s->indices[item_index*3+0] ],
230 *pb = &s->verts[ s->indices[item_index*3+1] ],
231 *pc = &s->verts[ s->indices[item_index*3+2] ];
232
233 box_addpt( bound, pa->co );
234 box_addpt( bound, pb->co );
235 box_addpt( bound, pc->co );
236 }
237
238 static float scene_bh_centroid( void *user, u32 item_index, int axis )
239 {
240 scene *s = user;
241 mdl_vert *pa = &s->verts[ s->indices[item_index*3+0] ],
242 *pb = &s->verts[ s->indices[item_index*3+1] ],
243 *pc = &s->verts[ s->indices[item_index*3+2] ];
244
245 return (pa->co[axis] + pb->co[axis] + pc->co[axis]) * (1.0f/3.0f);
246 }
247
248 static void scene_bh_swap( void *user, u32 ia, u32 ib )
249 {
250 scene *s = user;
251
252 u32 *ti = &s->indices[ia*3];
253 u32 *tj = &s->indices[ib*3];
254
255 u32 temp[3];
256 temp[0] = ti[0];
257 temp[1] = ti[1];
258 temp[2] = ti[2];
259
260 ti[0] = tj[0];
261 ti[1] = tj[1];
262 ti[2] = tj[2];
263
264 tj[0] = temp[0];
265 tj[1] = temp[1];
266 tj[2] = temp[2];
267 }
268
269 static void scene_bh_debug( void *user, u32 item_index )
270 {
271 scene *s = user;
272 u32 idx = item_index*3;
273 mdl_vert *pa = &s->verts[ s->indices[ idx+0 ] ],
274 *pb = &s->verts[ s->indices[ idx+1 ] ],
275 *pc = &s->verts[ s->indices[ idx+2 ] ];
276
277 vg_line( pa->co, pb->co, 0xff0000ff );
278 vg_line( pb->co, pc->co, 0xff0000ff );
279 vg_line( pc->co, pa->co, 0xff0000ff );
280 }
281
282 static int scene_bh_ray( void *user, u32 index, v3f co, v3f dir, ray_hit *hit )
283 {
284 scene *s = user;
285 v3f positions[3];
286
287 u32 *tri = &s->indices[ index*3 ];
288
289 for( int i=0; i<3; i++ )
290 v3_copy( s->verts[tri[i]].co, positions[i] );
291
292 float t;
293 if(ray_tri( positions, co, dir, &t ))
294 {
295 if( t < hit->dist )
296 {
297 hit->dist = t;
298 hit->tri = tri;
299 return 1;
300 }
301 }
302
303 return 0;
304 }
305
306 static bh_system bh_system_scene =
307 {
308 .expand_bound = scene_bh_expand_bound,
309 .item_centroid = scene_bh_centroid,
310 .item_swap = scene_bh_swap,
311 .item_debug = scene_bh_debug,
312 .cast_ray = scene_bh_ray
313 };
314
315 /*
316 * An extra step is added onto the end to calculate the hit normal
317 */
318 static int scene_raycast( scene *s, v3f co, v3f dir, ray_hit *hit )
319 {
320 int count = bh_ray( &s->bhtris, 0, co, dir, hit );
321
322 if( count )
323 {
324 v3f v0, v1;
325
326 float *pa = s->verts[hit->tri[0]].co,
327 *pb = s->verts[hit->tri[1]].co,
328 *pc = s->verts[hit->tri[2]].co;
329
330 v3_sub( pa, pb, v0 );
331 v3_sub( pc, pb, v1 );
332 v3_cross( v1, v0, hit->normal );
333 v3_normalize( hit->normal );
334 v3_muladds( co, dir, hit->dist, hit->pos );
335 }
336
337 return count;
338 }
339
340 static void scene_bh_create( scene *s )
341 {
342 u32 triangle_count = s->indice_count / 3;
343 bh_create( &s->bhtris, &bh_system_scene, s, triangle_count );
344 }
345
346 #endif