reworked lighting uniforms
[carveJwlIkooP6JGAAIwe30JlM.git] / bvh.h
1 #ifndef BVH_H
2 #define BVH_H
3 #include "common.h"
4
5 /*
6 * Usage:
7 *
8 * create a bh_system with functions filled out for expand, centroid, and swap.
9 * optionally include item_debug and cast_ray functions if needed, otherwise,
10 * set them to null
11 *
12 * create a bh_tree struct with:
13 * user: a pointer back the base of the data you are ordering
14 * system: the system we created above which will deal with the data
15 *
16 * call bh_create( bh_tree *bh, u32 item_count )
17 * static int bh_ray( bh_tree *bh, u32 inode, v3f co, v3f dir, ray_hit *hit )
18 * static int bh_select( bh_tree *bh, boxf box, u32 *buffer, int len )
19 */
20
21 typedef struct bh_node bh_node;
22 typedef struct bh_tree bh_tree;
23 typedef struct bh_system bh_system;
24
25 struct bh_node
26 {
27 boxf bbx;
28
29 /* if il is 0, this is a leaf */
30 u32 il, count;
31 union{ u32 ir, start; };
32 };
33
34 struct bh_tree
35 {
36 bh_node *nodes;
37 u32 node_count;
38
39 bh_system *system;
40 void *user;
41 };
42
43 struct bh_system
44 {
45 void (*expand_bound)( void *user, boxf bound, u32 item_index );
46 float (*item_centroid)( void *user, u32 item_index, int axis );
47 void (*item_swap)( void *user, u32 ia, u32 ib );
48
49 /*
50 * Optional:
51 * item_debug - draw this item quickly usually with lines
52 * cast_ray - shoot a ray against the object, if this is not set,
53 * raycasts will simply return the hit on the bvh node
54 */
55
56 void (*item_debug)( void *user, u32 item_index );
57 int (*cast_ray)( void *user, u32 index, v3f co, v3f dir, ray_hit *hit );
58 };
59
60 static void bh_update_bounds( bh_tree *bh, u32 inode )
61 {
62 bh_node *node = &bh->nodes[ inode ];
63
64 box_init_inf( node->bbx );
65 for( u32 i=0; i<node->count; i++ )
66 {
67 u32 idx = node->start+i;
68 bh->system->expand_bound( bh->user, node->bbx, idx );
69 }
70 }
71
72 static void bh_subdivide( bh_tree *bh, u32 inode )
73 {
74 bh_node *node = &bh->nodes[ inode ];
75
76 v3f extent;
77 v3_sub( node->bbx[1], node->bbx[0], extent );
78
79 int axis = 0;
80 if( extent[1] > extent[0] ) axis = 1;
81 if( extent[2] > extent[axis] ) axis = 2;
82
83 float split = node->bbx[0][axis] + extent[axis]*0.5f;
84
85 float avg = 0.0;
86 for( u32 t=0; t<node->count; t++ )
87 {
88 u32 idx = node->start+t;
89 avg += bh->system->item_centroid( bh->user, idx, axis );
90 }
91 avg /= (float)node->count;
92
93 split = avg;
94
95 i32 i = node->start,
96 j = i + node->count-1;
97
98 while( i <= j )
99 {
100 if( bh->system->item_centroid( bh->user, i, axis ) < split )
101 i ++;
102 else
103 {
104 bh->system->item_swap( bh->user, i, j );
105 j --;
106 }
107 }
108
109 u32 left_count = i - node->start;
110 if( left_count == 0 || left_count == node->count ) return;
111
112 u32 il = bh->node_count ++,
113 ir = bh->node_count ++;
114
115 bh_node *lnode = &bh->nodes[il],
116 *rnode = &bh->nodes[ir];
117
118 lnode->start = node->start;
119 lnode->count = left_count;
120 rnode->start = i;
121 rnode->count = node->count - left_count;
122
123 node->il = il;
124 node->ir = ir;
125 node->count = 0;
126
127 /* TODO: Implement max depth, or stack */
128 bh_update_bounds( bh, il );
129 bh_update_bounds( bh, ir );
130 bh_subdivide( bh, il );
131 bh_subdivide( bh, ir );
132 }
133
134 static void bh_create( bh_tree *bh, bh_system *sys, void *user, u32 item_count )
135 {
136 bh->system = sys;
137 bh->user = user;
138 bh->nodes = malloc( sizeof(bh_node) * (item_count*2-1) );
139
140 bh_node *root = &bh->nodes[0];
141 bh->node_count = 1;
142
143 root->il = 0;
144 root->ir = 0;
145 root->count = item_count;
146 root->start = 0;
147
148 bh_update_bounds( bh, 0 );
149 bh_subdivide( bh, 0 );
150
151 bh->nodes = realloc( bh->nodes, sizeof(bh_node) * bh->node_count );
152 vg_success( "BVH done, size: %u/%u\n", bh->node_count, (item_count*2-1) );
153 }
154
155 static void bh_debug_node( bh_tree *bh, u32 inode, v3f pos, u32 colour )
156 {
157 bh_node *node = &bh->nodes[ inode ];
158
159 if( (pos[0] >= node->bbx[0][0] && pos[0] <= node->bbx[1][0]) &&
160 (pos[2] >= node->bbx[0][2] && pos[2] <= node->bbx[1][2]) )
161 {
162 if( !node->count )
163 {
164 vg_line_boxf( node->bbx, colour );
165
166 bh_debug_node( bh, node->il, pos, colour );
167 bh_debug_node( bh, node->ir, pos, colour );
168 }
169 else
170 {
171 vg_line_boxf( node->bbx, 0xff00ff00 );
172
173 if( bh->system->item_debug )
174 {
175 for( u32 i=0; i<node->count; i++ )
176 {
177 u32 idx = node->start+i;
178 bh->system->item_debug( bh->user, idx );
179 }
180 }
181 }
182 }
183 }
184
185 static int bh_ray( bh_tree *bh, u32 inode, v3f co, v3f dir, ray_hit *hit )
186 {
187 int count = 0;
188 u32 stack[100];
189 u32 depth = 2;
190
191 stack[0] = 0;
192 stack[1] = bh->nodes[0].il;
193 stack[2] = bh->nodes[0].ir;
194
195 while(depth)
196 {
197 bh_node *inode = &bh->nodes[ stack[depth] ];
198 if( ray_aabb( inode->bbx, co, dir, hit->dist ) )
199 {
200 if( inode->count )
201 {
202 for( u32 i=0; i<inode->count; i++ )
203 {
204 u32 idx = inode->start+i;
205
206 if( bh->system->cast_ray )
207 count += bh->system->cast_ray( bh->user, idx, co, dir, hit );
208 else
209 count ++;
210 }
211
212 depth --;
213 }
214 else
215 {
216 if( depth+1 >= vg_list_size(stack) )
217 {
218 vg_error( "Maximum stack reached!\n" );
219 return count;
220 }
221
222 stack[depth] = inode->il;
223 stack[depth+1] = inode->ir;
224 depth ++;
225 }
226 }
227 else
228 {
229 depth --;
230 }
231 }
232
233 return count;
234 }
235
236 static int bh_select( bh_tree *bh, boxf box, u32 *buffer, int len )
237 {
238 int count = 0;
239 u32 stack[100];
240 u32 depth = 2;
241
242 stack[0] = 0;
243 stack[1] = bh->nodes[0].il;
244 stack[2] = bh->nodes[0].ir;
245
246 while(depth)
247 {
248 bh_node *inode = &bh->nodes[ stack[depth] ];
249 if( box_overlap( inode->bbx, box ) )
250 {
251 if( inode->count )
252 {
253 if( count + inode->count >= len )
254 return count;
255
256 for( u32 i=0; i<inode->count; i++ )
257 buffer[ count ++ ] = inode->start+i;
258
259 depth --;
260 }
261 else
262 {
263 if( depth+1 >= vg_list_size(stack) )
264 {
265 vg_error( "Maximum stack reached!\n" );
266 return count;
267 }
268
269 stack[depth] = inode->il;
270 stack[depth+1] = inode->ir;
271 depth ++;
272 }
273 }
274 else
275 {
276 depth --;
277 }
278 }
279
280 return count;
281 }
282
283 #endif /* BVH_H */