ragdoll
[carveJwlIkooP6JGAAIwe30JlM.git] / scene.h
diff --git a/scene.h b/scene.h
index bf61fba9eabe99ba1802e618f9ae55cd464107c6..23307ada74647c2a2516c41f6f9ff40e1ba2a80e 100644 (file)
--- a/scene.h
+++ b/scene.h
@@ -1,7 +1,11 @@
+#ifndef SCENE_H
+#define SCENE_H
+
 #include "vg/vg.h"
 #include "model.h"
 
-GLuint tex_dual_noise;
+typedef struct scene scene;
+typedef struct bvh_node bvh_node;
 
 struct scene
 {
@@ -9,6 +13,13 @@ struct scene
 
    model_vert *verts;
    u32 *indices;
+   
+   struct 
+   {
+      bvh_node *nodes;
+      u32 node_count;
+   }
+   bvh;
 
    u32 vertex_count,
        indice_count,
@@ -30,6 +41,8 @@ struct scene
    submodel submesh;
 };
 
+GLuint tex_dual_noise;
+
 static void scene_init( scene *pscene )
 {
    pscene->verts = NULL;
@@ -110,18 +123,12 @@ static void scene_init( scene *pscene )
    "return f;"                                        \
 "}"
 
-#define VERTEX_STANDARD_ATTRIBUTES                    \
-       "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;"
-
 SHADER_DEFINE( shader_debug_vcol,
 
    /*Include*/ VERTEX_STANDARD_ATTRIBUTES
 
        "uniform mat4 uPv;"
-   "uniform mat4 uMdl;"
+   "uniform mat4x3 uMdl;"
    "uniform float uTime;"
    "uniform float uSwayAmt;"
    ""
@@ -144,7 +151,7 @@ SHADER_DEFINE( shader_debug_vcol,
        "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);"
@@ -241,7 +248,7 @@ SHADER_DEFINE( shader_standard_lit,
    /*Include*/ VERTEX_STANDARD_ATTRIBUTES
 
        "uniform mat4 uPv;"
-   "uniform mat4 uMdl;"
+   "uniform mat4x3 uMdl;"
    ""
    "out vec4 aColour;"
    "out vec2 aUv;"
@@ -250,7 +257,7 @@ SHADER_DEFINE( shader_standard_lit,
    ""
        "void main()"
        "{"
-               "gl_Position = uPv * uMdl * vec4( a_co, 1.0 );"
+               "gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );"
       "aColour = a_colour;"
       "aUv = a_uv;"
       "aNorm = mat3(uMdl) * a_norm;"
@@ -273,12 +280,11 @@ SHADER_DEFINE( shader_standard_lit,
 
       "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 ) + " 
+      "diffuse += vec3(0.2,0.2,0.2) + " 
                  "vec3(1.0,1.0,0.9)*light1 + "
-                 "vec3(0.1,0.3,0.4 )*light2;"
+                 "vec3(0.1,0.3,0.4)*light2;"
 
-               "FragColor = vec4((diffuse*uColour.rgb),"
-                        "aColour.a*uColour.a);"
+               "FragColor = vec4(diffuse*uColour.rgb, aColour.a*uColour.a);"
        "}"
        ,
        UNIFORMS({ "uColour","uTexMain","uPv","uMdl" })
@@ -289,7 +295,7 @@ SHADER_DEFINE( shader_unlit,
    /*Include*/ VERTEX_STANDARD_ATTRIBUTES
 
        "uniform mat4 uPv;"
-   "uniform mat4 uMdl;"
+   "uniform mat4x3 uMdl;"
    ""
    "out vec4 aColour;"
    "out vec2 aUv;"
@@ -298,7 +304,7 @@ SHADER_DEFINE( shader_unlit,
    ""
        "void main()"
        "{"
-               "gl_Position = uPv * uMdl * vec4( a_co, 1.0 );"
+               "gl_Position = uPv * vec4(uMdl * vec4(a_co,1.0), 1.0);"
       "aColour = a_colour;"
       "aUv = a_uv;"
       "aNorm = mat3(uMdl) * a_norm;"
@@ -318,7 +324,7 @@ SHADER_DEFINE( shader_unlit,
        "void main()"
        "{"
       "vec3 diffuse = texture( uTexMain, aUv ).rgb;"
-      "FragColor = vec4(pow(diffuse,vec3(1.0/2.2)),1.0);"
+      "FragColor = vec4(pow(diffuse,vec3(1.0)),1.0);"
        "}"
        ,
        UNIFORMS({ "uTexMain", "uPv", "uMdl" })
@@ -455,69 +461,6 @@ static void scene_shadow_gradient( scene *pscene, int comp,
    }
 }
 
-/* Temporary */
-static int sample_scene_height( scene *pscene, v3f pos, v3f norm )
-{
-   for( int i=0; i<pscene->indice_count/3; i++ )
-   {
-      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_raycast( 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;
-}
-
-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
@@ -797,6 +740,7 @@ static void scene_upload( scene *pscene )
 
 float scene_tree_sway = 0.1f;
 
+#if 0
 static void scene_foliage_shader_use(void)
 {
    SHADER_USE( shader_debug_vcol );
@@ -818,6 +762,7 @@ static void scene_foliage_shader_use(void)
    glUniform1f( SHADER_UNIFORM( shader_debug_vcol, "uSwayAmt" ), 
          scene_tree_sway );
 }
+#endif
 
 static void scene_bind( scene *pscene )
 {
@@ -879,3 +824,488 @@ static void scene_register(void)
    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++ )
+   {
+      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;
+}
+
+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_raycast2d( 
+            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;
+}
+
+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 ];
+
+   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] ];
+      
+     box_addpt( node->bbx, pa->co );
+     box_addpt( node->bbx, pb->co );
+     box_addpt( node->bbx, pc->co );
+   }
+}
+
+static void bvh_subdiv( scene *s, u32 inode )
+{
+   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