rework scene format
[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 static void *buffer_reserve( void *buffer, u32 count, u32 *cap, u32 amount,
88 size_t emsize )
89 {
90 if( count+amount > *cap )
91 {
92 *cap = VG_MAX( (*cap)*2, (*cap)+amount );
93
94 return realloc( buffer, (*cap) * emsize );
95 }
96
97 return buffer;
98 }
99
100 static void *buffer_fix( void *buffer, u32 count, u32 *cap, size_t emsize )
101 {
102 *cap = count;
103 return realloc( buffer, (*cap) * emsize );
104 }
105
106 /*
107 * Append a model into the scene with a given transform
108 */
109
110 static void scene_add_submesh( scene *pscene, mdl_header *mdl,
111 mdl_submesh *sm, m4x3f transform )
112 {
113 pscene->verts = buffer_reserve( pscene->verts, pscene->vertex_count,
114 &pscene->vertex_cap, sm->vertex_count, sizeof(mdl_vert) );
115 pscene->indices = buffer_reserve( pscene->indices, pscene->indice_count,
116 &pscene->indice_cap, sm->indice_count, sizeof(u32) );
117
118 /* Transform and place vertices */
119 mdl_vert *src_verts = mdl_submesh_vertices( mdl, sm );
120 u32 *src_indices = mdl_submesh_indices( mdl, sm );
121
122 boxf bbxnew;
123 box_copy( sm->bbx, bbxnew );
124 m4x3_transform_aabb( transform, bbxnew );
125 box_concat( pscene->bbx, bbxnew );
126
127 for( u32 i=0; i<sm->vertex_count; i++ )
128 {
129 mdl_vert *pvert = &pscene->verts[ pscene->vertex_count+i ],
130 *src = &src_verts[ i ];
131
132 m4x3_mulv( transform, src->co, pvert->co );
133 m3x3_mulv( transform, src->norm, pvert->norm );
134
135 v4_copy( src->colour, pvert->colour );
136 v2_copy( src->uv, pvert->uv );
137 }
138
139 for( u32 i=0; i<sm->indice_count; i++ )
140 {
141 u32 *pidx = &pscene->indices[ pscene->indice_count+i ];
142 *pidx = src_indices[i] + pscene->vertex_count;
143 }
144
145 pscene->vertex_count += sm->vertex_count;
146 pscene->indice_count += sm->indice_count;
147 }
148
149 static void scene_copy_slice( scene *pscene, mdl_submesh *sm )
150 {
151 sm->indice_start = pscene->submesh.indice_start;
152 sm->indice_count = pscene->indice_count - sm->indice_start;
153
154 sm->vertex_start = pscene->submesh.vertex_start;
155 sm->vertex_count = pscene->vertex_count - sm->vertex_start;
156
157 pscene->submesh.indice_start = pscene->indice_count;
158 pscene->submesh.vertex_start = pscene->vertex_count;
159 }
160
161 static void scene_fix( scene *pscene )
162 {
163 buffer_fix( pscene->verts, pscene->vertex_count,
164 &pscene->vertex_cap, sizeof( mdl_vert ));
165
166 buffer_fix( pscene->indices, pscene->indice_count,
167 &pscene->indice_cap, sizeof( mdl_vert ));
168 }
169
170 static void scene_upload( scene *pscene )
171 {
172 mesh_upload( &pscene->mesh,
173 pscene->verts, pscene->vertex_count,
174 pscene->indices, pscene->indice_count );
175
176 vg_info( "Scene upload\n" );
177 vg_info( " indices:%u\n", pscene->indice_count );
178 vg_info( " verts:%u\n", pscene->vertex_count );
179 }
180
181 static void scene_bind( scene *pscene )
182 {
183 mesh_bind( &pscene->mesh );
184 }
185
186 static void scene_draw( scene *pscene )
187 {
188 mesh_drawn( 0, pscene->indice_count );
189 }
190
191 static void scene_free( scene *pscene )
192 {
193 free( pscene->verts );
194 free( pscene->indices );
195
196 /* TODO: bvh */
197 }
198
199 static void scene_register(void)
200 {
201 }
202
203 /*
204 * BVH implementation
205 */
206
207 static void scene_bh_expand_bound( void *user, boxf bound, u32 item_index )
208 {
209 scene *s = user;
210 mdl_vert *pa = &s->verts[ s->indices[item_index*3+0] ],
211 *pb = &s->verts[ s->indices[item_index*3+1] ],
212 *pc = &s->verts[ s->indices[item_index*3+2] ];
213
214 box_addpt( bound, pa->co );
215 box_addpt( bound, pb->co );
216 box_addpt( bound, pc->co );
217 }
218
219 static float scene_bh_centroid( void *user, u32 item_index, int axis )
220 {
221 scene *s = user;
222 mdl_vert *pa = &s->verts[ s->indices[item_index*3+0] ],
223 *pb = &s->verts[ s->indices[item_index*3+1] ],
224 *pc = &s->verts[ s->indices[item_index*3+2] ];
225
226 return (pa->co[axis] + pb->co[axis] + pc->co[axis]) * (1.0f/3.0f);
227 }
228
229 static void scene_bh_swap( void *user, u32 ia, u32 ib )
230 {
231 scene *s = user;
232
233 u32 *ti = &s->indices[ia*3];
234 u32 *tj = &s->indices[ib*3];
235
236 u32 temp[3];
237 temp[0] = ti[0];
238 temp[1] = ti[1];
239 temp[2] = ti[2];
240
241 ti[0] = tj[0];
242 ti[1] = tj[1];
243 ti[2] = tj[2];
244
245 tj[0] = temp[0];
246 tj[1] = temp[1];
247 tj[2] = temp[2];
248 }
249
250 static void scene_bh_debug( void *user, u32 item_index )
251 {
252 scene *s = user;
253 u32 idx = item_index*3;
254 mdl_vert *pa = &s->verts[ s->indices[ idx+0 ] ],
255 *pb = &s->verts[ s->indices[ idx+1 ] ],
256 *pc = &s->verts[ s->indices[ idx+2 ] ];
257
258 vg_line( pa->co, pb->co, 0xff0000ff );
259 vg_line( pb->co, pc->co, 0xff0000ff );
260 vg_line( pc->co, pa->co, 0xff0000ff );
261 }
262
263 static int scene_bh_ray( void *user, u32 index, v3f co, v3f dir, ray_hit *hit )
264 {
265 scene *s = user;
266 v3f positions[3];
267
268 u32 *tri = &s->indices[ index*3 ];
269
270 for( int i=0; i<3; i++ )
271 v3_copy( s->verts[tri[i]].co, positions[i] );
272
273 float t;
274 if(ray_tri( positions, co, dir, &t ))
275 {
276 if( t < hit->dist )
277 {
278 hit->dist = t;
279 hit->tri = tri;
280 return 1;
281 }
282 }
283
284 return 0;
285 }
286
287 static bh_system bh_system_scene =
288 {
289 .expand_bound = scene_bh_expand_bound,
290 .item_centroid = scene_bh_centroid,
291 .item_swap = scene_bh_swap,
292 .item_debug = scene_bh_debug,
293 .cast_ray = scene_bh_ray
294 };
295
296 /*
297 * An extra step is added onto the end to calculate the hit normal
298 */
299 static int scene_raycast( scene *s, v3f co, v3f dir, ray_hit *hit )
300 {
301 int count = bh_ray( &s->bhtris, 0, co, dir, hit );
302
303 if( count )
304 {
305 v3f v0, v1;
306
307 float *pa = s->verts[hit->tri[0]].co,
308 *pb = s->verts[hit->tri[1]].co,
309 *pc = s->verts[hit->tri[2]].co;
310
311 v3_sub( pa, pb, v0 );
312 v3_sub( pc, pb, v1 );
313 v3_cross( v1, v0, hit->normal );
314 v3_normalize( hit->normal );
315 v3_muladds( co, dir, hit->dist, hit->pos );
316 }
317
318 return count;
319 }
320
321 static void scene_bh_create( scene *s )
322 {
323 u32 triangle_count = s->indice_count / 3;
324 bh_create( &s->bhtris, &bh_system_scene, s, triangle_count );
325 }
326
327 #endif