stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / scene.h
diff --git a/scene.h b/scene.h
index af9e26add0585bc3d4e1eb4b583547da7c453034..6f7c28cbe63b3ac4a0bfd1e6feed6eab22a45f40 100644 (file)
--- a/scene.h
+++ b/scene.h
@@ -1,70 +1,20 @@
-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;
-
-#pragma pack(push,1)
-struct model
-{
-   u32 identifier;
+#ifndef SCENE_H
+#define SCENE_H
 
-   u32 vertex_count,
-       indice_count,
-       layer_count;
-};
+#include "common.h"
+#include "model.h"
+#include "bvh.h"
 
-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;
 
 struct scene
 {
-   GLuint vao, vbo, ebo;
+   glmesh mesh;
 
    model_vert *verts;
    u32 *indices;
-
+   
+   bh_tree bhtris;
    u32 vertex_count,
        indice_count,
        vertex_cap,
@@ -72,26 +22,24 @@ struct scene
 
    boxf bbx;
 
-   struct shadower
-   {
-      sdf_primative sdf;
-      esdf_type sdf_type;
-   }
-   *shadowers;
-
    u32 shadower_count,
        shadower_cap;
+
+   submodel submesh;
 };
 
+GLuint tex_dual_noise;
+
 static void scene_init( scene *pscene )
 {
    pscene->verts = NULL;
    pscene->indices = NULL;
    pscene->vertex_count = 0;
    pscene->indice_count = 0;
-   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 );
@@ -132,186 +80,6 @@ static void scene_init( scene *pscene )
    }
 }
 
-/* https://www.shadertoy.com/view/4sfGzS */
-#define SHADER_VALUE_NOISE_3D                         \
-"uniform sampler2D uTexNoise;"                        \
-""                                                    \
-"float noise( vec3 x )"                               \
-"{"                                                   \
-   "vec3 i = floor(x);"                               \
-   "vec3 f = fract(x);"                               \
-   "f = f*f*(3.0-2.0*f);"                             \
-   "vec2 uv = (i.xy+vec2(37.0,17.0)*i.z) + f.xy;"     \
-   "vec2 rg = texture( uTexNoise, (uv+0.5)/256.0).yx;"\
-   "return mix( rg.x, rg.y, f.z );"                   \
-"}"                                                   \
-""                                                    \
-"const mat3 m = mat3( 0.00,  0.80,  0.60,"            \
-                    "-0.80,  0.36, -0.48,"            \
-                    "-0.60, -0.48,  0.64 );"          \
-""                                                    \
-"float fractalNoise( vec3 x )"                        \
-"{"                                                   \
-   "vec3 q = 8.0*x;"                                  \
-   "float f;"                                         \
-   "f  = 0.5000*noise( q ); q = m*q*2.01;"            \
-   "f += 0.2500*noise( q ); q = m*q*2.02;"            \
-   "f += 0.1250*noise( q ); q = m*q*2.03;"            \
-   "f += 0.0625*noise( q ); q = m*q*2.01;"            \
-   "return f;"                                        \
-"}"
-
-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;"
-   ""
-       "uniform mat4 uPv;"
-   "uniform mat4 uMdl;"
-   "uniform float uTime;"
-   "uniform float uSwayAmt;"
-   ""
-   "out vec4 aColour;"
-   "out vec2 aUv;"
-   "out vec3 aNorm;"
-   "out vec3 aCo;"
-   ""
-   "vec3 compute_sway( vec3 pos )"
-   "{"
-      "vec4 sines = vec4( sin(uTime + pos.x)*1.0," 
-                         "sin(uTime*1.2 + pos.z*2.0)*1.1,"
-                         "sin(uTime*2.33)*0.5,"
-                         "sin(uTime*0.6 + pos.x*0.3)*1.3 );"
-
-      "vec3 offset = vec3( sines.x+sines.y*sines.w, 0.0, sines.x+sines.z );"
-      "return pos + offset*a_colour.r*uSwayAmt;"
-   "}"
-       ""
-       "void main()"
-       "{"
-      "vec3 swaypos = compute_sway( a_co );"
-               "gl_Position = uPv * uMdl * vec4( swaypos, 1.0 );"
-      "aColour = a_colour;"
-      "aUv = a_uv;"
-      "aNorm = normalize(mat3(uMdl) * a_norm);"
-      "aCo = a_co;"
-       "}",
-   /* Fragment */
-       "out vec4 FragColor;"
-       ""
-   "uniform int uMode;"
-   "uniform sampler2D uTexMain;"
-   "uniform sampler2D uTexGradients;"
-   ""
-   /* Include */ SHADER_VALUE_NOISE_3D
-   ""
-   "in vec4 aColour;"
-   "in vec2 aUv;"
-   "in vec3 aNorm;"
-   "in vec3 aCo;"
-   ""
-       "void main()"
-       "{"
-      "vec4 colour = vec4(1.0,0.0,0.5,1.0);"
-      "vec4 diffuse = texture( uTexMain, aUv );"
-
-      "if( uMode == 1 )"
-      "{"
-         "colour = vec4(aNorm * 0.5 + 0.5, 1.0);"
-      "}"
-      "if( uMode == 2 )"
-      "{"
-         "colour = aColour;"
-      "}"
-      "if( uMode == 3 )"
-      "{"
-         "float light = dot(aNorm, vec3(0.2,0.8,0.1));"
-         "vec3 grid3 = fract(aCo);"
-         
-         "colour = vec4(vec3(light)*(1.0-grid3*0.3),1.0);"
-      "}"
-      "if( uMode == 4 )"
-      "{"
-         "colour = vec4( aUv, 0.0, 1.0 );"
-      "}"
-      "if( uMode == 5 )"
-      "{"
-         "if( diffuse.a < 0.45 ) discard;"
-         "colour = diffuse;"
-      "}"
-      "if( uMode == 6 )"
-      "{"
-         "float r1 = fractalNoise(aCo);"
-         "colour = vec4( vec3(r1), 1.0 );"
-      "}"
-      "if( uMode == 7 )"
-      "{"
-         "if( diffuse.a < 0.45 ) discard;"
-         "float lighting = 1.0 - aColour.g;"
-         "colour = vec4(vec3(pow(lighting,1.6)*(diffuse.r*0.7+0.5)),1.0);"
-      "}"
-      "if( uMode == 8 )"
-      "{"
-         "if( diffuse.a < 0.45 ) discard;"
-         "float light = 1.0 - aColour.g;"
-         "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);"
-         "vec4 gradient_sample = texture( uTexGradients, gradUV );"
-         "colour = aColour*light;"
-      "}"
-
-               "FragColor = colour;"
-       "}"
-       ,
-       UNIFORMS({ "uPv", "uMode", "uTexMain", "uTexGradients", "uTexNoise", \
-              "uTime", "uSwayAmt", "uMdl" })
-)
-
-/*
- * Helper functions for file offsets
- */
-static submodel *model_get_submodel( model *mdl, int id )
-{
-   return ((submodel*)(mdl+1)) + id;
-}
-
-static model_vert *model_vertex_base( model *mdl )
-{
-   return (model_vert *)model_get_submodel( mdl, mdl->layer_count );
-}
-
-static u32 *model_indice_base( model *mdl )
-{
-   return (u32 *)(model_vertex_base( mdl ) + mdl->vertex_count);
-}
-
-static model_vert *submodel_vert_data( model *mdl, submodel *sub )
-{
-   return model_vertex_base(mdl) + sub->vertex_start;
-}
-
-static u32 *submodel_indice_data( model *mdl, submodel *sub )
-{
-   return model_indice_base(mdl) + sub->indice_start;
-}
-
-/* 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;
-}
-
 static void *buffer_reserve( void *buffer, u32 count, u32 *cap, u32 amount, 
       size_t emsize )
 {
@@ -328,32 +96,13 @@ static void *buffer_reserve( void *buffer, u32 count, u32 *cap, u32 amount,
 /* 
  * 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_cap, submodel->indice_count, sizeof(u32) );
-
-   if( submodel->sdf_type )
-   {
-      pscene->shadowers = buffer_reserve( pscene->shadowers, 
-            pscene->shadower_count, &pscene->shadower_cap, 1,
-            sizeof( struct shadower ));
-      
-      struct shadower *shadower = 
-         &pscene->shadowers[ pscene->shadower_count ++ ];
-
-      shadower->sdf = submodel->sdf;
-      shadower->sdf_type = submodel->sdf_type;
-      
-      v2_muls( shadower->sdf.info, scale, shadower->sdf.info );
-      v3_muls( shadower->sdf.origin, scale, shadower->sdf.origin );
-      v3_add( pos, shadower->sdf.origin, shadower->sdf.origin );
-   }
    
    /* Transform and place vertices */
    model_vert *src_verts = submodel_vert_data( mdl, submodel );
@@ -401,484 +150,209 @@ static void scene_add_model( scene *pscene, model *mdl, int id,
    pscene->indice_count += submodel->indice_count;
 }
 
-static void scene_shadow_sphere( scene *pscene, v3f sphere, 
-      v4f params, v3f lightdir )
+static void scene_add_foliage( scene *pscene, model *mdl, submodel *submodel,
+      m4x3f transform )
 {
-   for( int i=0; i<pscene->vertex_count; i++ )
+   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_cap, submodel->indice_count, sizeof(u32) );
+   
+   /* Transform and place vertices */
+   model_vert *src_verts = submodel_vert_data( mdl, submodel );
+   u32 *src_indices = submodel_indice_data( mdl, submodel );
+   
+   boxf bbxnew;
+   box_copy( submodel->bbx, bbxnew );
+   m4x3_transform_aabb( transform, bbxnew );
+   box_concat( pscene->bbx, bbxnew );
+   
+   float rand_hue = vg_randf();
+   for( u32 i=0; i<submodel->vertex_count; i++ )
    {
-      model_vert *vert = &pscene->verts[i];
-
-      v3f delta;
-      v3_sub( sphere, vert->co, delta );
-
-      float d = v3_dot( lightdir, delta );
-      v3f closest;
+      model_vert *pvert = &pscene->verts[ pscene->vertex_count+i ],
+                 *src = &src_verts[ i ];
 
-      v3_muls( lightdir, d, closest );
-      float dist = v3_dist( closest, delta ),
-            shading = vg_maxf( dist - params[0], 0.0f );
+      m4x3_mulv( transform, src->co, pvert->co );
+      m3x3_mulv( transform, src->norm, pvert->norm );
 
-      shading = vg_minf( shading * params[1], 1.0f );
-      vert->colour[1] *= shading;
+      v4_copy( src->colour, pvert->colour );
+      v2_copy( src->uv, pvert->uv );
+      
+      float rel_y = src->co[1] / submodel->bbx[1][1];
+      pvert->colour[0] = rel_y;
+      pvert->colour[2] = rand_hue;
    }
-}
 
-static void scene_shadow_gradient( scene *pscene, int comp,
-      float start, float length )
-{
-   float scale = 1.0f / length;
-
-   for( int i=0; i<pscene->vertex_count; i++ )
+   for( u32 i=0; i<submodel->indice_count; i++ )
    {
-      model_vert *vert = &pscene->verts[i];
-      float shading = start + vert->co[comp] * scale;
-
-      vert->colour[1] = shading;
+      u32 *pidx = &pscene->indices[ pscene->indice_count+i ];
+      *pidx = src_indices[i] + pscene->vertex_count;
    }
+
+   pscene->vertex_count += submodel->vertex_count;
+   pscene->indice_count += submodel->indice_count;
 }
 
-/* Temporary */
-static int sample_scene_height( scene *pscene, v3f pos )
+static void scene_copy_slice( scene *pscene, submodel *sm )
 {
-   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;
+   sm->indice_start = pscene->submesh.indice_start;
+   sm->indice_count = pscene->indice_count - sm->indice_start;
+
+   sm->vertex_start = pscene->submesh.vertex_start;
+   sm->vertex_count = pscene->vertex_count - sm->vertex_start;
+   
+   pscene->submesh.indice_start = pscene->indice_count;
+   pscene->submesh.vertex_start = pscene->vertex_count;
 }
 
-static void sample_scene_normal( scene *pscene, v3f pos, v3f normal )
+static void scene_upload( scene *pscene )
 {
-   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 );
+   mesh_upload( &pscene->mesh,
+         pscene->verts, pscene->vertex_count,
+         pscene->indices, pscene->indice_count );
 
-         v3_sub( pscene->verts[ tri[2] ].co,
-                 pscene->verts[ tri[0] ].co,
-                 v1 );
+   vg_info( "Scene upload\n" );
+   vg_info( "   indices:%u\n", pscene->indice_count );
+   vg_info( "   verts:%u\n", pscene->vertex_count );
+}
 
-         v3_cross( v0, v1, normal );
-         v3_normalize( normal );
-         return;
-      }
-   }
+static void scene_bind( scene *pscene )
+{
+   mesh_bind( &pscene->mesh );
+}
 
-   normal[0] = 0.0f;
-   normal[1] = 1.0f;
-   normal[2] = 0.0f;
+static void scene_draw( scene *pscene )
+{
+   mesh_drawn( 0, pscene->indice_count );
 }
 
-/* 
- * Experimental SDF based shadows
- *
- * https://iquilezles.org/articles/distfunctions/
- */
-static float sd_cone( v3f co, sdf_primative *prim )
+static void scene_register(void)
 {
-   float bound = prim->info[1]*1.75f;
-   if( v3_dist2( prim->origin, co ) > bound*bound )
-      return 999999.9f;
+}
 
-   v3f p;
-   v3_sub( co, prim->origin, p );
-   
-   float h = prim->info[1];
-   v2f c = { prim->info[2], prim->info[3] };
+/*
+ * BVH implementation
+ */
 
-   v2f q, w, a, b;
-   v2_muls( (v2f){ c[0]/c[1], -1.0f }, h, q );
+static void scene_bh_expand_bound( void *user, boxf bound, u32 item_index )
+{
+   scene *s = user;
+   model_vert *pa = &s->verts[ s->indices[item_index*3+0] ],
+              *pb = &s->verts[ s->indices[item_index*3+1] ],
+              *pc = &s->verts[ s->indices[item_index*3+2] ];
    
-   w[0] = v2_length( (v2f){ p[0], p[2] } );
-   w[1] = p[1];
-
-   v2_muladds( w, q, -vg_clampf( v2_dot(w,q)/v2_dot(q,q), 0.0f, 1.0f ), a );
-   v2_muladd( w, q, (v2f){ vg_clampf( w[0]/q[0], 0.0f, 1.0f ), 1.0f }, b );
-
-   float k = vg_signf( q[1] ),
-         d = vg_minf( v2_dot( a,a ), v2_dot( b,b ) ),
-         s = vg_maxf( k*(w[0]*q[1]-w[1]*q[0]), k*(w[1]-q[1]) );
-
-   return sqrtf(d)*vg_signf(s);
+  box_addpt( bound, pa->co );
+  box_addpt( bound, pb->co );
+  box_addpt( bound, pc->co );
 }
 
-#define CACHE_AMBIENT_SHAPES
-
-static float scene_ambient_sample( scene *pscene, v3f pos, v3f dir )
+static float scene_bh_centroid( void *user, u32 item_index, int axis )
 {
-   float accum = 0.0f;
-
-#ifdef CACHE_AMBIENT_SHAPES
-   static struct shadower *local_shadowers[32];
-   static int local_shadower_count = 0;
-   static v3f local_shadower_last = { -99999.9f, -999999.9f, -9999999.9f };
-
-   if( v3_dist2( pos, local_shadower_last ) > 10.0f*10.0f )
-   {
-      local_shadower_count = 0;
-      v3_copy( pos, local_shadower_last );
-
-      for( int k=0; k<pscene->shadower_count; k++ )
-      {
-         struct shadower *shadower = &pscene->shadowers[k];
+   scene *s = user;
+   model_vert *pa = &s->verts[ s->indices[item_index*3+0] ],
+              *pb = &s->verts[ s->indices[item_index*3+1] ],
+              *pc = &s->verts[ s->indices[item_index*3+2] ];
 
-         if( sd_cone( pos, &shadower->sdf ) <= 20.0f )
-         {
-            local_shadowers[ local_shadower_count ++ ] = shadower;
-            if( local_shadower_count == vg_list_size( local_shadowers ) )
-               break;
-         }
-      }
-   }
-#endif
-
-   for( int j=0; j<5; j++ )
-   {
-      v3f tracepos;
-      v3_muladds( pos, dir, 1.5f*(float)j, tracepos );
-
-      float mindist = 99999.9f;
-
-#ifndef CACHE_AMBIENT_SHAPES
+   return (pa->co[axis] + pb->co[axis] + pc->co[axis]) * (1.0f/3.0f);
+}
 
-      for( int k=0; k<pscene->shadower_count; k++ ){
-         struct shadower *shadower = &pscene->shadowers[k];
-#else
+static void scene_bh_swap( void *user, u32 ia, u32 ib )
+{
+   scene *s = user;
 
-      for( int k=0; k<local_shadower_count; k++ ){
-         struct shadower *shadower = local_shadowers[k];
-#endif
+   u32 *ti = &s->indices[ia*3];
+   u32 *tj = &s->indices[ib*3];
 
-         float dist = vg_maxf( 0.0f, sd_cone( tracepos, &shadower->sdf ));
-         mindist = vg_minf( mindist, dist );
-      }
+   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];
 
-      accum += vg_clampf( 1.0f - mindist, 0.0f, 1.0f )*0.2f;
-   }
-   
-   return accum;
+   tj[0] = temp[0];
+   tj[1] = temp[1];
+   tj[2] = temp[2];
 }
 
-#define DYNAMIC_GRID
-#define JUST_DO_EVERY_VERT
-
-static void scene_compute_occlusion( scene *pscene )
+static void scene_bh_debug( void *user, u32 item_index )
 {
-   v3f sundir = { 0.2f, 0.9f, 0.2f };
-   v3_normalize( sundir );
-
-   /* TODO: Make this sample grid be dynamically required.
-    *
-    *   1. Only resample the light grid (1x1x1), when a vertex is outside the 
-    *      current cube
-    *
-    *   2. Reorder all vertices so that each group of vertices that fit in a 
-    *      cube are next to eachother in the buffer. This will save cache
-    *      misses.
-    *
-    *      for the sorting algorithm, i think we can already assume that *most
-    *      vertices will be quite close to eachother. so instead of doing an
-    *      exhaustive search we can reorder 1k chunks at a time.
-    */
-
-   v3f sample_area;
-   v3_sub( pscene->bbx[1], pscene->bbx[0], sample_area );
-   v3_ceil( sample_area, sample_area );
-   int ax = sample_area[0],
-       ay = sample_area[1],
-       az = sample_area[2];
-
-#ifndef DYNAMIC_GRID
-   float *samplegrid = malloc( ax*ay*az* sizeof(float) );
-
-   for( int x=0; x<ax; x++ ){
-   for( int y=0; y<ay; y++ ){
-   for( int z=0; z<az; z++ )
-   {
-      v3f sample_pos = { x,y,z };
-      v3_add( pscene->bbx[0], sample_pos, sample_pos );
-      float accum = scene_ambient_sample( pscene, sample_pos, sundir );
-
-      samplegrid[x + y*ax + z*ax*ay] = accum;
-   }}}
-#else
-   v3i cube_pos = { -999999, -999999, -999999 };
-   int cube_resamples = 0, hits = 0, misses = 0;
+   scene *s = user;
+   u32 idx = item_index*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 );
+}
 
-   float s0=0.0f,s1=0.0f,s2=0.0f,s3=0.0f,s4=0.0f,s5=0.0f,s6=0.0f,s7=0.0f;
-#endif
+static int scene_bh_ray( void *user, u32 index, v3f co, v3f dir, ray_hit *hit )
+{
+   scene *s = user;
+   v3f positions[3];
+   
+   u32 *tri = &s->indices[ index*3 ];
 
-   for( int i=0; i<pscene->vertex_count; i++ )
+   for( int i=0; i<3; i++ )
+      v3_copy( s->verts[tri[i]].co, positions[i] );
+   
+   float t;
+   if(ray_tri( positions, co, dir, &t ))
    {
-      model_vert *vert = &pscene->verts[i];
-      v3f rel, q;
-      
-#ifndef DYNAMIC_GRID
-      v3_sub( vert->co, pscene->bbx[0], q );
-#else
-      v3_copy( vert->co, q );
-#endif
-
-      v3_floor( q, rel );
-      v3_sub( q, rel, q );
-      
-      int x=rel[0],
-          y=rel[1],
-          z=rel[2];
-
-#ifndef JUST_DO_EVERY_VERT
-#ifndef DYNAMIC_GRID
-      x = VG_MIN(x,ax-2);
-      y = VG_MIN(y,ay-2);
-      z = VG_MIN(z,az-2);
-      x = VG_MAX(x,0);
-      y = VG_MAX(y,0);
-      z = VG_MAX(z,0);
-
-      float 
-         s0 = samplegrid[ x    +  y*ax    + z*ax*ay],
-         s1 = samplegrid[(x+1) +  y*ax    + z*ax*ay],
-         s2 = samplegrid[ x    + (y+1)*ax + z*ax*ay],
-         s3 = samplegrid[(x+1) + (y+1)*ax + z*ax*ay],
-         s4 = samplegrid[ x    +  y*ax    + (z+1)*ax*ay],
-         s5 = samplegrid[(x+1) +  y*ax    + (z+1)*ax*ay],
-         s6 = samplegrid[ x    + (y+1)*ax + (z+1)*ax*ay],
-         s7 = samplegrid[(x+1) + (y+1)*ax + (z+1)*ax*ay],
-#else
-      if( x!=cube_pos[0] || y!=cube_pos[1] || z!=cube_pos[2] )
+      if( t < hit->dist )
       {
-         cube_pos[0] = x;
-         cube_pos[1] = y;
-         cube_pos[2] = z;
-
-         s0 = scene_ambient_sample( pscene, (v3f){ x,y,z }, sundir );
-         s1 = scene_ambient_sample( pscene, (v3f){ x+1,y,z }, sundir );
-         s2 = scene_ambient_sample( pscene, (v3f){ x,y+1,z }, sundir );
-         s3 = scene_ambient_sample( pscene, (v3f){ x+1,y+1,z }, sundir );
-         s4 = scene_ambient_sample( pscene, (v3f){ x,y,z+1 }, sundir );
-         s5 = scene_ambient_sample( pscene, (v3f){ x+1,y,z+1 }, sundir );
-         s6 = scene_ambient_sample( pscene, (v3f){ x,y+1,z+1 }, sundir );
-         s7 = scene_ambient_sample( pscene, (v3f){ x+1,y+1,z+1 }, sundir );
-
-         cube_resamples += 8;
-         misses ++;
+         hit->dist = t;
+         hit->tri = tri;
+         return 1;
       }
-      else
-         hits ++;
-
-      float
-#endif
-
-         s0_s1 = vg_lerpf( s0, s1, q[0] ),
-         s2_s3 = vg_lerpf( s2, s3, q[0] ),
-         s4_s5 = vg_lerpf( s4, s5, q[0] ),
-         s6_s7 = vg_lerpf( s6, s7, q[0] ),
-
-         s0s1_s2s3 = vg_lerpf( s0_s1, s2_s3, q[1] ),
-         s4s5_s6s7 = vg_lerpf( s4_s5, s6_s7, q[1] ),
-         s0s1s2s3_s4s5s6s7 = vg_lerpf( s0s1_s2s3, s4s5_s6s7, q[2] );
-
-      vert->colour[1] = s0s1s2s3_s4s5s6s7;
-#else
-      vert->colour[1] = scene_ambient_sample( pscene, vert->co, sundir );
-#endif
    }
 
-#ifndef DYNAMIC_GRID
-   int cube_resamples = -1, misses = 0, hits = 0;
-#endif
-
-   int static_samples = ax*ay*az,
-       vertex_samples = pscene->vertex_count;
-
-   if( cube_resamples < static_samples )
-      vg_success( "Walking cube beat static grid (%d<%d. %d)!\n",
-         cube_resamples, static_samples, vertex_samples );
-   else
-      vg_warn( "Walking cube was worse than static grid (%d<%d. %d).\n",
-         cube_resamples, static_samples, vertex_samples );
-
-   vg_info( "Hits; %d, misses: %d\n", hits, misses );
-
-#ifndef DYNAMIC_GRID
-   free( samplegrid );
-#endif
-
-   return;
-
-   for( int i=0; i<pscene->vertex_count; i++ )
-   {
-      model_vert *vert = &pscene->verts[i];
-      float accum = 0.0f;
-
-      for( int j=0; j<5; j++ )
-      {
-         v3f tracepos;
-         v3_copy( vert->co, tracepos );
-         v3_muladds( tracepos, sundir, 1.5f*(float)j, tracepos );
-
-         float mindist = 99999.9f;
-
-         for( int k=0; k<pscene->shadower_count; k++ )
-         {
-            struct shadower *shadower = &pscene->shadowers[k];
-            float dist = vg_maxf( 0.0f, sd_cone( tracepos, &shadower->sdf ));
-            mindist = vg_minf( mindist, dist );
-         }
-
-         accum += vg_clampf( 1.0f - mindist, 0.0f, 1.0f )*0.2f;
-      }
-
-      vert->colour[1] = vg_minf( accum, 1.0f );
-   }
+   return 0;
 }
 
-static void scene_upload( scene *pscene )
+static bh_system bh_system_scene = 
 {
-   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();
-
-   vg_info( "Scene upload\n" );
-   vg_info( "   indices:%u\n", pscene->indice_count );
-   vg_info( "   verts:%u\n", pscene->vertex_count );
-}
+   .expand_bound = scene_bh_expand_bound,
+   .item_centroid = scene_bh_centroid,
+   .item_swap = scene_bh_swap,
+   .item_debug = scene_bh_debug,
+   .cast_ray = scene_bh_ray
+};
 
-float scene_tree_sway = 0.1f;
-static void scene_draw( scene *pscene, int count, int start )
+/*
+ * An extra step is added onto the end to calculate the hit normal
+ */
+static int scene_raycast( scene *s, v3f co, v3f dir, ray_hit *hit )
 {
-   SHADER_USE( shader_debug_vcol );
-
-       glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uPv" ), 
-         1, GL_FALSE, (float *)vg_pv );
-
-   glUniform1i( SHADER_UNIFORM( shader_debug_vcol, "uMode" ), debugview );
-   glUniform1i( SHADER_UNIFORM( shader_debug_vcol, "uTexMain" ), 0 );
-   
-   glUniform1i( SHADER_UNIFORM( shader_debug_vcol, "uTexGradients" ), 1 );
-   vg_tex2d_bind( &tex_gradients, 1 );
-
-   glUniform1i( SHADER_UNIFORM( shader_debug_vcol, "uTexNoise" ), 2 );
-   glActiveTexture( GL_TEXTURE2 );
-   glBindTexture( GL_TEXTURE_2D, tex_dual_noise );
-
-   glUniform1f( SHADER_UNIFORM( shader_debug_vcol, "uTime" ), vg_time );
-   glUniform1f( SHADER_UNIFORM( shader_debug_vcol, "uSwayAmt" ), 
-         scene_tree_sway );
-
-   glBindVertexArray( pscene->vao );
-
-   if( count == -1 )
-   {
-      glDrawElements( GL_TRIANGLES, pscene->indice_count,
-         GL_UNSIGNED_INT,
-         (void *)0
-      );
-   }
-   else
-   {
-      glDrawElements( GL_TRIANGLES, count,
-         GL_UNSIGNED_INT,
-         (void *)(start*sizeof(u32))
-      );
-   }
+   int count = bh_ray( &s->bhtris, 0, co, dir, hit );
 
-   if( debugsdf )
+   if( count )
    {
-      for( int i=0; i<pscene->shadower_count; i++ )
-      {
-         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 );
-      }
-
-      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] };
+      v3f v0, v1;
       
-      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 );
+      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 );
    }
+
+   return count;
 }
 
-static void scene_register(void)
+static void scene_bh_create( scene *s )
 {
-   SHADER_INIT( shader_debug_vcol );
+   u32 triangle_count = s->indice_count / 3;
+   bh_create( &s->bhtris, &bh_system_scene, s, triangle_count );
 }
+
+#endif