added scene_vert struct, result is good
[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 typedef struct scene_vert scene_vert;
10
11 #pragma pack(push,1)
12
13 /* 24 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 };
21
22 #pragma pack(pop)
23
24 struct scene
25 {
26 scene_vert *arrvertices;
27
28 u32 *arrindices;
29
30 u32 vertex_count, indice_count,
31 max_vertices, max_indices;
32
33 boxf bbx;
34 mdl_submesh submesh;
35 };
36
37 /* Initialize a scene description with bounded buffers */
38 VG_STATIC scene *scene_init( void *lin_alloc, u32 max_verts, u32 max_indices )
39 {
40 u32 vertex_length = max_verts * sizeof(scene_vert),
41 index_length = max_indices * sizeof(u32),
42 tot_size = sizeof(scene) + vertex_length + index_length;
43
44 scene *pscene = vg_linear_alloc( lin_alloc, tot_size );
45
46 pscene->arrvertices = (scene_vert *)(pscene+1);
47 pscene->arrindices = (u32 *)( pscene->arrvertices + max_verts );
48
49 pscene->vertex_count = 0;
50 pscene->indice_count = 0;
51 pscene->max_vertices = max_verts;
52 pscene->max_indices = max_indices;
53
54 memset( &pscene->submesh, 0, sizeof(mdl_submesh) );
55
56 v3_fill( pscene->bbx[0], 999999.9f );
57 v3_fill( pscene->bbx[1], -999999.9f );
58
59 return pscene;
60 }
61
62 VG_STATIC void scene_vert_pack_norm( scene_vert *vert, v3f norm )
63 {
64 v3f n;
65 v3_muls( norm, 127.0f, n );
66 v3_minv( n, (v3f){ 127.0f, 127.0f, 127.0f }, n );
67 v3_maxv( n, (v3f){ -127.0f, -127.0f, -127.0f }, n );
68 vert->norm[0] = n[0];
69 vert->norm[1] = n[1];
70 vert->norm[2] = n[2];
71 vert->norm[3] = 0; /* free byte :D */
72 }
73
74 /*
75 * Append a model into the scene with a given transform
76 */
77 VG_STATIC void scene_add_mdl_submesh( scene *pscene, mdl_context *mdl,
78 mdl_submesh *sm, m4x3f transform )
79 {
80 if( pscene->vertex_count + sm->vertex_count > pscene->max_vertices )
81 {
82 vg_error( "%u(current) + %u > %u\n", pscene->vertex_count,
83 sm->vertex_count,
84 pscene->max_vertices );
85
86 vg_warn( "%p ... %p\n", pscene, sm );
87 vg_fatal_exit_loop( "Scene vertex buffer overflow" );
88 }
89
90 if( pscene->indice_count + sm->indice_count > pscene->max_indices )
91 {
92 vg_error( "%u(current) + %u > %u\n", pscene->indice_count,
93 sm->indice_count,
94 pscene->max_indices );
95 vg_warn( "%p ... %p\n", pscene, sm );
96
97 vg_fatal_exit_loop( "Scene index buffer overflow" );
98 }
99
100 mdl_vert *src_verts = mdl_submesh_vertices( mdl, sm );
101 scene_vert *dst_verts = &pscene->arrvertices[ pscene->vertex_count ];
102
103 u32 *src_indices = mdl_submesh_indices( mdl, sm ),
104 *dst_indices = &pscene->arrindices[ pscene->indice_count ];
105
106 /* Transform and place vertices */
107 boxf bbxnew;
108 box_copy( sm->bbx, bbxnew );
109 m4x3_transform_aabb( transform, bbxnew );
110 box_concat( pscene->bbx, bbxnew );
111
112 m3x3f normal_matrix;
113 m3x3_copy( transform, normal_matrix );
114 v3_normalize( normal_matrix[0] );
115 v3_normalize( normal_matrix[1] );
116 v3_normalize( normal_matrix[2] );
117
118 for( u32 i=0; i<sm->vertex_count; i++ )
119 {
120 mdl_vert *src = &src_verts[ i ];
121 scene_vert *pvert = &dst_verts[ i ];
122
123 m4x3_mulv( transform, src->co, pvert->co );
124
125 v3f normal;
126 m3x3_mulv( normal_matrix, src->norm, normal );
127 scene_vert_pack_norm( pvert, normal );
128
129 v2_copy( src->uv, pvert->uv );
130 }
131
132 for( u32 i=0; i<sm->indice_count; i++ )
133 dst_indices[i] = src_indices[i] + pscene->vertex_count;
134
135 pscene->vertex_count += sm->vertex_count;
136 pscene->indice_count += sm->indice_count;
137 }
138
139 /*
140 * One by one adders for simplified access (mostly procedural stuff)
141 */
142 VG_STATIC void scene_push_tri( scene *pscene, u32 tri[3] )
143 {
144 if( pscene->indice_count + 3 > pscene->max_indices )
145 vg_fatal_exit_loop( "Scene vertex buffer overflow" );
146
147 u32 *dst = &pscene->arrindices[ pscene->indice_count ];
148
149 dst[0] = tri[0];
150 dst[1] = tri[1];
151 dst[2] = tri[2];
152
153 pscene->indice_count += 3;
154 }
155
156 VG_STATIC void scene_push_vert( scene *pscene, scene_vert *v )
157 {
158 if( pscene->vertex_count + 1 > pscene->max_vertices )
159 vg_fatal_exit_loop( "Scene vertex buffer overflow" );
160
161 scene_vert *dst = &pscene->arrvertices[ pscene->vertex_count ];
162 *dst = *v;
163
164 pscene->vertex_count ++;
165 }
166
167 VG_STATIC void scene_copy_slice( scene *pscene, mdl_submesh *sm )
168 {
169 sm->indice_start = pscene->submesh.indice_start;
170 sm->indice_count = pscene->indice_count - sm->indice_start;
171
172 sm->vertex_start = pscene->submesh.vertex_start;
173 sm->vertex_count = pscene->vertex_count - sm->vertex_start;
174
175 pscene->submesh.indice_start = pscene->indice_count;
176 pscene->submesh.vertex_start = pscene->vertex_count;
177 }
178
179 /* finalization: tightly pack data */
180 __attribute__((warn_unused_result))
181 VG_STATIC scene *scene_fix( void *lin_alloc, scene *pscene )
182 {
183 /* FIXME: Why is this disabled? */
184
185 return pscene;
186 u32 vertex_count = pscene->vertex_count,
187 indice_count = pscene->indice_count,
188 vertex_length = vertex_count * sizeof(scene_vert),
189 index_length = indice_count * sizeof(u32),
190 tot_size = sizeof(scene) + vertex_length + index_length;
191
192 /* copy down index data */
193 void *dst_indices = pscene->arrvertices + vertex_length;
194 memmove( dst_indices, pscene->arrindices, index_length );
195
196 /* realloc */
197 pscene = vg_linear_resize( lin_alloc, pscene, tot_size );
198
199 pscene->arrvertices = (scene_vert *)(pscene+1);
200 pscene->arrindices = (u32 *)(pscene->arrvertices+vertex_count);
201 pscene->max_vertices = vertex_count;
202 pscene->max_indices = indice_count;
203
204 return pscene;
205 }
206
207 #if 0
208 /* finalization: delete any offline buffers and reduce size */
209 __attribute__((warn_unused_result))
210 VG_STATIC scene *scene_free_offline_buffers( void *lin_alloc, scene *pscene )
211 {
212 u32 tot_size = sizeof(scene);
213
214 scene *src_scene = pscene;
215 mdl_vert *src_verts = pscene->arrvertices;
216 u32 *src_indices = pscene->arrindices;
217
218 scene *dst_scene = vg_linear_resize( lin_alloc, pscene, tot_size );
219 memcpy( dst_scene, src_scene, sizeof(scene) );
220
221 dst_scene->arrindices = NULL;
222 dst_scene->arrvertices = NULL;
223
224 return dst_scene;
225 }
226 #endif
227
228 VG_STATIC void scene_upload( scene *pscene, glmesh *mesh )
229 {
230 //assert( mesh->loaded == 0 );
231
232 glGenVertexArrays( 1, &mesh->vao );
233 glGenBuffers( 1, &mesh->vbo );
234 glGenBuffers( 1, &mesh->ebo );
235 glBindVertexArray( mesh->vao );
236
237 size_t stride = sizeof(scene_vert);
238
239 glBindBuffer( GL_ARRAY_BUFFER, mesh->vbo );
240 glBufferData( GL_ARRAY_BUFFER, pscene->vertex_count*stride,
241 pscene->arrvertices, GL_STATIC_DRAW );
242
243 glBindVertexArray( mesh->vao );
244 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mesh->ebo );
245 glBufferData( GL_ELEMENT_ARRAY_BUFFER, pscene->indice_count*sizeof(u32),
246 pscene->arrindices, GL_STATIC_DRAW );
247
248 /* 0: coordinates */
249 glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0 );
250 glEnableVertexAttribArray( 0 );
251
252 /* 1: normal */
253 glVertexAttribPointer( 1, 3, GL_BYTE, GL_TRUE,
254 stride, (void *)offsetof(scene_vert, norm) );
255 glEnableVertexAttribArray( 1 );
256
257 /* 2: uv */
258 glVertexAttribPointer( 2, 2, GL_FLOAT, GL_FALSE,
259 stride, (void *)offsetof(scene_vert, uv) );
260 glEnableVertexAttribArray( 2 );
261
262 VG_CHECK_GL_ERR();
263
264 mesh->indice_count = pscene->indice_count;
265 mesh->loaded = 1;
266
267 vg_info( "Scene upload ( XYZ_f32 UV_f32 XYZW_i8 )[ u32 ]\n" );
268 vg_info( " indices:%u\n", pscene->indice_count );
269 vg_info( " verts:%u\n", pscene->vertex_count );
270 }
271
272 /*
273 * BVH implementation
274 */
275
276 VG_STATIC void scene_bh_expand_bound( void *user, boxf bound, u32 item_index )
277 {
278 scene *s = user;
279 scene_vert *pa = &s->arrvertices[ s->arrindices[item_index*3+0] ],
280 *pb = &s->arrvertices[ s->arrindices[item_index*3+1] ],
281 *pc = &s->arrvertices[ s->arrindices[item_index*3+2] ];
282
283 box_addpt( bound, pa->co );
284 box_addpt( bound, pb->co );
285 box_addpt( bound, pc->co );
286 }
287
288 VG_STATIC float scene_bh_centroid( void *user, u32 item_index, int axis )
289 {
290 scene *s = user;
291 scene_vert *pa = &s->arrvertices[ s->arrindices[item_index*3+0] ],
292 *pb = &s->arrvertices[ s->arrindices[item_index*3+1] ],
293 *pc = &s->arrvertices[ s->arrindices[item_index*3+2] ];
294
295 return (pa->co[axis] + pb->co[axis] + pc->co[axis]) * (1.0f/3.0f);
296 }
297
298 VG_STATIC void scene_bh_swap( void *user, u32 ia, u32 ib )
299 {
300 scene *s = user;
301
302 u32 *ti = &s->arrindices[ia*3];
303 u32 *tj = &s->arrindices[ib*3];
304
305 u32 temp[3];
306 temp[0] = ti[0];
307 temp[1] = ti[1];
308 temp[2] = ti[2];
309
310 ti[0] = tj[0];
311 ti[1] = tj[1];
312 ti[2] = tj[2];
313
314 tj[0] = temp[0];
315 tj[1] = temp[1];
316 tj[2] = temp[2];
317 }
318
319 VG_STATIC void scene_bh_debug( void *user, u32 item_index )
320 {
321 scene *s = user;
322 u32 idx = item_index*3;
323 scene_vert *pa = &s->arrvertices[ s->arrindices[ idx+0 ] ],
324 *pb = &s->arrvertices[ s->arrindices[ idx+1 ] ],
325 *pc = &s->arrvertices[ s->arrindices[ idx+2 ] ];
326
327 vg_line( pa->co, pb->co, 0xff0000ff );
328 vg_line( pb->co, pc->co, 0xff0000ff );
329 vg_line( pc->co, pa->co, 0xff0000ff );
330 }
331
332 VG_STATIC int scene_bh_ray( void *user, u32 index, v3f co,
333 v3f dir, ray_hit *hit )
334 {
335 scene *s = user;
336 v3f positions[3];
337
338 u32 *tri = &s->arrindices[ index*3 ];
339
340 for( int i=0; i<3; i++ )
341 v3_copy( s->arrvertices[tri[i]].co, positions[i] );
342
343 float t;
344 if(ray_tri( positions, co, dir, &t ))
345 {
346 if( t < hit->dist )
347 {
348 hit->dist = t;
349 hit->tri = tri;
350 return 1;
351 }
352 }
353
354 return 0;
355 }
356
357 VG_STATIC void scene_bh_closest( void *user, u32 index, v3f point, v3f closest )
358 {
359 scene *s = user;
360
361 v3f positions[3];
362 u32 *tri = &s->arrindices[ index*3 ];
363 for( int i=0; i<3; i++ )
364 v3_copy( s->arrvertices[tri[i]].co, positions[i] );
365
366 closest_on_triangle_1( point, positions, closest );
367 }
368
369 VG_STATIC bh_system bh_system_scene =
370 {
371 .expand_bound = scene_bh_expand_bound,
372 .item_centroid = scene_bh_centroid,
373 .item_closest = scene_bh_closest,
374 .item_swap = scene_bh_swap,
375 .item_debug = scene_bh_debug,
376 .cast_ray = scene_bh_ray
377 };
378
379 /*
380 * An extra step is added onto the end to calculate the hit normal
381 */
382 VG_STATIC int scene_raycast( scene *s, bh_tree *bh,
383 v3f co, v3f dir, ray_hit *hit )
384 {
385 int count = bh_ray( bh, co, dir, hit );
386
387 if( count )
388 {
389 v3f v0, v1;
390
391 float *pa = s->arrvertices[hit->tri[0]].co,
392 *pb = s->arrvertices[hit->tri[1]].co,
393 *pc = s->arrvertices[hit->tri[2]].co;
394
395 v3_sub( pa, pb, v0 );
396 v3_sub( pc, pb, v1 );
397 v3_cross( v1, v0, hit->normal );
398 v3_normalize( hit->normal );
399 v3_muladds( co, dir, hit->dist, hit->pos );
400 }
401
402 return count;
403 }
404
405 VG_STATIC bh_tree *scene_bh_create( void *lin_alloc, scene *s )
406 {
407 u32 triangle_count = s->indice_count / 3;
408 return bh_create( lin_alloc, &bh_system_scene, s, triangle_count, 2 );
409 }
410
411 #endif