-typedef struct model model;
-typedef struct submodel submodel;
-typedef struct model_vert model_vert;
-typedef struct scene scene;
-typedef struct sdf_primative sdf_primative;
-typedef enum esdf_type esdf_type;
-
-GLuint tex_dual_noise;
+#ifndef SCENE_H
+#define SCENE_H
-#pragma pack(push,1)
-struct model
-{
- u32 identifier;
+#include "vg/vg.h"
+#include "model.h"
- u32 vertex_count,
- indice_count,
- layer_count;
-};
-
-struct sdf_primative
-{
- v4f origin; /* xyz, yaw */
- /* Cone:
- x base scale
- y height
- */
- v4f info;
-};
-
-struct submodel
-{
- u32 indice_start,
- indice_count,
- vertex_start,
- vertex_count;
-
- boxf bbx;
- sdf_primative sdf;
-
- enum esdf_type
- {
- k_sdf_none = 0,
- k_sdf_cone,
- k_sdf_sphere,
- k_sdf_box
- }
- sdf_type;
-
- char name[32];
-};
-
-struct model_vert
-{
- v3f co,
- norm;
- v4f colour;
- v2f uv;
-};
-#pragma pack(pop)
+typedef struct scene scene;
+typedef struct bvh_node bvh_node;
struct scene
{
- GLuint vao, vbo, ebo;
+ glmesh mesh;
model_vert *verts;
u32 *indices;
+
+ struct
+ {
+ bvh_node *nodes;
+ u32 node_count;
+ }
+ bvh;
u32 vertex_count,
indice_count,
u32 shadower_count,
shadower_cap;
+
+ submodel submesh;
};
+GLuint tex_dual_noise;
+
static void scene_init( scene *pscene )
{
pscene->verts = NULL;
pscene->shadowers = NULL;
pscene->shadower_count = 0;
pscene->shadower_cap = 0;
+ pscene->submesh.indice_start = 0;
+ pscene->submesh.indice_count = 0;
v3_fill( pscene->bbx[0], 999999.9f );
v3_fill( pscene->bbx[1], -999999.9f );
"}"
SHADER_DEFINE( shader_debug_vcol,
- "layout (location=0) in vec3 a_co;"
- "layout (location=1) in vec3 a_norm;"
- "layout (location=2) in vec4 a_colour;"
- "layout (location=3) in vec2 a_uv;"
- ""
+
+ /*Include*/ VERTEX_STANDARD_ATTRIBUTES
+
"uniform mat4 uPv;"
- "uniform mat4 uMdl;"
+ "uniform mat4x3 uMdl;"
"uniform float uTime;"
"uniform float uSwayAmt;"
""
"void main()"
"{"
"vec3 swaypos = compute_sway( a_co );"
- "gl_Position = uPv * uMdl * vec4( swaypos, 1.0 );"
+ "gl_Position = uPv * vec4(uMdl * vec4(swaypos,1.0), 1.0 );"
"aColour = a_colour;"
"aUv = a_uv;"
"aNorm = normalize(mat3(uMdl) * a_norm);"
"uniform sampler2D uTexMain;"
"uniform sampler2D uTexGradients;"
""
- /* Include */ SHADER_VALUE_NOISE_3D
+ /*Include*/ SHADER_VALUE_NOISE_3D
""
"in vec4 aColour;"
"in vec2 aUv;"
"}"
"if( uMode == 7 )"
"{"
- "if( diffuse.a < 0.45 ) discard;"
- "float lighting = 1.0 - aColour.g;"
+ "if( diffuse.a < 0.2 ) discard;"
+ "float lighting = 1.0 - aColour.g*0.8;"
+
+ "float light1 = max(0.0,dot(-vec3(0.5,-0.8,0.25), aNorm));"
+ "float light2 = max(0.0,dot(-vec3(-0.8,0.5,-0.25), aNorm));"
+ "vec3 lt = vec3(0.2,0.2,0.2 ) + "
+ "vec3(1.0,1.0,0.9)*light1 + "
+ "vec3(0.1,0.3,0.4 )*light2;"
+
+
"colour = vec4(vec3(pow(lighting,1.6)*(diffuse.r*0.7+0.5)),1.0);"
+ "colour = vec4(colour.rgb*lt,1.0);"
+
+ "vec2 gradUV = vec2(lighting*1.9,aColour.b*0.8);"
+ "vec4 gradient_sample = texture( uTexGradients, gradUV );"
+ "colour = colour*gradient_sample;"
"}"
"if( uMode == 8 )"
"{"
"light = pow(light,1.6)*(diffuse.r*0.7+0.5);"
"float r1 = fractalNoise(aCo*0.01);"
- "vec2 gradUV = vec2(light*1.9,r1+aColour.b*0.1);"
+ "vec2 gradUV = vec2(light*1.9,r1+aColour.b);"
"vec4 gradient_sample = texture( uTexGradients, gradUV );"
- "colour = aColour*light;"
+ "colour = gradient_sample*light;"
"}"
"FragColor = colour;"
"uTime", "uSwayAmt", "uMdl" })
)
-/*
- * Helper functions for file offsets
- */
-static submodel *model_get_submodel( model *mdl, int id )
-{
- return ((submodel*)(mdl+1)) + id;
-}
+SHADER_DEFINE( shader_standard_lit,
-static model_vert *model_vertex_base( model *mdl )
-{
- return (model_vert *)model_get_submodel( mdl, mdl->layer_count );
-}
+ /*Include*/ VERTEX_STANDARD_ATTRIBUTES
-static u32 *model_indice_base( model *mdl )
-{
- return (u32 *)(model_vertex_base( mdl ) + mdl->vertex_count);
-}
+ "uniform mat4 uPv;"
+ "uniform mat4x3 uMdl;"
+ ""
+ "out vec4 aColour;"
+ "out vec2 aUv;"
+ "out vec3 aNorm;"
+ "out vec3 aCo;"
+ ""
+ "void main()"
+ "{"
+ "gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );"
+ "aColour = a_colour;"
+ "aUv = a_uv;"
+ "aNorm = mat3(uMdl) * a_norm;"
+ "aCo = a_co;"
+ "}",
+ /* Fragment */
+ "out vec4 FragColor;"
+ ""
+ "uniform sampler2D uTexMain;"
+ "uniform vec4 uColour;"
+ ""
+ "in vec4 aColour;"
+ "in vec2 aUv;"
+ "in vec3 aNorm;"
+ "in vec3 aCo;"
+ ""
+ "void main()"
+ "{"
+ "vec3 diffuse = texture( uTexMain, aUv ).rgb;"
-static model_vert *submodel_vert_data( model *mdl, submodel *sub )
-{
- return model_vertex_base(mdl) + sub->vertex_start;
-}
+ "float light1 = max(0.0,dot(-vec3(0.5,-0.8,0.25), aNorm));"
+ "float light2 = max(0.0,dot(-vec3(-0.8,0.5,-0.25), aNorm));"
+ "diffuse += vec3(0.2,0.2,0.2) + "
+ "vec3(1.0,1.0,0.9)*light1 + "
+ "vec3(0.1,0.3,0.4)*light2;"
-static u32 *submodel_indice_data( model *mdl, submodel *sub )
-{
- return model_indice_base(mdl) + sub->indice_start;
-}
+ "FragColor = vec4(diffuse*uColour.rgb, aColour.a*uColour.a);"
+ "}"
+ ,
+ UNIFORMS({ "uColour","uTexMain","uPv","uMdl" })
+)
-/* Returns -1 if not found */
-static int submodel_get( model *mdl, const char *name )
-{
- for( int i=0; i<mdl->layer_count; i++ )
- {
- if( !strcmp( model_get_submodel(mdl,i)->name, name ))
- {
- return i;
- }
- }
-
- return -1;
-}
+SHADER_DEFINE( shader_unlit,
+
+ /*Include*/ VERTEX_STANDARD_ATTRIBUTES
+
+ "uniform mat4 uPv;"
+ "uniform mat4x3 uMdl;"
+ ""
+ "out vec4 aColour;"
+ "out vec2 aUv;"
+ "out vec3 aNorm;"
+ "out vec3 aCo;"
+ ""
+ "void main()"
+ "{"
+ "gl_Position = uPv * vec4(uMdl * vec4(a_co,1.0), 1.0);"
+ "aColour = a_colour;"
+ "aUv = a_uv;"
+ "aNorm = mat3(uMdl) * a_norm;"
+ "aCo = a_co;"
+ "}",
+ /* Fragment */
+ "out vec4 FragColor;"
+ ""
+ "uniform sampler2D uTexMain;"
+ "uniform vec4 uColour;"
+ ""
+ "in vec4 aColour;"
+ "in vec2 aUv;"
+ "in vec3 aNorm;"
+ "in vec3 aCo;"
+ ""
+ "void main()"
+ "{"
+ "vec3 diffuse = texture( uTexMain, aUv ).rgb;"
+ "FragColor = vec4(pow(diffuse,vec3(1.0)),1.0);"
+ "}"
+ ,
+ UNIFORMS({ "uTexMain", "uPv", "uMdl" })
+)
static void *buffer_reserve( void *buffer, u32 count, u32 *cap, u32 amount,
size_t emsize )
/*
* Append a model into the scene with a given transform
*/
-static void scene_add_model( scene *pscene, model *mdl, int id,
+static void scene_add_model( scene *pscene, model *mdl, submodel *submodel,
v3f pos, float yaw, float scale )
{
- submodel *submodel = model_get_submodel( mdl, id );
-
pscene->verts = buffer_reserve( pscene->verts, pscene->vertex_count,
&pscene->vertex_cap, submodel->vertex_count, sizeof(model_vert) );
pscene->indices = buffer_reserve( pscene->indices, pscene->indice_count,
pscene->indice_count += submodel->indice_count;
}
+static void scene_copy_slice( scene *pscene, submodel *sm )
+{
+ sm->indice_start = pscene->submesh.indice_start;
+ sm->indice_count = pscene->indice_count - sm->indice_start;
+
+ pscene->submesh.indice_start = pscene->indice_count;
+}
+
static void scene_shadow_sphere( scene *pscene, v3f sphere,
v4f params, v3f lightdir )
{
}
}
-/* Temporary */
-static int sample_scene_height( scene *pscene, v3f pos )
-{
- for( int i=0; i<pscene->indice_count/3; i++ )
- {
- u32 *tri = &pscene->indices[i*3];
-
- float height;
- if( triangle_raycast(
- pscene->verts[ tri[0] ].co,
- pscene->verts[ tri[1] ].co,
- pscene->verts[ tri[2] ].co, pos, &height ))
- {
- pos[1] = height;
- return 1;
- }
- }
- return 0;
-}
-
-static void sample_scene_normal( scene *pscene, v3f pos, v3f normal )
-{
- for( int i=0; i<pscene->indice_count/3; i++ )
- {
- u32 *tri = &pscene->indices[i*3];
-
- float height;
- if( triangle_raycast(
- pscene->verts[ tri[0] ].co,
- pscene->verts[ tri[1] ].co,
- pscene->verts[ tri[2] ].co, pos, &height ))
- {
- v3f v0, v1;
-
- v3_sub( pscene->verts[ tri[1] ].co,
- pscene->verts[ tri[0] ].co,
- v0 );
-
- v3_sub( pscene->verts[ tri[2] ].co,
- pscene->verts[ tri[0] ].co,
- v1 );
-
- v3_cross( v0, v1, normal );
- v3_normalize( normal );
- return;
- }
- }
-
- normal[0] = 0.0f;
- normal[1] = 1.0f;
- normal[2] = 0.0f;
-}
/*
* Experimental SDF based shadows
static void scene_upload( scene *pscene )
{
- glGenVertexArrays( 1, &pscene->vao );
- glGenBuffers( 1, &pscene->vbo );
- glGenBuffers( 1, &pscene->ebo );
- glBindVertexArray( pscene->vao );
-
- glBindBuffer( GL_ARRAY_BUFFER, pscene->vbo );
- glBufferData( GL_ARRAY_BUFFER, pscene->vertex_count*sizeof(model_vert),
- pscene->verts, GL_STATIC_DRAW );
-
- glBindVertexArray( pscene->vao );
- glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, pscene->ebo );
- glBufferData( GL_ELEMENT_ARRAY_BUFFER, pscene->indice_count*sizeof(u32),
- pscene->indices, GL_STATIC_DRAW );
-
- glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE,
- sizeof(model_vert), (void*)0 );
- glEnableVertexAttribArray( 0 );
-
- glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE,
- sizeof(model_vert), (void *)offsetof(model_vert, norm) );
- glEnableVertexAttribArray( 1 );
-
- glVertexAttribPointer( 2, 4, GL_FLOAT, GL_FALSE,
- sizeof(model_vert), (void *)offsetof(model_vert, colour) );
- glEnableVertexAttribArray( 2 );
-
- glVertexAttribPointer( 3, 2, GL_FLOAT, GL_FALSE,
- sizeof(model_vert), (void *)offsetof(model_vert, uv) );
- glEnableVertexAttribArray( 3 );
-
- VG_CHECK_GL();
+ mesh_upload( &pscene->mesh,
+ pscene->verts, pscene->vertex_count,
+ pscene->indices, pscene->indice_count );
vg_info( "Scene upload\n" );
vg_info( " indices:%u\n", pscene->indice_count );
}
float scene_tree_sway = 0.1f;
-static void scene_draw( scene *pscene, int count, int start )
+
+#if 0
+static void scene_foliage_shader_use(void)
{
SHADER_USE( shader_debug_vcol );
glUniform1f( SHADER_UNIFORM( shader_debug_vcol, "uTime" ), vg_time );
glUniform1f( SHADER_UNIFORM( shader_debug_vcol, "uSwayAmt" ),
scene_tree_sway );
+}
+#endif
+
+static void scene_bind( scene *pscene )
+{
+ mesh_bind( &pscene->mesh );
+}
- glBindVertexArray( pscene->vao );
+static void scene_draw( scene *pscene )
+{
+ mesh_drawn( 0, pscene->indice_count );
+}
- if( count == -1 )
+static void scene_debugsdf( scene *pscene )
+{
+ for( int i=0; i<pscene->shadower_count; i++ )
{
- glDrawElements( GL_TRIANGLES, pscene->indice_count,
- GL_UNSIGNED_INT,
- (void *)0
- );
+ struct shadower *shadower = &pscene->shadowers[i];
+
+ v3f base, side;
+ v3_copy( shadower->sdf.origin, base );
+ base[1] -= shadower->sdf.info[1];
+ v3_copy( base, side );
+ side[0] += shadower->sdf.info[0];
+
+ vg_line2( shadower->sdf.origin, base, 0xff00ff00, 0xff0000ff );
+ vg_line2( side, base, 0xff00ff00, 0xff0000ff );
+ vg_line( side, shadower->sdf.origin, 0xff00ff00 );
}
- else
+
+ v3f p0 = { pscene->bbx[0][0], pscene->bbx[0][1], pscene->bbx[0][2] },
+ p1 = { pscene->bbx[0][0], pscene->bbx[1][1], pscene->bbx[0][2] },
+ p2 = { pscene->bbx[1][0], pscene->bbx[1][1], pscene->bbx[0][2] },
+ p3 = { pscene->bbx[1][0], pscene->bbx[0][1], pscene->bbx[0][2] },
+
+ p4 = { pscene->bbx[0][0], pscene->bbx[0][1], pscene->bbx[1][2] },
+ p5 = { pscene->bbx[0][0], pscene->bbx[1][1], pscene->bbx[1][2] },
+ p6 = { pscene->bbx[1][0], pscene->bbx[1][1], pscene->bbx[1][2] },
+ p7 = { pscene->bbx[1][0], pscene->bbx[0][1], pscene->bbx[1][2] };
+
+ u32 col = 0xffff00c8;
+ vg_line( p0, p1, col );
+ vg_line( p1, p2, col );
+ vg_line( p2, p3, col );
+ vg_line( p3, p0, col );
+
+ vg_line( p4, p5, col );
+ vg_line( p5, p6, col );
+ vg_line( p6, p7, col );
+ vg_line( p7, p4, col );
+
+ vg_line( p0, p4, col );
+ vg_line( p1, p5, col );
+ vg_line( p2, p6, col );
+ vg_line( p3, p7, col );
+}
+
+static void scene_register(void)
+{
+ SHADER_INIT( shader_debug_vcol );
+ SHADER_INIT( shader_standard_lit );
+ SHADER_INIT( shader_unlit );
+}
+
+
+/* Physics segment */
+
+static int triangle_raycast2d( v3f pA, v3f pB, v3f pC, v3f ray, float *height )
+{
+ v2f v0, v1, v2, vp, vp2;
+ float d, bca = 0.f, bcb = 0.f, bcc = 0.f;
+
+ v0[0] = pB[0] - pA[0];
+ v0[1] = pB[2] - pA[2];
+ v1[0] = pC[0] - pA[0];
+ v1[1] = pC[2] - pA[2];
+ v2[0] = pB[0] - pC[0];
+ v2[1] = pB[2] - pC[2];
+
+ d = 1.f / (v0[0]*v1[1] - v1[0]*v0[1]);
+
+#if 0
+ /* Backface culling */
+ if( v2_cross( v0, v1 ) > 0.f )
+ return;
+#endif
+
+ vp[0] = ray[0] - pA[0];
+ vp[1] = ray[2] - pA[2];
+
+ if( v2_cross( v0, vp ) > 0.f ) return 0;
+ if( v2_cross( vp, v1 ) > 0.f ) return 0;
+
+ vp2[0] = ray[0] - pB[0];
+ vp2[1] = ray[2] - pB[2];
+
+ if( v2_cross( vp2, v2 ) > 0.f ) return 0;
+
+ bcb = (vp[0]*v1[1] - v1[0]*vp[1]) * d;
+ bcc = (v0[0]*vp[1] - vp[0]*v0[1]) * d;
+ bca = 1.f - bcb - bcc;
+
+ *height = pA[1]*bca + pB[1]*bcb + pC[1]*bcc;
+ return 1;
+}
+
+/* Temporary */
+static int sample_scene_height( scene *pscene, v3f pos, v3f norm )
+{
+ for( int i=0; i<pscene->indice_count/3; i++ )
{
- glDrawElements( GL_TRIANGLES, count,
- GL_UNSIGNED_INT,
- (void *)(start*sizeof(u32))
- );
+ u32 *tri = &pscene->indices[i*3];
+
+ float *pA = pscene->verts[tri[0]].co,
+ *pB = pscene->verts[tri[1]].co,
+ *pC = pscene->verts[tri[2]].co;
+
+ float height;
+ if( triangle_raycast2d( pA, pB, pC, pos, &height ))
+ {
+ pos[1] = height;
+
+ if( norm )
+ {
+ v3f v0, v1;
+ v3_sub( pA, pB, v0 );
+ v3_sub( pC, pB, v1 );
+ v3_cross( v1, v0, norm );
+ v3_normalize( norm );
+ }
+
+ return 1;
+ }
}
+ return 0;
+}
- if( debugsdf )
+static void sample_scene_normal( scene *pscene, v3f pos, v3f normal )
+{
+ for( int i=0; i<pscene->indice_count/3; i++ )
{
- for( int i=0; i<pscene->shadower_count; i++ )
+ u32 *tri = &pscene->indices[i*3];
+
+ float height;
+ if( triangle_raycast2d(
+ pscene->verts[ tri[0] ].co,
+ pscene->verts[ tri[1] ].co,
+ pscene->verts[ tri[2] ].co, pos, &height ))
{
- struct shadower *shadower = &pscene->shadowers[i];
+ v3f v0, v1;
+
+ v3_sub( pscene->verts[ tri[1] ].co,
+ pscene->verts[ tri[0] ].co,
+ v0 );
- v3f base, side;
- v3_copy( shadower->sdf.origin, base );
- base[1] -= shadower->sdf.info[1];
- v3_copy( base, side );
- side[0] += shadower->sdf.info[0];
+ v3_sub( pscene->verts[ tri[2] ].co,
+ pscene->verts[ tri[0] ].co,
+ v1 );
- vg_line2( shadower->sdf.origin, base, 0xff00ff00, 0xff0000ff );
- vg_line2( side, base, 0xff00ff00, 0xff0000ff );
- vg_line( side, shadower->sdf.origin, 0xff00ff00 );
+ v3_cross( v0, v1, normal );
+ v3_normalize( normal );
+ return;
}
+ }
+
+ normal[0] = 0.0f;
+ normal[1] = 1.0f;
+ normal[2] = 0.0f;
+}
- v3f p0 = { pscene->bbx[0][0], pscene->bbx[0][1], pscene->bbx[0][2] },
- p1 = { pscene->bbx[0][0], pscene->bbx[1][1], pscene->bbx[0][2] },
- p2 = { pscene->bbx[1][0], pscene->bbx[1][1], pscene->bbx[0][2] },
- p3 = { pscene->bbx[1][0], pscene->bbx[0][1], pscene->bbx[0][2] },
+struct bvh_node
+{
+ boxf bbx;
+
+ /* if il is 0, this is a leaf */
+ u32 il, count;
+ union{ u32 ir, start; };
+};
+
+static void bvh_update_bounds( scene *s, u32 inode )
+{
+ bvh_node *node = &s->bvh.nodes[ inode ];
- p4 = { pscene->bbx[0][0], pscene->bbx[0][1], pscene->bbx[1][2] },
- p5 = { pscene->bbx[0][0], pscene->bbx[1][1], pscene->bbx[1][2] },
- p6 = { pscene->bbx[1][0], pscene->bbx[1][1], pscene->bbx[1][2] },
- p7 = { pscene->bbx[1][0], pscene->bbx[0][1], pscene->bbx[1][2] };
+ box_init_inf( node->bbx );
+ for( u32 i=0; i<node->count; i++ )
+ {
+ u32 idx = node->start+i;
+ model_vert *pa = &s->verts[ s->indices[idx*3+0] ],
+ *pb = &s->verts[ s->indices[idx*3+1] ],
+ *pc = &s->verts[ s->indices[idx*3+2] ];
- u32 col = 0xffff00c8;
- vg_line( p0, p1, col );
- vg_line( p1, p2, col );
- vg_line( p2, p3, col );
- vg_line( p3, p0, col );
-
- vg_line( p4, p5, col );
- vg_line( p5, p6, col );
- vg_line( p6, p7, col );
- vg_line( p7, p4, col );
-
- vg_line( p0, p4, col );
- vg_line( p1, p5, col );
- vg_line( p2, p6, col );
- vg_line( p3, p7, col );
+ box_addpt( node->bbx, pa->co );
+ box_addpt( node->bbx, pb->co );
+ box_addpt( node->bbx, pc->co );
}
}
-static void scene_register(void)
+static void bvh_subdiv( scene *s, u32 inode )
{
- SHADER_INIT( shader_debug_vcol );
+ bvh_node *node = &s->bvh.nodes[ inode ];
+
+ v3f extent;
+ v3_sub( node->bbx[1], node->bbx[0], extent );
+
+ int axis = 0;
+ if( extent[1] > extent[0] ) axis = 1;
+ if( extent[2] > extent[axis] ) axis = 2;
+
+ float split = node->bbx[0][axis] + extent[axis]*0.5f;
+
+ /* To beat: 121,687 / 136,579
+ * 136,375
+ */
+
+ float avg = 0.0;
+ for( u32 t=0; t<node->count; t++ )
+ {
+ u32 *ti = &s->indices[(node->start+t)*3];
+ float a = s->verts[ti[0]].co[axis],
+ b = s->verts[ti[1]].co[axis],
+ c = s->verts[ti[2]].co[axis];
+ avg += (a+b+c)/3.0;
+ }
+ avg /= (float)node->count;
+
+ split = avg;
+
+ i32 i = node->start,
+ j = i + node->count-1;
+
+ while( i <= j )
+ {
+ u32 *ti = &s->indices[i*3];
+
+ float a = s->verts[ti[0]].co[axis],
+ b = s->verts[ti[1]].co[axis],
+ c = s->verts[ti[2]].co[axis];
+
+ if( ((a+b+c) / 3.0f) < split )
+ i ++;
+ else
+ {
+ /* Swap triangle indices */
+ u32 *tj = &s->indices[j*3];
+ u32 temp[3];
+ temp[0] = ti[0];
+ temp[1] = ti[1];
+ temp[2] = ti[2];
+
+ ti[0] = tj[0];
+ ti[1] = tj[1];
+ ti[2] = tj[2];
+
+ tj[0] = temp[0];
+ tj[1] = temp[1];
+ tj[2] = temp[2];
+
+ j --;
+ }
+ }
+
+ u32 left_count = i - node->start;
+ if( left_count == 0 || left_count == node->count ) return;
+
+ u32 il = s->bvh.node_count ++,
+ ir = s->bvh.node_count ++;
+
+ struct bvh_node *lnode = &s->bvh.nodes[il],
+ *rnode = &s->bvh.nodes[ir];
+
+ lnode->start = node->start;
+ lnode->count = left_count;
+ rnode->start = i;
+ rnode->count = node->count - left_count;
+
+ node->il = il;
+ node->ir = ir;
+ node->count = 0;
+
+ bvh_update_bounds( s, il );
+ bvh_update_bounds( s, ir );
+ bvh_subdiv( s, il );
+ bvh_subdiv( s, ir );
+}
+
+static void bvh_create( scene *s )
+{
+ u32 triangle_count = s->indice_count / 3;
+ s->bvh.nodes = malloc( sizeof(struct bvh_node) * (triangle_count*2-1) );
+
+ bvh_node *root = &s->bvh.nodes[0];
+ s->bvh.node_count = 1;
+
+ root->il = 0;
+ root->ir = 0;
+ root->count = triangle_count;
+ root->start = 0;
+
+ bvh_update_bounds( s, 0 );
+ bvh_subdiv( s, 0 );
+
+ s->bvh.nodes =
+ realloc( s->bvh.nodes, sizeof(struct bvh_node) * s->bvh.node_count );
+
+ vg_success( "BVH done, size: %u/%u\n", s->bvh.node_count,
+ (triangle_count*2-1) );
+}
+
+static void bvh_debug_node( scene *s, u32 inode, v3f pos, u32 colour )
+{
+ struct bvh_node *node = &s->bvh.nodes[ inode ];
+
+ if( (pos[0] >= node->bbx[0][0] && pos[0] <= node->bbx[1][0]) &&
+ (pos[2] >= node->bbx[0][2] && pos[2] <= node->bbx[1][2]) )
+ {
+ if( !node->count )
+ {
+ vg_line_boxf( node->bbx, colour );
+
+ bvh_debug_node( s, node->il, pos, colour );
+ bvh_debug_node( s, node->ir, pos, colour );
+ }
+ else
+ {
+ vg_line_boxf( node->bbx, 0xff00ff00 );
+ for( u32 i=0; i<node->count; i++ )
+ {
+ u32 idx = (node->start+i)*3;
+
+ model_vert *pa = &s->verts[ s->indices[ idx+0 ] ],
+ *pb = &s->verts[ s->indices[ idx+1 ] ],
+ *pc = &s->verts[ s->indices[ idx+2 ] ];
+
+ vg_line( pa->co, pb->co, 0xff0000ff );
+ vg_line( pb->co, pc->co, 0xff0000ff );
+ vg_line( pc->co, pa->co, 0xff0000ff );
+ }
+ }
+ }
+}
+
+static void bvh_debug( scene *s, v3f pos )
+{
+ bvh_debug_node( s, 0, pos, 0x4000ffa8 );
+}
+
+typedef struct ray_hit ray_hit;
+struct ray_hit
+{
+ float dist;
+ u32 *tri;
+ v3f pos, normal;
+};
+
+int ray_aabb( boxf box, v3f co, v3f dir, float dist )
+{
+ v3f v0, v1;
+ float tmin, tmax;
+
+ v3_sub( box[0], co, v0 );
+ v3_sub( box[1], co, v1 );
+ v3_div( v0, dir, v0 );
+ v3_div( v1, dir, v1 );
+
+ tmin = vg_minf( v0[0], v1[0] );
+ tmax = vg_maxf( v0[0], v1[0] );
+ tmin = vg_maxf( tmin, vg_minf( v0[1], v1[1] ));
+ tmax = vg_minf( tmax, vg_maxf( v0[1], v1[1] ));
+ tmin = vg_maxf( tmin, vg_minf( v0[2], v1[2] ));
+ tmax = vg_minf( tmax, vg_maxf( v0[2], v1[2] ));
+
+ return tmax >= tmin && tmin < dist && tmax > 0;
+}
+
+static int bvh_ray_tri( scene *sc, u32 *tri, v3f co, v3f dir, ray_hit *hit )
+{
+ float const kEpsilon = 0.00001f;
+
+ v3f v0, v1, h, s, q, n;
+ float a,f,u,v,t;
+
+ float *pa = sc->verts[tri[0]].co,
+ *pb = sc->verts[tri[1]].co,
+ *pc = sc->verts[tri[2]].co;
+
+ v3_sub( pb, pa, v0 );
+ v3_sub( pc, pa, v1 );
+ v3_cross( dir, v1, h );
+ v3_cross( v0, v1, n );
+
+ if( v3_dot( n, dir ) > 0.0f ) /* Backface culling */
+ return 0;
+
+ /* Parralel */
+ a = v3_dot( v0, h );
+ if( a > -kEpsilon && a < kEpsilon )
+ return 0;
+
+ f = 1.0f/a;
+ v3_sub( co, pa, s );
+
+ u = f * v3_dot(s, h);
+ if( u < 0.0f || u > 1.0f )
+ return 0;
+
+ v3_cross( s, v0, q );
+ v = f * v3_dot( dir, q );
+ if( v < 0.0f || u+v > 1.0f )
+ return 0;
+
+ t = f * v3_dot(v1, q);
+ if( t > kEpsilon && t < hit->dist )
+ {
+ hit->dist = t;
+ hit->tri = tri;
+ return 1;
+ }
+ else return 0;
+}
+
+static int bvh_ray( scene *s, u32 inode, v3f co, v3f dir, ray_hit *hit )
+{
+ bvh_node *node = &s->bvh.nodes[ inode ];
+
+ if( !ray_aabb( node->bbx, co, dir, hit->dist ))
+ return 0;
+
+ int count = 0;
+
+ if( node->count )
+ {
+ for( u32 i=0; i<node->count; i++ )
+ {
+ u32 *indices = &s->indices[ (node->start+i)*3 ];
+ count += bvh_ray_tri( s, indices, co, dir, hit );
+ }
+ }
+ else
+ {
+ count += bvh_ray( s, node->il, co, dir, hit );
+ count += bvh_ray( s, node->ir, co, dir, hit );
+ }
+
+ return count;
}
+
+static int bvh_raycast( scene *s, v3f co, v3f dir, ray_hit *hit )
+{
+ v3f pb;
+ v3_muladds( co, dir, hit->dist, pb );
+
+ int count = bvh_ray( s, 0, co, dir, hit );
+
+ if( count )
+ {
+ //vg_line( co, pb, 0xff00ffff );
+
+ v3f v0, v1;
+
+ float *pa = s->verts[hit->tri[0]].co,
+ *pb = s->verts[hit->tri[1]].co,
+ *pc = s->verts[hit->tri[2]].co;
+
+ v3_sub( pa, pb, v0 );
+ v3_sub( pc, pb, v1 );
+ v3_cross( v1, v0, hit->normal );
+ v3_normalize( hit->normal );
+ v3_muladds( co, dir, hit->dist, hit->pos );
+ }
+ else
+ {
+ //vg_line( co, pb, 0xff0000ff );
+ }
+
+ return count;
+}
+
+static int bvh_scene_sample_node_h( scene *s, u32 inode, v3f pos, v3f norm )
+{
+ bvh_node *node = &s->bvh.nodes[ inode ];
+
+ if( (pos[0] >= node->bbx[0][0] && pos[0] <= node->bbx[1][0]) &&
+ (pos[2] >= node->bbx[0][2] && pos[2] <= node->bbx[1][2]) )
+ {
+ if( !node->count )
+ {
+ if( bvh_scene_sample_node_h( s, node->il, pos, norm )) return 1;
+ if( bvh_scene_sample_node_h( s, node->ir, pos, norm )) return 1;
+ }
+ else
+ {
+ for( u32 i=0; i<node->count; i++ )
+ {
+ u32 idx = (node->start+i)*3;
+ model_vert *pa = &s->verts[ s->indices[ idx+0 ] ],
+ *pb = &s->verts[ s->indices[ idx+1 ] ],
+ *pc = &s->verts[ s->indices[ idx+2 ] ];
+
+ float height;
+ if( triangle_raycast2d( pa->co, pb->co, pc->co, pos, &height ))
+ {
+ pos[1] = height;
+
+ if( norm )
+ {
+ v3f v0, v1;
+ v3_sub( pa->co, pb->co, v0 );
+ v3_sub( pc->co, pb->co, v1 );
+ v3_cross( v1, v0, norm );
+ v3_normalize( norm );
+ }
+
+ return 1;
+ }
+ }
+ }
+ }
+
+ return 0;
+}
+
+static int bvh_scene_sample_h( scene *s, v3f pos, v3f norm)
+{
+ return bvh_scene_sample_node_h( s, 0, pos, norm );
+}
+
+static int bvh_scene_sample( scene *s, v3f pos, v3f norm )
+{
+ ray_hit hit;
+ hit.dist = INFINITY;
+
+ v3f ray_pos;
+ v3_add( pos, (v3f){0.0f,16000.0f,0.0f}, ray_pos );
+
+ if( bvh_raycast( s, ray_pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
+ {
+ pos[1] = hit.pos[1];
+
+ if( norm )
+ v3_copy( hit.normal, norm );
+
+ return 1;
+ }
+
+ return 0;
+}
+
+#endif