chaos caused by async
[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_copy( sm->bbx, bbxnew );
114 m4x3_transform_aabb( transform, bbxnew );
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 for( u32 i=0; i<sm->indice_count; i++ )
137 dst_indices[i] = src_indices[i] + ctx->vertex_count;
138
139 ctx->vertex_count += sm->vertex_count;
140 ctx->indice_count += sm->indice_count;
141 }
142
143 /*
144 * One by one adders for simplified access (mostly procedural stuff)
145 */
146 VG_STATIC void scene_push_tri( scene_context *ctx, u32 tri[3] )
147 {
148 if( ctx->indice_count + 3 > ctx->max_indices )
149 vg_fatal_error( "Scene indice buffer overflow (%u exceeds %u)\n",
150 ctx->indice_count+3, ctx->max_indices );
151
152 u32 *dst = &ctx->arrindices[ ctx->indice_count ];
153
154 dst[0] = tri[0];
155 dst[1] = tri[1];
156 dst[2] = tri[2];
157
158 ctx->indice_count += 3;
159 }
160
161 VG_STATIC void scene_push_vert( scene_context *ctx, scene_vert *v )
162 {
163 if( ctx->vertex_count + 1 > ctx->max_vertices )
164 vg_fatal_error( "Scene vertex buffer overflow (%u exceeds %u)\n",
165 ctx->vertex_count+1, ctx->max_vertices );
166
167 scene_vert *dst = &ctx->arrvertices[ ctx->vertex_count ];
168 *dst = *v;
169
170 ctx->vertex_count ++;
171 }
172
173 VG_STATIC void scene_copy_slice( scene_context *ctx, mdl_submesh *sm )
174 {
175 sm->indice_start = ctx->submesh.indice_start;
176 sm->indice_count = ctx->indice_count - sm->indice_start;
177
178 sm->vertex_start = ctx->submesh.vertex_start;
179 sm->vertex_count = ctx->vertex_count - sm->vertex_start;
180
181 ctx->submesh.indice_start = ctx->indice_count;
182 ctx->submesh.vertex_start = ctx->vertex_count;
183 }
184
185 struct scene_upload_info{
186 scene_context *ctx;
187 glmesh *mesh;
188 };
189
190 VG_STATIC void async_scene_upload( void *payload, u32 size )
191 {
192 struct scene_upload_info *info = payload;
193
194 //assert( mesh->loaded == 0 );
195
196 glmesh *mesh = info->mesh;
197 scene_context *ctx = info->ctx;
198
199 glGenVertexArrays( 1, &mesh->vao );
200 glGenBuffers( 1, &mesh->vbo );
201 glGenBuffers( 1, &mesh->ebo );
202 glBindVertexArray( mesh->vao );
203
204 size_t stride = sizeof(scene_vert);
205
206 glBindBuffer( GL_ARRAY_BUFFER, mesh->vbo );
207 glBufferData( GL_ARRAY_BUFFER, ctx->vertex_count*stride,
208 ctx->arrvertices, GL_STATIC_DRAW );
209
210 glBindVertexArray( mesh->vao );
211 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mesh->ebo );
212 glBufferData( GL_ELEMENT_ARRAY_BUFFER, ctx->indice_count*sizeof(u32),
213 ctx->arrindices, GL_STATIC_DRAW );
214
215 /* 0: coordinates */
216 glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0 );
217 glEnableVertexAttribArray( 0 );
218
219 /* 1: normal */
220 glVertexAttribPointer( 1, 4, GL_BYTE, GL_TRUE,
221 stride, (void *)offsetof(scene_vert, norm) );
222 glEnableVertexAttribArray( 1 );
223
224 /* 2: uv */
225 glVertexAttribPointer( 2, 2, GL_FLOAT, GL_FALSE,
226 stride, (void *)offsetof(scene_vert, uv) );
227 glEnableVertexAttribArray( 2 );
228
229 VG_CHECK_GL_ERR();
230
231 mesh->indice_count = ctx->indice_count;
232 mesh->loaded = 1;
233
234 vg_info( "Scene upload ( XYZ_f32 UV_f32 XYZW_i8 )[ u32 ]\n" );
235 vg_info( " indices:%u\n", ctx->indice_count );
236 vg_info( " verts:%u\n", ctx->vertex_count );
237 }
238
239 VG_STATIC void scene_upload_async( scene_context *ctx, glmesh *mesh )
240 {
241 vg_async_item *call = vg_async_alloc( sizeof(struct scene_upload_info) );
242
243 struct scene_upload_info *info = call->payload;
244 info->mesh = mesh;
245 info->ctx = ctx;
246
247 vg_async_dispatch( call, async_scene_upload );
248 }
249
250 VG_STATIC
251 vg_async_item *scene_alloc_async( scene_context *scene, glmesh *mesh,
252 u32 max_vertices, u32 max_indices )
253 {
254 scene_init( scene, max_vertices, max_indices );
255 u32 buf_size = scene_mem_required( scene );
256
257 u32 hdr_size = vg_align8(sizeof(struct scene_upload_info));
258 vg_async_item *call = vg_async_alloc( hdr_size + buf_size );
259
260 struct scene_upload_info *info = call->payload;
261
262 info->mesh = mesh;
263 info->ctx = scene;
264
265 void *buffer = ((u8*)call->payload)+hdr_size;
266 scene_supply_buffer( scene, buffer );
267
268 return call;
269 }
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_context *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_context *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 #if 0
296
297 float min, max;
298
299 min = vg_minf( pa->co[axis], pb->co[axis] );
300 max = vg_maxf( pa->co[axis], pb->co[axis] );
301 min = vg_minf( min, pc->co[axis] );
302 max = vg_maxf( max, pc->co[axis] );
303
304 return (min+max) * 0.5f;
305
306 #else
307 return (pa->co[axis] + pb->co[axis] + pc->co[axis]) * (1.0f/3.0f);
308 #endif
309 }
310
311 VG_STATIC void scene_bh_swap( void *user, u32 ia, u32 ib )
312 {
313 scene_context *s = user;
314
315 u32 *ti = &s->arrindices[ia*3];
316 u32 *tj = &s->arrindices[ib*3];
317
318 u32 temp[3];
319 temp[0] = ti[0];
320 temp[1] = ti[1];
321 temp[2] = ti[2];
322
323 ti[0] = tj[0];
324 ti[1] = tj[1];
325 ti[2] = tj[2];
326
327 tj[0] = temp[0];
328 tj[1] = temp[1];
329 tj[2] = temp[2];
330 }
331
332 VG_STATIC void scene_bh_debug( void *user, u32 item_index )
333 {
334 scene_context *s = user;
335 u32 idx = item_index*3;
336 scene_vert *pa = &s->arrvertices[ s->arrindices[ idx+0 ] ],
337 *pb = &s->arrvertices[ s->arrindices[ idx+1 ] ],
338 *pc = &s->arrvertices[ s->arrindices[ idx+2 ] ];
339
340 vg_line( pa->co, pb->co, 0xff0000ff );
341 vg_line( pb->co, pc->co, 0xff0000ff );
342 vg_line( pc->co, pa->co, 0xff0000ff );
343 }
344
345 VG_STATIC int scene_bh_ray( void *user, u32 index, v3f co,
346 v3f dir, ray_hit *hit )
347 {
348 scene_context *s = user;
349 v3f positions[3];
350
351 u32 *tri = &s->arrindices[ index*3 ];
352
353 for( int i=0; i<3; i++ )
354 v3_copy( s->arrvertices[tri[i]].co, positions[i] );
355
356 float t;
357 if(ray_tri( positions, co, dir, &t )){
358 if( t < hit->dist ){
359 hit->dist = t;
360 hit->tri = tri;
361 return 1;
362 }
363 }
364
365 return 0;
366 }
367
368 VG_STATIC void scene_bh_closest( void *user, u32 index, v3f point, v3f closest )
369 {
370 scene_context *s = user;
371
372 v3f positions[3];
373 u32 *tri = &s->arrindices[ index*3 ];
374 for( int i=0; i<3; i++ )
375 v3_copy( s->arrvertices[tri[i]].co, positions[i] );
376
377 closest_on_triangle_1( point, positions, closest );
378 }
379
380 VG_STATIC bh_system bh_system_scene =
381 {
382 .expand_bound = scene_bh_expand_bound,
383 .item_centroid = scene_bh_centroid,
384 .item_closest = scene_bh_closest,
385 .item_swap = scene_bh_swap,
386 .item_debug = scene_bh_debug,
387 .cast_ray = scene_bh_ray
388 };
389
390 /*
391 * An extra step is added onto the end to calculate the hit normal
392 */
393 VG_STATIC int scene_raycast( scene_context *s, bh_tree *bh,
394 v3f co, v3f dir, ray_hit *hit )
395 {
396 int count = bh_ray( bh, co, dir, hit );
397
398 if( count ){
399 v3f v0, v1;
400
401 float *pa = s->arrvertices[hit->tri[0]].co,
402 *pb = s->arrvertices[hit->tri[1]].co,
403 *pc = s->arrvertices[hit->tri[2]].co;
404
405 v3_sub( pa, pb, v0 );
406 v3_sub( pc, pb, v1 );
407 v3_cross( v1, v0, hit->normal );
408 v3_normalize( hit->normal );
409 v3_muladds( co, dir, hit->dist, hit->pos );
410 }
411
412 return count;
413 }
414
415 VG_STATIC bh_tree *scene_bh_create( void *lin_alloc, scene_context *s )
416 {
417 u32 triangle_count = s->indice_count / 3;
418 return bh_create( lin_alloc, &bh_system_scene, s, triangle_count, 2 );
419 }
420
421 #endif