stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / scene.h
diff --git a/scene.h b/scene.h
index d6cfb0a081b2c2ab2959bcb75f7e643053012689..6f7c28cbe63b3ac4a0bfd1e6feed6eab22a45f40 100644 (file)
--- a/scene.h
+++ b/scene.h
@@ -1,11 +1,11 @@
 #ifndef SCENE_H
 #define SCENE_H
 
-#include "vg/vg.h"
+#include "common.h"
 #include "model.h"
+#include "bvh.h"
 
 typedef struct scene scene;
-typedef struct bvh_node bvh_node;
 
 struct scene
 {
@@ -14,13 +14,7 @@ struct scene
    model_vert *verts;
    u32 *indices;
    
-   struct 
-   {
-      bvh_node *nodes;
-      u32 node_count;
-   }
-   bvh;
-
+   bh_tree bhtris;
    u32 vertex_count,
        indice_count,
        vertex_cap,
@@ -223,32 +217,6 @@ static void scene_upload( scene *pscene )
    vg_info( "   verts:%u\n", pscene->vertex_count );
 }
 
-float scene_tree_sway = 0.1f;
-
-#if 0
-static void scene_foliage_shader_use(void)
-{
-   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 );
-}
-#endif
-
 static void scene_bind( scene *pscene )
 {
    mesh_bind( &pscene->mesh );
@@ -263,321 +231,75 @@ static void scene_register(void)
 {
 }
 
+/*
+ * BVH implementation
+ */
 
-/* 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 )
+static void scene_bh_expand_bound( void *user, boxf bound, u32 item_index )
 {
-   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;
+   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] ];
    
-   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 );
+  box_addpt( bound, pa->co );
+  box_addpt( bound, pb->co );
+  box_addpt( bound, pc->co );
 }
 
-static void bvh_create( scene *s )
+static float scene_bh_centroid( void *user, u32 item_index, int axis )
 {
-   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 );
+   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] ];
 
-   vg_success( "BVH done, size: %u/%u\n", s->bvh.node_count,
-                                          (triangle_count*2-1) );
+   return (pa->co[axis] + pb->co[axis] + pc->co[axis]) * (1.0f/3.0f);
 }
 
-static void bvh_debug_node( scene *s, u32 inode, v3f pos, u32 colour )
+static void scene_bh_swap( void *user, u32 ia, u32 ib )
 {
-   struct bvh_node *node = &s->bvh.nodes[ inode ];
+   scene *s = user;
 
-   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 );
+   u32 *ti = &s->indices[ia*3];
+   u32 *tj = &s->indices[ib*3];
 
-         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;
+   u32 temp[3];
+   temp[0] = ti[0];
+   temp[1] = ti[1];
+   temp[2] = ti[2];
 
-            model_vert *pa = &s->verts[ s->indices[ idx+0 ] ],
-                       *pb = &s->verts[ s->indices[ idx+1 ] ],
-                       *pc = &s->verts[ s->indices[ idx+2 ] ];
+   ti[0] = tj[0];
+   ti[1] = tj[1];
+   ti[2] = tj[2];
 
-            vg_line( pa->co, pb->co, 0xff0000ff );
-            vg_line( pb->co, pc->co, 0xff0000ff );
-            vg_line( pc->co, pa->co, 0xff0000ff );
-         }
-      }
-   }
+   tj[0] = temp[0];
+   tj[1] = temp[1];
+   tj[2] = temp[2];
 }
 
-static void bvh_debug( scene *s, v3f pos )
+static void scene_bh_debug( void *user, u32 item_index )
 {
-   bvh_debug_node( s, 0, pos, 0x4000ffa8 );
+   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 );
 }
 
-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 )
+static int scene_bh_ray( void *user, u32 index, v3f co, v3f dir, ray_hit *hit )
 {
-   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 );
+   scene *s = user;
+   v3f positions[3];
    
-   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;
-}
+   u32 *tri = &s->indices[ index*3 ];
 
-static int bvh_ray_tri( scene *sc, u32 *tri, v3f co, v3f dir, ray_hit *hit )
-{
-   v3f positions[3];
    for( int i=0; i<3; i++ )
-      v3_copy( sc->verts[tri[i]].co, positions[i] );
+      v3_copy( s->verts[tri[i]].co, positions[i] );
    
    float t;
    if(ray_tri( positions, co, dir, &t ))
@@ -593,43 +315,24 @@ static int bvh_ray_tri( scene *sc, u32 *tri, v3f co, v3f dir, ray_hit *hit )
    return 0;
 }
 
-static int bvh_ray( scene *s, u32 inode, v3f co, v3f dir, ray_hit *hit )
+static bh_system bh_system_scene = 
 {
-   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;
-}
+   .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
+};
 
-static int bvh_raycast( scene *s, v3f co, v3f dir, ray_hit *hit )
+/*
+ * 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 )
 {
-   v3f pb;
-   v3_muladds( co, dir, hit->dist, pb );
-
-   int count = bvh_ray( s, 0, co, dir, hit );
+   int count = bh_ray( &s->bhtris, 0, co, dir, hit );
 
    if( count )
    {
-      //vg_line( co, pb, 0xff00ffff );
-
       v3f v0, v1;
       
       float *pa = s->verts[hit->tri[0]].co,
@@ -642,128 +345,14 @@ static int bvh_raycast( scene *s, v3f co, v3f dir, ray_hit *hit )
       v3_normalize( hit->normal );
       v3_muladds( co, dir, hit->dist, hit->pos );
    }
-   else
-   {
-      //vg_line( co, pb, 0xff0000ff );
-   }
-
-   return count;
-}
-
-static int bvh_select_triangles( scene *s, boxf box, u32 *triangles, int len )
-{
-   /* TODO: use this stack system on the raycast function */
-   int count = 0;
-   u32 stack[100];
-   u32 depth = 2;
-
-   stack[0] = 0;
-   stack[1] = s->bvh.nodes[0].il;
-   stack[2] = s->bvh.nodes[0].ir;
-   
-   while(depth)
-   {
-      bvh_node *inode = &s->bvh.nodes[ stack[depth] ];
-      if( box_overlap( inode->bbx, box ) )
-      {
-         if( inode->count )
-         {
-            if( count + inode->count >= len )
-            {
-               vg_error( "Maximum buffer reached!\n" );
-               return count;
-            }
-
-            for( u32 i=0; i<inode->count; i++ )
-               triangles[ count ++ ] = (inode->start+i)*3;
-
-            depth --;
-         }
-         else
-         {
-            if( depth+1 >= vg_list_size(stack) )
-            {
-               vg_error( "Maximum stack reached!\n" );
-               return count;
-            }
-
-            stack[depth] = inode->il;
-            stack[depth+1] = inode->ir;
-            depth ++;
-         }
-      }
-      else
-      {
-         depth --;
-      }
-   }
 
    return count;
 }
 
-static int bvh_scene_sample_node_h( scene *s, u32 inode, v3f pos, v3f norm )
+static void scene_bh_create( scene *s )
 {
-   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, ray_hit *hit )
-{
-   hit->dist = INFINITY;
-
-   v3f ray_pos;
-   v3_add( pos, (v3f){0.0f,4.0f,0.0f}, ray_pos );
-
-   if( bvh_raycast( s, ray_pos, (v3f){0.0f,-1.0f,0.0f}, hit ))
-   {
-      pos[1] = hit->pos[1];
-      return 1;
-   }
-
-   return 0;
+   u32 triangle_count = s->indice_count / 3;
+   bh_create( &s->bhtris, &bh_system_scene, s, triangle_count );
 }
 
 #endif