review save method
[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_context scene_context;
9 typedef struct scene_vert scene_vert;
10
11 #pragma pack(push,1)
12
13 /* 32 byte vertexs, we don't care about the normals too much,
14 * maybe possible to bring down uv to i16s too */
15 struct scene_vert
16 {
17 v3f co; /* 3*32 */
18 v2f uv; /* 2*32 */
19 i8 norm[4]; /* 4*8 */
20 u16 unused[4];
21 };
22
23 #pragma pack(pop)
24
25 /*
26 * 1. this should probably be a CONTEXT based approach unlike this mess.
27 * take a bit of the mdl_context ideas and redo this header. its messed up
28 * pretty bad right now.
29 */
30
31 struct scene_context
32 {
33 scene_vert *arrvertices;
34 u32 *arrindices;
35
36 u32 vertex_count, indice_count,
37 max_vertices, max_indices;
38
39 boxf bbx;
40 mdl_submesh submesh;
41 };
42
43 VG_STATIC u32 scene_mem_required( scene_context *ctx )
44 {
45 u32 vertex_length = vg_align8(ctx->max_vertices * sizeof(scene_vert)),
46 index_length = vg_align8(ctx->max_indices * sizeof(u32));
47
48 return vertex_length + index_length;
49 }
50
51 VG_STATIC
52 void scene_init( scene_context *ctx, u32 max_vertices, u32 max_indices )
53 {
54 ctx->vertex_count = 0;
55 ctx->indice_count = 0;
56 ctx->max_vertices = max_vertices;
57 ctx->max_indices = max_indices;
58 ctx->arrindices = NULL; /* must be filled out by user */
59 ctx->arrvertices = NULL;
60
61 memset( &ctx->submesh, 0, sizeof(mdl_submesh) );
62
63 v3_fill( ctx->bbx[0], 999999.9f );
64 v3_fill( ctx->bbx[1], -999999.9f );
65 }
66
67 void scene_supply_buffer( scene_context *ctx, void *buffer )
68 {
69 u32 vertex_length = vg_align8( ctx->max_vertices * sizeof(scene_vert) );
70
71 ctx->arrvertices = buffer;
72 ctx->arrindices = (u32*)(((u8*)buffer) + vertex_length);
73 }
74
75 VG_STATIC void scene_vert_pack_norm( scene_vert *vert, v3f norm )
76 {
77 v3f n;
78 v3_muls( norm, 127.0f, n );
79 v3_minv( n, (v3f){ 127.0f, 127.0f, 127.0f }, n );
80 v3_maxv( n, (v3f){ -127.0f, -127.0f, -127.0f }, n );
81 vert->norm[0] = n[0];
82 vert->norm[1] = n[1];
83 vert->norm[2] = n[2];
84 vert->norm[3] = 0; /* free byte :D */
85 }
86
87 /*
88 * Append a model into the scene with a given transform
89 */
90 VG_STATIC void scene_add_mdl_submesh( scene_context *ctx, mdl_context *mdl,
91 mdl_submesh *sm, m4x3f transform )
92 {
93 if( ctx->vertex_count + sm->vertex_count > ctx->max_vertices ){
94 vg_fatal_error( "Scene vertex buffer overflow (%u exceeds %u)\n",
95 ctx->vertex_count + sm->vertex_count,
96 ctx->max_vertices );
97 }
98
99 if( ctx->indice_count + sm->indice_count > ctx->max_indices ){
100 vg_fatal_error( "Scene index buffer overflow (%u exceeds %u)\n",
101 ctx->indice_count + sm->indice_count,
102 ctx->max_indices );
103 }
104
105 mdl_vert *src_verts = mdl_arritm( &mdl->verts, sm->vertex_start );
106 scene_vert *dst_verts = &ctx->arrvertices[ ctx->vertex_count ];
107
108 u32 *src_indices = mdl_arritm( &mdl->indices, sm->indice_start ),
109 *dst_indices = &ctx->arrindices[ ctx->indice_count ];
110
111 /* Transform and place vertices */
112 boxf bbxnew;
113 box_init_inf( bbxnew );
114 m4x3_expand_aabb_aabb( transform, bbxnew, sm->bbx );
115 box_concat( ctx->bbx, bbxnew );
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 for( u32 i=0; i<sm->vertex_count; i++ ){
124 mdl_vert *src = &src_verts[i];
125 scene_vert *pvert = &dst_verts[i];
126
127 m4x3_mulv( transform, src->co, pvert->co );
128
129 v3f normal;
130 m3x3_mulv( normal_matrix, src->norm, normal );
131 scene_vert_pack_norm( pvert, normal );
132
133 v2_copy( src->uv, pvert->uv );
134 }
135
136 u32 real_indices = 0;
137 for( u32 i=0; i<sm->indice_count/3; i++ ){
138 u32 *tri = &src_indices[i*3];
139
140 v3f ab, ac, tn;
141 v3_sub( src_verts[tri[2]].co, src_verts[tri[0]].co, ab );
142 v3_sub( src_verts[tri[1]].co, src_verts[tri[0]].co, ac );
143 v3_cross( ac, ab, tn );
144
145 if( v3_length2( tn ) <= 0.00001f )
146 continue;
147
148 dst_indices[real_indices+0] = tri[0] + ctx->vertex_count;
149 dst_indices[real_indices+1] = tri[1] + ctx->vertex_count;
150 dst_indices[real_indices+2] = tri[2] + ctx->vertex_count;
151
152 real_indices += 3;
153 }
154
155 if( real_indices != sm->indice_count )
156 vg_warn( "Zero area triangles in model\n" );
157
158 ctx->vertex_count += sm->vertex_count;
159 ctx->indice_count += real_indices;
160 }
161
162 /*
163 * One by one adders for simplified access (mostly procedural stuff)
164 */
165 VG_STATIC void scene_push_tri( scene_context *ctx, u32 tri[3] )
166 {
167 if( ctx->indice_count + 3 > ctx->max_indices )
168 vg_fatal_error( "Scene indice buffer overflow (%u exceeds %u)\n",
169 ctx->indice_count+3, ctx->max_indices );
170
171 u32 *dst = &ctx->arrindices[ ctx->indice_count ];
172
173 dst[0] = tri[0];
174 dst[1] = tri[1];
175 dst[2] = tri[2];
176
177 ctx->indice_count += 3;
178 }
179
180 VG_STATIC void scene_push_vert( scene_context *ctx, scene_vert *v )
181 {
182 if( ctx->vertex_count + 1 > ctx->max_vertices )
183 vg_fatal_error( "Scene vertex buffer overflow (%u exceeds %u)\n",
184 ctx->vertex_count+1, ctx->max_vertices );
185
186 scene_vert *dst = &ctx->arrvertices[ ctx->vertex_count ];
187 *dst = *v;
188
189 ctx->vertex_count ++;
190 }
191
192 VG_STATIC void scene_copy_slice( scene_context *ctx, mdl_submesh *sm )
193 {
194 sm->indice_start = ctx->submesh.indice_start;
195 sm->indice_count = ctx->indice_count - sm->indice_start;
196
197 sm->vertex_start = ctx->submesh.vertex_start;
198 sm->vertex_count = ctx->vertex_count - sm->vertex_start;
199
200 ctx->submesh.indice_start = ctx->indice_count;
201 ctx->submesh.vertex_start = ctx->vertex_count;
202 }
203
204 struct scene_upload_info{
205 scene_context *ctx;
206 glmesh *mesh;
207 };
208
209 VG_STATIC void async_scene_upload( void *payload, u32 size )
210 {
211 struct scene_upload_info *info = payload;
212
213 //assert( mesh->loaded == 0 );
214
215 glmesh *mesh = info->mesh;
216 scene_context *ctx = info->ctx;
217
218 glGenVertexArrays( 1, &mesh->vao );
219 glGenBuffers( 1, &mesh->vbo );
220 glGenBuffers( 1, &mesh->ebo );
221 glBindVertexArray( mesh->vao );
222
223 size_t stride = sizeof(scene_vert);
224
225 glBindBuffer( GL_ARRAY_BUFFER, mesh->vbo );
226 glBufferData( GL_ARRAY_BUFFER, ctx->vertex_count*stride,
227 ctx->arrvertices, GL_STATIC_DRAW );
228
229 glBindVertexArray( mesh->vao );
230 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mesh->ebo );
231 glBufferData( GL_ELEMENT_ARRAY_BUFFER, ctx->indice_count*sizeof(u32),
232 ctx->arrindices, GL_STATIC_DRAW );
233
234 /* 0: coordinates */
235 glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0 );
236 glEnableVertexAttribArray( 0 );
237
238 /* 1: normal */
239 glVertexAttribPointer( 1, 4, GL_BYTE, GL_TRUE,
240 stride, (void *)offsetof(scene_vert, norm) );
241 glEnableVertexAttribArray( 1 );
242
243 /* 2: uv */
244 glVertexAttribPointer( 2, 2, GL_FLOAT, GL_FALSE,
245 stride, (void *)offsetof(scene_vert, uv) );
246 glEnableVertexAttribArray( 2 );
247
248 VG_CHECK_GL_ERR();
249
250 mesh->indice_count = ctx->indice_count;
251 mesh->loaded = 1;
252
253 vg_info( "Scene upload ( XYZ_f32 UV_f32 XYZW_i8 )[ u32 ]\n" );
254 vg_info( " indices:%u\n", ctx->indice_count );
255 vg_info( " verts:%u\n", ctx->vertex_count );
256 }
257
258 VG_STATIC void scene_upload_async( scene_context *ctx, glmesh *mesh )
259 {
260 vg_async_item *call = vg_async_alloc( sizeof(struct scene_upload_info) );
261
262 struct scene_upload_info *info = call->payload;
263 info->mesh = mesh;
264 info->ctx = ctx;
265
266 vg_async_dispatch( call, async_scene_upload );
267 }
268
269 VG_STATIC
270 vg_async_item *scene_alloc_async( scene_context *scene, glmesh *mesh,
271 u32 max_vertices, u32 max_indices )
272 {
273 scene_init( scene, max_vertices, max_indices );
274 u32 buf_size = scene_mem_required( scene );
275
276 u32 hdr_size = vg_align8(sizeof(struct scene_upload_info));
277 vg_async_item *call = vg_async_alloc( hdr_size + buf_size );
278
279 struct scene_upload_info *info = call->payload;
280
281 info->mesh = mesh;
282 info->ctx = scene;
283
284 void *buffer = ((u8*)call->payload)+hdr_size;
285 scene_supply_buffer( scene, buffer );
286
287 return call;
288 }
289
290
291 /*
292 * BVH implementation
293 */
294
295 VG_STATIC void scene_bh_expand_bound( void *user, boxf bound, u32 item_index )
296 {
297 scene_context *s = user;
298 scene_vert *pa = &s->arrvertices[ s->arrindices[item_index*3+0] ],
299 *pb = &s->arrvertices[ s->arrindices[item_index*3+1] ],
300 *pc = &s->arrvertices[ s->arrindices[item_index*3+2] ];
301
302 box_addpt( bound, pa->co );
303 box_addpt( bound, pb->co );
304 box_addpt( bound, pc->co );
305 }
306
307 VG_STATIC float scene_bh_centroid( void *user, u32 item_index, int axis )
308 {
309 scene_context *s = user;
310 scene_vert *pa = &s->arrvertices[ s->arrindices[item_index*3+0] ],
311 *pb = &s->arrvertices[ s->arrindices[item_index*3+1] ],
312 *pc = &s->arrvertices[ s->arrindices[item_index*3+2] ];
313
314 #if 0
315
316 float min, max;
317
318 min = vg_minf( pa->co[axis], pb->co[axis] );
319 max = vg_maxf( pa->co[axis], pb->co[axis] );
320 min = vg_minf( min, pc->co[axis] );
321 max = vg_maxf( max, pc->co[axis] );
322
323 return (min+max) * 0.5f;
324
325 #else
326 return (pa->co[axis] + pb->co[axis] + pc->co[axis]) * (1.0f/3.0f);
327 #endif
328 }
329
330 VG_STATIC void scene_bh_swap( void *user, u32 ia, u32 ib )
331 {
332 scene_context *s = user;
333
334 u32 *ti = &s->arrindices[ia*3];
335 u32 *tj = &s->arrindices[ib*3];
336
337 u32 temp[3];
338 temp[0] = ti[0];
339 temp[1] = ti[1];
340 temp[2] = ti[2];
341
342 ti[0] = tj[0];
343 ti[1] = tj[1];
344 ti[2] = tj[2];
345
346 tj[0] = temp[0];
347 tj[1] = temp[1];
348 tj[2] = temp[2];
349 }
350
351 VG_STATIC void scene_bh_debug( void *user, u32 item_index )
352 {
353 scene_context *s = user;
354 u32 idx = item_index*3;
355 scene_vert *pa = &s->arrvertices[ s->arrindices[ idx+0 ] ],
356 *pb = &s->arrvertices[ s->arrindices[ idx+1 ] ],
357 *pc = &s->arrvertices[ s->arrindices[ idx+2 ] ];
358
359 vg_line( pa->co, pb->co, 0xff0000ff );
360 vg_line( pb->co, pc->co, 0xff0000ff );
361 vg_line( pc->co, pa->co, 0xff0000ff );
362 }
363
364 VG_STATIC int scene_bh_ray( void *user, u32 index, v3f co,
365 v3f dir, ray_hit *hit )
366 {
367 scene_context *s = user;
368 v3f positions[3];
369
370 u32 *tri = &s->arrindices[ index*3 ];
371
372 for( int i=0; i<3; i++ )
373 v3_copy( s->arrvertices[tri[i]].co, positions[i] );
374
375 float t;
376 if(ray_tri( positions, co, dir, &t )){
377 if( t < hit->dist ){
378 hit->dist = t;
379 hit->tri = tri;
380 return 1;
381 }
382 }
383
384 return 0;
385 }
386
387 VG_STATIC void scene_bh_closest( void *user, u32 index, v3f point, v3f closest )
388 {
389 scene_context *s = user;
390
391 v3f positions[3];
392 u32 *tri = &s->arrindices[ index*3 ];
393 for( int i=0; i<3; i++ )
394 v3_copy( s->arrvertices[tri[i]].co, positions[i] );
395
396 closest_on_triangle_1( point, positions, closest );
397 }
398
399 VG_STATIC bh_system bh_system_scene =
400 {
401 .expand_bound = scene_bh_expand_bound,
402 .item_centroid = scene_bh_centroid,
403 .item_closest = scene_bh_closest,
404 .item_swap = scene_bh_swap,
405 .item_debug = scene_bh_debug,
406 .cast_ray = scene_bh_ray
407 };
408
409 /*
410 * An extra step is added onto the end to calculate the hit normal
411 */
412 VG_STATIC int scene_raycast( scene_context *s, bh_tree *bh,
413 v3f co, v3f dir, ray_hit *hit )
414 {
415 int count = bh_ray( bh, co, dir, hit );
416
417 if( count ){
418 v3f v0, v1;
419
420 float *pa = s->arrvertices[hit->tri[0]].co,
421 *pb = s->arrvertices[hit->tri[1]].co,
422 *pc = s->arrvertices[hit->tri[2]].co;
423
424 v3_sub( pa, pb, v0 );
425 v3_sub( pc, pb, v1 );
426 v3_cross( v1, v0, hit->normal );
427 v3_normalize( hit->normal );
428 v3_muladds( co, dir, hit->dist, hit->pos );
429 }
430
431 return count;
432 }
433
434 VG_STATIC bh_tree *scene_bh_create( void *lin_alloc, scene_context *s )
435 {
436 u32 triangle_count = s->indice_count / 3;
437 return bh_create( lin_alloc, &bh_system_scene, s, triangle_count, 2 );
438 }
439
440 #endif