#include "common.h"
#include "model.h"
+#include "bvh.h"
typedef struct scene scene;
-typedef struct bvh_node bvh_node;
struct scene
{
glmesh mesh;
- model_vert *verts;
+ mdl_vert *verts;
u32 *indices;
- struct
- {
- bvh_node *nodes;
- u32 node_count;
- }
- bvh;
-
+ bh_tree bhtris;
u32 vertex_count,
indice_count,
vertex_cap,
u32 shadower_count,
shadower_cap;
- submodel submesh;
+ mdl_submesh submesh;
};
-GLuint tex_dual_noise;
-
static void scene_init( scene *pscene )
{
pscene->verts = NULL;
v3_fill( pscene->bbx[0], 999999.9f );
v3_fill( pscene->bbx[1], -999999.9f );
-
- static int noise_ready = 0;
- if( !noise_ready )
- {
- noise_ready = 1;
-
- u8 *buf = malloc( 256*256*2 );
-
- for( int i=0; i<256*256; i++ )
- {
- u8 val = rand()&0xff;
- buf[i*2] = val;
- }
-
- for( int y=0; y<256; y++ )
- {
- for( int x=0; x<256; x++ )
- {
- u8 *pr = &buf[(y*256+x)*2],
- *pg = &buf[(((y+17)&0xff)*256+((x+37)&0xff))*2+1];
- *pg = *pr;
- }
- }
-
- /* TODO: This texture should be delted somewhere */
- glGenTextures( 1, &tex_dual_noise );
- glBindTexture( GL_TEXTURE_2D, tex_dual_noise );
- glTexImage2D( GL_TEXTURE_2D, 0, GL_RG, 256, 256, 0, GL_RG,
- GL_UNSIGNED_BYTE, buf );
-
- vg_tex2d_linear();
- vg_tex2d_repeat();
-
- free( buf );
- }
-}
-
-static void *buffer_reserve( void *buffer, u32 count, u32 *cap, u32 amount,
- size_t emsize )
-{
- if( count+amount > *cap )
- {
- *cap = VG_MAX( (*cap)*2, (*cap)+amount );
-
- return realloc( buffer, (*cap) * emsize );
- }
-
- return buffer;
}
/*
* Append a model into the scene with a given transform
*/
-static void scene_add_model( scene *pscene, model *mdl, submodel *submodel,
- v3f pos, float yaw, float scale )
+static void scene_add_submesh( scene *pscene, mdl_header *mdl,
+ mdl_submesh *sm, m4x3f transform )
{
- pscene->verts = buffer_reserve( pscene->verts, pscene->vertex_count,
- &pscene->vertex_cap, submodel->vertex_count, sizeof(model_vert) );
+ pscene->verts = buffer_reserve( pscene->verts, pscene->vertex_count,
+ &pscene->vertex_cap, sm->vertex_count, sizeof(mdl_vert) );
+
pscene->indices = buffer_reserve( pscene->indices, pscene->indice_count,
- &pscene->indice_cap, submodel->indice_count, sizeof(u32) );
+ &pscene->indice_cap, sm->indice_count, sizeof(u32) );
+
+ m3x3f normal_matrix;
+ m3x3_copy( transform, normal_matrix );
+ v3_normalize( normal_matrix[0] );
+ v3_normalize( normal_matrix[1] );
+ v3_normalize( normal_matrix[2] );
/* Transform and place vertices */
- model_vert *src_verts = submodel_vert_data( mdl, submodel );
- u32 *src_indices = submodel_indice_data( mdl, submodel );
+ mdl_vert *src_verts = mdl_submesh_vertices( mdl, sm );
+ u32 *src_indices = mdl_submesh_indices( mdl, sm );
- m4x3f mtx;
- m4x3_identity( mtx );
- m4x3_translate( mtx, pos );
- m4x3_rotate_y( mtx, yaw );
- m4x3_scale( mtx, scale );
-
boxf bbxnew;
- box_copy( submodel->bbx, bbxnew );
- m4x3_transform_aabb( mtx, bbxnew );
+ box_copy( sm->bbx, bbxnew );
+ m4x3_transform_aabb( transform, bbxnew );
box_concat( pscene->bbx, bbxnew );
- m3x3f rotation;
- m4x3_to_3x3( mtx, rotation );
-
- float rand_hue = vg_randf();
-
- for( u32 i=0; i<submodel->vertex_count; i++ )
+ for( u32 i=0; i<sm->vertex_count; i++ )
{
- model_vert *pvert = &pscene->verts[ pscene->vertex_count+i ],
- *src = &src_verts[ i ];
+ mdl_vert *pvert = &pscene->verts[ pscene->vertex_count+i ],
+ *src = &src_verts[ i ];
- m4x3_mulv( mtx, src->co, pvert->co );
- m3x3_mulv( rotation, src->norm, pvert->norm );
-
- v4_copy( src->colour, pvert->colour );
- v2_copy( src->uv, pvert->uv );
+ m4x3_mulv( transform, src->co, pvert->co );
+ m3x3_mulv( normal_matrix, src->norm, pvert->norm );
- float rel_y = src->co[1] / submodel->bbx[1][1];
- pvert->colour[0] = rel_y;
- pvert->colour[2] = rand_hue;
+ pvert->colour[0] = src->colour[0];
+ pvert->colour[1] = src->colour[1];
+ pvert->colour[2] = src->colour[2];
+ pvert->colour[3] = src->colour[3];
+ v2_copy( src->uv, pvert->uv );
}
- for( u32 i=0; i<submodel->indice_count; i++ )
+ for( u32 i=0; i<sm->indice_count; i++ )
{
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;
+ pscene->vertex_count += sm->vertex_count;
+ pscene->indice_count += sm->indice_count;
}
-static void scene_add_foliage( scene *pscene, model *mdl, submodel *submodel,
- m4x3f transform )
+/*
+ * One by one adders for simplified access (mostly procedural stuff)
+ */
+static void scene_push_tri( scene *pscene, u32 tri[3] )
{
- 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 *pvert = &pscene->verts[ pscene->vertex_count+i ],
- *src = &src_verts[ i ];
+ &pscene->indice_cap, 3, sizeof(u32) );
- m4x3_mulv( transform, src->co, pvert->co );
- m3x3_mulv( transform, src->norm, pvert->norm );
+ u32 *dst = &pscene->indices[pscene->indice_count];
+ dst[0] = tri[0];
+ dst[1] = tri[1];
+ dst[2] = tri[2];
- 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;
- }
-
- for( u32 i=0; i<submodel->indice_count; i++ )
- {
- u32 *pidx = &pscene->indices[ pscene->indice_count+i ];
- *pidx = src_indices[i] + pscene->vertex_count;
- }
+ pscene->indice_count += 3;
+}
- pscene->vertex_count += submodel->vertex_count;
- pscene->indice_count += submodel->indice_count;
+static void scene_push_vert( scene *pscene, mdl_vert *v )
+{
+ pscene->verts = buffer_reserve( pscene->verts, pscene->vertex_count,
+ &pscene->vertex_cap, 1, sizeof(mdl_vert) );
+ pscene->verts[pscene->vertex_count ++] = *v;
}
-static void scene_copy_slice( scene *pscene, submodel *sm )
+static void scene_copy_slice( scene *pscene, mdl_submesh *sm )
{
sm->indice_start = pscene->submesh.indice_start;
sm->indice_count = pscene->indice_count - sm->indice_start;
pscene->submesh.vertex_start = pscene->vertex_count;
}
+static void scene_fix( scene *pscene )
+{
+ buffer_fix( pscene->verts, pscene->vertex_count,
+ &pscene->vertex_cap, sizeof( mdl_vert ));
+
+ buffer_fix( pscene->indices, pscene->indice_count,
+ &pscene->indice_cap, sizeof( mdl_vert ));
+}
+
static void scene_upload( scene *pscene )
{
mesh_upload( &pscene->mesh,
- pscene->verts, pscene->vertex_count,
- pscene->indices, pscene->indice_count );
+ pscene->verts, pscene->vertex_count,
+ pscene->indices, pscene->indice_count );
vg_info( "Scene upload\n" );
vg_info( " indices:%u\n", pscene->indice_count );
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_register(void)
-{
-}
-
-
-/* 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 )
+static void scene_free_offline_buffers( scene *pscene )
{
- 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;
+ vg_free( pscene->verts );
+ vg_free( pscene->indices );
}
-static void sample_scene_normal( scene *pscene, v3f pos, v3f normal )
+static void scene_free( scene *pscene )
{
- 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;
+ scene_free_offline_buffers( pscene );
}
-
/*
- *
- *
- * TODO: THIS SHIT IS DEPRECATED FOR THE NEW SHIT IN BVH.H
- *
- *
+ * BVH implementation
*/
-struct bvh_node
+static void scene_bh_expand_bound( void *user, boxf bound, u32 item_index )
{
- 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 );
- }
+ scene *s = user;
+ mdl_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] ];
+
+ box_addpt( bound, pa->co );
+ box_addpt( bound, pb->co );
+ box_addpt( bound, pc->co );
}
-static void bvh_subdiv( scene *s, u32 inode )
+static float scene_bh_centroid( void *user, u32 item_index, int axis )
{
- 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;
-
- 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) * (1.0f/3.0f);
- }
- 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) * (1.0f/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;
+ scene *s = user;
+ mdl_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] ];
- bvh_update_bounds( s, il );
- bvh_update_bounds( s, ir );
- bvh_subdiv( s, il );
- bvh_subdiv( s, ir );
+ return (pa->co[axis] + pb->co[axis] + pc->co[axis]) * (1.0f/3.0f);
}
-static void bvh_create( scene *s )
+static void scene_bh_swap( void *user, u32 ia, u32 ib )
{
- 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 );
+ scene *s = user;
- s->bvh.nodes =
- realloc( s->bvh.nodes, sizeof(struct bvh_node) * s->bvh.node_count );
+ u32 *ti = &s->indices[ia*3];
+ u32 *tj = &s->indices[ib*3];
- 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 ];
+ u32 temp[3];
+ temp[0] = ti[0];
+ temp[1] = ti[1];
+ temp[2] = ti[2];
- 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 );
+ ti[0] = tj[0];
+ ti[1] = tj[1];
+ ti[2] = tj[2];
- 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 );
- }
- }
- }
+ 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;
+ mdl_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 int bvh_ray_tri( scene *sc, u32 *tri, v3f co, v3f dir, ray_hit *hit )
+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<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 ))
return 0;
}
-static int bvh_ray( scene *s, u32 inode, v3f co, v3f dir, ray_hit *hit )
+static bh_system bh_system_scene =
{
-#if 0
- 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;
-#endif
-
- 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( ray_aabb( inode->bbx, co, dir, hit->dist ) )
- {
- if( inode->count )
- {
- for( u32 i=0; i<inode->count; i++ )
- {
- u32 *indices = &s->indices[ (inode->start+i)*3 ];
- count += bvh_ray_tri( s, indices, co, dir, hit );
- }
-
- 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;
-}
+ .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,
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 )
+static void scene_bh_create( scene *s )
{
- /* 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 )
-{
- 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