#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
{
model_vert *verts;
u32 *indices;
- struct
- {
- bvh_node *nodes;
- u32 node_count;
- }
- bvh;
-
+ bh_tree bhtris;
u32 vertex_count,
indice_count,
vertex_cap,
boxf bbx;
- struct shadower
- {
- sdf_primative sdf;
- esdf_type sdf_type;
- }
- *shadowers;
-
u32 shadower_count,
shadower_cap;
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->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 );
pscene->submesh.vertex_start = pscene->vertex_count;
}
-static void scene_shadow_sphere( scene *pscene, v3f sphere,
- v4f params, v3f lightdir )
-{
- for( int i=0; i<pscene->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;
-
- v3_muls( lightdir, d, closest );
- float dist = v3_dist( closest, delta ),
- shading = vg_maxf( dist - params[0], 0.0f );
-
- shading = vg_minf( shading * params[1], 1.0f );
- vert->colour[1] *= shading;
- }
-}
-
-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++ )
- {
- model_vert *vert = &pscene->verts[i];
- float shading = start + vert->co[comp] * scale;
-
- vert->colour[1] = shading;
- }
-}
-
-
-/*
- * Experimental SDF based shadows
- *
- * https://iquilezles.org/articles/distfunctions/
- */
-static float sd_cone( v3f co, sdf_primative *prim )
-{
- 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] };
-
- v2f q, w, a, b;
- v2_muls( (v2f){ c[0]/c[1], -1.0f }, h, q );
-
- 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);
-}
-
-#define CACHE_AMBIENT_SHAPES
-
-static float scene_ambient_sample( scene *pscene, v3f pos, v3f dir )
-{
- 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];
-
- 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
-
- for( int k=0; k<pscene->shadower_count; k++ ){
- struct shadower *shadower = &pscene->shadowers[k];
-#else
-
- for( int k=0; k<local_shadower_count; k++ ){
- struct shadower *shadower = local_shadowers[k];
-#endif
-
- 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;
- }
-
- return accum;
-}
-
-#define DYNAMIC_GRID
-#define JUST_DO_EVERY_VERT
-
-static void scene_compute_occlusion( scene *pscene )
-{
- 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;
-
- 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
-
- for( int i=0; i<pscene->vertex_count; i++ )
- {
- 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] )
- {
- 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 ++;
- }
- 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 );
- }
-}
-
static void scene_upload( scene *pscene )
{
mesh_upload( &pscene->mesh,
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 );
mesh_drawn( 0, pscene->indice_count );
}
-static void scene_debugsdf( scene *pscene )
-{
- 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] };
-
- 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)
{
}
+/*
+ * BVH implementation
+ */
-/* Physics segment */
-
-static int triangle_raycast2d( v3f pA, v3f pB, v3f pC, v3f ray, float *height )
+static void scene_bh_expand_bound( void *user, boxf bound, u32 item_index )
{
- v2f v0, v1, v2, vp, vp2;
- float d, bca = 0.f, bcb = 0.f, bcc = 0.f;
+ 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] ];
- 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;
+ box_addpt( bound, pa->co );
+ box_addpt( bound, pb->co );
+ box_addpt( bound, pc->co );
}
-/* Temporary */
-static int sample_scene_height( scene *pscene, v3f pos, v3f norm )
+static float scene_bh_centroid( void *user, u32 item_index, int axis )
{
- for( int i=0; i<pscene->indice_count/3; i++ )
- {
- u32 *tri = &pscene->indices[i*3];
+ 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] ];
- 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;
+ return (pa->co[axis] + pb->co[axis] + pc->co[axis]) * (1.0f/3.0f);
}
-static void sample_scene_normal( scene *pscene, v3f pos, v3f normal )
+static void scene_bh_swap( void *user, u32 ia, u32 ib )
{
- 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;
+ scene *s = user;
- v3_sub( pscene->verts[ tri[1] ].co,
- pscene->verts[ tri[0] ].co,
- v0 );
+ u32 *ti = &s->indices[ia*3];
+ u32 *tj = &s->indices[ib*3];
- v3_sub( pscene->verts[ tri[2] ].co,
- pscene->verts[ tri[0] ].co,
- v1 );
+ u32 temp[3];
+ temp[0] = ti[0];
+ temp[1] = ti[1];
+ temp[2] = ti[2];
- v3_cross( v0, v1, normal );
- v3_normalize( normal );
- return;
- }
- }
+ ti[0] = tj[0];
+ ti[1] = tj[1];
+ ti[2] = tj[2];
- normal[0] = 0.0f;
- normal[1] = 1.0f;
- normal[2] = 0.0f;
+ tj[0] = temp[0];
+ tj[1] = temp[1];
+ tj[2] = temp[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 )
+static void scene_bh_debug( void *user, u32 item_index )
{
- bvh_node *node = &s->bvh.nodes[ inode ];
+ 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 ] ];
- 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 );
- }
+ vg_line( pa->co, pb->co, 0xff0000ff );
+ vg_line( pb->co, pc->co, 0xff0000ff );
+ vg_line( pc->co, pa->co, 0xff0000ff );
}
-static void bvh_subdiv( scene *s, u32 inode )
+static int scene_bh_ray( void *user, u32 index, v3f co, v3f dir, ray_hit *hit )
{
- 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;
+ v3f positions[3];
- 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;
+ u32 *tri = &s->indices[ index*3 ];
- 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;
+ for( int i=0; i<3; i++ )
+ v3_copy( s->verts[tri[i]].co, positions[i] );
- 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]) )
+ float t;
+ if(ray_tri( positions, co, dir, &t ))
{
- 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
+ if( t < hit->dist )
{
- 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 );
- }
+ hit->dist = t;
+ hit->tri = tri;
+ return 1;
}
}
-}
-static void bvh_debug( scene *s, v3f pos )
-{
- bvh_debug_node( s, 0, pos, 0x4000ffa8 );
+ return 0;
}
-typedef struct ray_hit ray_hit;
-struct ray_hit
+static bh_system bh_system_scene =
{
- float dist;
- u32 *tri;
- v3f pos, normal;
+ .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
};
-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 )
+/*
+ * 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,
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 )
+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