X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=scene.h;h=d8fac1ad524a05672feabee916237ddfbeac8acf;hb=refs%2Fheads%2Frigidbody;hp=d6cfb0a081b2c2ab2959bcb75f7e643053012689;hpb=eb6573694ca9292baaefee233dedb0b79f3ddc2e;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/scene.h b/scene.h index d6cfb0a..d8fac1a 100644 --- a/scene.h +++ b/scene.h @@ -1,640 +1,433 @@ #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; +typedef struct scene_context scene_context; +typedef struct scene_vert scene_vert; -struct scene +#pragma pack(push,1) + +/* 32 byte vertexs, we don't care about the normals too much, + * maybe possible to bring down uv to i16s too */ +struct scene_vert { - glmesh mesh; + v3f co; /* 3*32 */ + v2f uv; /* 2*32 */ + i8 norm[4]; /* 4*8 */ + u16 flags; /* only for the cpu. its junk on the gpu */ + u16 unused[3]; +}; - model_vert *verts; - u32 *indices; - - struct - { - bvh_node *nodes; - u32 node_count; - } - bvh; +#pragma pack(pop) - u32 vertex_count, - indice_count, - vertex_cap, - indice_cap; +/* + * 1. this should probably be a CONTEXT based approach unlike this mess. + * take a bit of the mdl_context ideas and redo this header. its messed up + * pretty bad right now. + */ - boxf bbx; +struct scene_context +{ + scene_vert *arrvertices; + u32 *arrindices; - u32 shadower_count, - shadower_cap; + u32 vertex_count, indice_count, + max_vertices, max_indices; - submodel submesh; + boxf bbx; + mdl_submesh submesh; }; -GLuint tex_dual_noise; - -static void scene_init( scene *pscene ) +static u32 scene_mem_required( scene_context *ctx ) { - pscene->verts = NULL; - pscene->indices = NULL; - pscene->vertex_count = 0; - pscene->indice_count = 0; - 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 ); - - 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; - } + u32 vertex_length = vg_align8(ctx->max_vertices * sizeof(scene_vert)), + index_length = vg_align8(ctx->max_indices * sizeof(u32)); - 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 ); + return vertex_length + index_length; +} - vg_tex2d_linear(); - vg_tex2d_repeat(); +static +void scene_init( scene_context *ctx, u32 max_vertices, u32 max_indices ) +{ + ctx->vertex_count = 0; + ctx->indice_count = 0; + ctx->max_vertices = max_vertices; + ctx->max_indices = max_indices; + ctx->arrindices = NULL; /* must be filled out by user */ + ctx->arrvertices = NULL; - free( buf ); - } + memset( &ctx->submesh, 0, sizeof(mdl_submesh) ); + + v3_fill( ctx->bbx[0], 999999.9f ); + v3_fill( ctx->bbx[1], -999999.9f ); } -static void *buffer_reserve( void *buffer, u32 count, u32 *cap, u32 amount, - size_t emsize ) +void scene_supply_buffer( scene_context *ctx, void *buffer ) { - if( count+amount > *cap ) - { - *cap = VG_MAX( (*cap)*2, (*cap)+amount ); - - return realloc( buffer, (*cap) * emsize ); - } + u32 vertex_length = vg_align8( ctx->max_vertices * sizeof(scene_vert) ); - return buffer; + ctx->arrvertices = buffer; + ctx->arrindices = (u32*)(((u8*)buffer) + vertex_length); +} + +static void scene_vert_pack_norm( scene_vert *vert, v3f norm, f32 blend ){ + v3f n; + v3_muls( norm, 127.0f, n ); + v3_minv( n, (v3f){ 127.0f, 127.0f, 127.0f }, n ); + v3_maxv( n, (v3f){ -127.0f, -127.0f, -127.0f }, n ); + vert->norm[0] = n[0]; + vert->norm[1] = n[1]; + vert->norm[2] = n[2]; + vert->norm[3] = blend * 127.0f; } /* * 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_mdl_submesh( scene_context *ctx, mdl_context *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->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 ); - - 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_concat( pscene->bbx, bbxnew ); - - m3x3f rotation; - m4x3_to_3x3( mtx, rotation ); - - float rand_hue = vg_randf(); - - for( u32 i=0; ivertex_count; i++ ) - { - model_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 ); - - float rel_y = src->co[1] / submodel->bbx[1][1]; - pvert->colour[0] = rel_y; - pvert->colour[2] = rand_hue; + if( ctx->vertex_count + sm->vertex_count > ctx->max_vertices ){ + vg_fatal_error( "Scene vertex buffer overflow (%u exceeds %u)\n", + ctx->vertex_count + sm->vertex_count, + ctx->max_vertices ); } - for( u32 i=0; iindice_count; i++ ) - { - u32 *pidx = &pscene->indices[ pscene->indice_count+i ]; - *pidx = src_indices[i] + pscene->vertex_count; + if( ctx->indice_count + sm->indice_count > ctx->max_indices ){ + vg_fatal_error( "Scene index buffer overflow (%u exceeds %u)\n", + ctx->indice_count + sm->indice_count, + ctx->max_indices ); } - pscene->vertex_count += submodel->vertex_count; - pscene->indice_count += submodel->indice_count; -} + mdl_vert *src_verts = mdl_arritm( &mdl->verts, sm->vertex_start ); + scene_vert *dst_verts = &ctx->arrvertices[ ctx->vertex_count ]; -static void scene_add_foliage( scene *pscene, model *mdl, submodel *submodel, - m4x3f transform ) -{ - 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) ); + u32 *src_indices = mdl_arritm( &mdl->indices, sm->indice_start ), + *dst_indices = &ctx->arrindices[ ctx->indice_count ]; /* 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 ); + box_init_inf( bbxnew ); + m4x3_expand_aabb_aabb( transform, bbxnew, sm->bbx ); + box_concat( ctx->bbx, bbxnew ); + + m3x3f normal_matrix; + m3x3_copy( transform, normal_matrix ); + v3_normalize( normal_matrix[0] ); + v3_normalize( normal_matrix[1] ); + v3_normalize( normal_matrix[2] ); - float rand_hue = vg_randf(); - for( u32 i=0; ivertex_count; i++ ) - { - model_vert *pvert = &pscene->verts[ pscene->vertex_count+i ], - *src = &src_verts[ i ]; + for( u32 i=0; ivertex_count; i++ ){ + mdl_vert *src = &src_verts[i]; + scene_vert *pvert = &dst_verts[i]; m4x3_mulv( transform, src->co, pvert->co ); - m3x3_mulv( transform, src->norm, pvert->norm ); - v4_copy( src->colour, pvert->colour ); - v2_copy( src->uv, pvert->uv ); + v3f normal; + m3x3_mulv( normal_matrix, src->norm, normal ); + scene_vert_pack_norm( pvert, normal, src->colour[0]*(1.0f/255.0f) ); - float rel_y = src->co[1] / submodel->bbx[1][1]; - pvert->colour[0] = rel_y; - pvert->colour[2] = rand_hue; + v2_copy( src->uv, pvert->uv ); } - for( u32 i=0; iindice_count; i++ ) - { - u32 *pidx = &pscene->indices[ pscene->indice_count+i ]; - *pidx = src_indices[i] + pscene->vertex_count; - } + u32 real_indices = 0; + for( u32 i=0; iindice_count/3; i++ ){ + u32 *src = &src_indices[i*3], + *dst = &dst_indices[real_indices]; - pscene->vertex_count += submodel->vertex_count; - pscene->indice_count += submodel->indice_count; -} + v3f ab, ac, tn; + v3_sub( src_verts[src[2]].co, src_verts[src[0]].co, ab ); + v3_sub( src_verts[src[1]].co, src_verts[src[0]].co, ac ); + v3_cross( ac, ab, tn ); -static void scene_copy_slice( scene *pscene, submodel *sm ) -{ - sm->indice_start = pscene->submesh.indice_start; - sm->indice_count = pscene->indice_count - sm->indice_start; +#if 0 + if( v3_length2( tn ) <= 0.00001f ) + continue; +#endif - 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; -} + dst[0] = src[0] + ctx->vertex_count; + dst[1] = src[1] + ctx->vertex_count; + dst[2] = src[2] + ctx->vertex_count; -static void scene_upload( scene *pscene ) -{ - mesh_upload( &pscene->mesh, - pscene->verts, pscene->vertex_count, - pscene->indices, pscene->indice_count ); + real_indices += 3; + } - vg_info( "Scene upload\n" ); - vg_info( " indices:%u\n", pscene->indice_count ); - vg_info( " verts:%u\n", pscene->vertex_count ); -} + if( real_indices != sm->indice_count ) + vg_warn( "Zero area triangles in model\n" ); -float scene_tree_sway = 0.1f; + ctx->vertex_count += sm->vertex_count; + ctx->indice_count += real_indices; +} -#if 0 -static void scene_foliage_shader_use(void) +/* + * One by one adders for simplified access (mostly procedural stuff) + */ +static void scene_push_tri( scene_context *ctx, u32 tri[3] ) { - SHADER_USE( shader_debug_vcol ); + if( ctx->indice_count + 3 > ctx->max_indices ) + vg_fatal_error( "Scene indice buffer overflow (%u exceeds %u)\n", + ctx->indice_count+3, ctx->max_indices ); - 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 ); + u32 *dst = &ctx->arrindices[ ctx->indice_count ]; - glUniform1i( SHADER_UNIFORM( shader_debug_vcol, "uTexNoise" ), 2 ); - glActiveTexture( GL_TEXTURE2 ); - glBindTexture( GL_TEXTURE_2D, tex_dual_noise ); + dst[0] = tri[0]; + dst[1] = tri[1]; + dst[2] = tri[2]; - glUniform1f( SHADER_UNIFORM( shader_debug_vcol, "uTime" ), vg_time ); - glUniform1f( SHADER_UNIFORM( shader_debug_vcol, "uSwayAmt" ), - scene_tree_sway ); + ctx->indice_count += 3; } -#endif -static void scene_bind( scene *pscene ) +static void scene_push_vert( scene_context *ctx, scene_vert *v ) { - mesh_bind( &pscene->mesh ); -} + if( ctx->vertex_count + 1 > ctx->max_vertices ) + vg_fatal_error( "Scene vertex buffer overflow (%u exceeds %u)\n", + ctx->vertex_count+1, ctx->max_vertices ); -static void scene_draw( scene *pscene ) -{ - mesh_drawn( 0, pscene->indice_count ); + scene_vert *dst = &ctx->arrvertices[ ctx->vertex_count ]; + *dst = *v; + + ctx->vertex_count ++; } -static void scene_register(void) +static void scene_copy_slice( scene_context *ctx, mdl_submesh *sm ) { + sm->indice_start = ctx->submesh.indice_start; + sm->indice_count = ctx->indice_count - sm->indice_start; + + sm->vertex_start = ctx->submesh.vertex_start; + sm->vertex_count = ctx->vertex_count - sm->vertex_start; + + ctx->submesh.indice_start = ctx->indice_count; + ctx->submesh.vertex_start = ctx->vertex_count; } +static void scene_set_vertex_flags( scene_context *ctx, + u32 start, u32 count, u16 flags ){ + for( u32 i=0; iarrvertices[ start + i ].flags = flags; +} -/* Physics segment */ +struct scene_upload_info{ + scene_context *ctx; + glmesh *mesh; +}; -static int triangle_raycast2d( v3f pA, v3f pB, v3f pC, v3f ray, float *height ) +static void async_scene_upload( void *payload, u32 size ) { - v2f v0, v1, v2, vp, vp2; - float d, bca = 0.f, bcb = 0.f, bcc = 0.f; + struct scene_upload_info *info = payload; + + //assert( mesh->loaded == 0 ); - 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]); + glmesh *mesh = info->mesh; + scene_context *ctx = info->ctx; -#if 0 - /* Backface culling */ - if( v2_cross( v0, v1 ) > 0.f ) - return; -#endif + glGenVertexArrays( 1, &mesh->vao ); + glGenBuffers( 1, &mesh->vbo ); + glGenBuffers( 1, &mesh->ebo ); + glBindVertexArray( mesh->vao ); - vp[0] = ray[0] - pA[0]; - vp[1] = ray[2] - pA[2]; + size_t stride = sizeof(scene_vert); - 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]; + glBindBuffer( GL_ARRAY_BUFFER, mesh->vbo ); + glBufferData( GL_ARRAY_BUFFER, ctx->vertex_count*stride, + ctx->arrvertices, GL_STATIC_DRAW ); - if( v2_cross( vp2, v2 ) > 0.f ) return 0; + glBindVertexArray( mesh->vao ); + glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mesh->ebo ); + glBufferData( GL_ELEMENT_ARRAY_BUFFER, ctx->indice_count*sizeof(u32), + ctx->arrindices, GL_STATIC_DRAW ); + + /* 0: coordinates */ + glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0 ); + glEnableVertexAttribArray( 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; -} + /* 1: normal */ + glVertexAttribPointer( 1, 4, GL_BYTE, GL_TRUE, + stride, (void *)offsetof(scene_vert, norm) ); + glEnableVertexAttribArray( 1 ); -/* Temporary */ -static int sample_scene_height( scene *pscene, v3f pos, v3f norm ) -{ - for( int i=0; iindice_count/3; i++ ) - { - u32 *tri = &pscene->indices[i*3]; + /* 2: uv */ + glVertexAttribPointer( 2, 2, GL_FLOAT, GL_FALSE, + stride, (void *)offsetof(scene_vert, uv) ); + glEnableVertexAttribArray( 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 ); - } + VG_CHECK_GL_ERR(); - return 1; - } - } - return 0; -} - -static void sample_scene_normal( scene *pscene, v3f pos, v3f normal ) -{ - for( int i=0; iindice_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; - } - } + mesh->indice_count = ctx->indice_count; + mesh->loaded = 1; - normal[0] = 0.0f; - normal[1] = 1.0f; - normal[2] = 0.0f; + vg_info( "Scene upload ( XYZ_f32 UV_f32 XYZW_i8 )[ u32 ]\n" ); + vg_info( " indices:%u\n", ctx->indice_count ); + vg_info( " verts:%u\n", ctx->vertex_count ); } -struct bvh_node +static void scene_upload_async( scene_context *ctx, glmesh *mesh ) { - boxf bbx; + vg_async_item *call = vg_async_alloc( sizeof(struct scene_upload_info) ); - /* if il is 0, this is a leaf */ - u32 il, count; - union{ u32 ir, start; }; -}; + struct scene_upload_info *info = call->payload; + info->mesh = mesh; + info->ctx = ctx; -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; icount; 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_async_dispatch( call, async_scene_upload ); } -static void bvh_subdiv( scene *s, u32 inode ) +static +vg_async_item *scene_alloc_async( scene_context *scene, glmesh *mesh, + u32 max_vertices, u32 max_indices ) { - bvh_node *node = &s->bvh.nodes[ inode ]; + scene_init( scene, max_vertices, max_indices ); + u32 buf_size = scene_mem_required( scene ); - v3f extent; - v3_sub( node->bbx[1], node->bbx[0], extent ); + u32 hdr_size = vg_align8(sizeof(struct scene_upload_info)); + vg_async_item *call = vg_async_alloc( hdr_size + buf_size ); - int axis = 0; - if( extent[1] > extent[0] ) axis = 1; - if( extent[2] > extent[axis] ) axis = 2; + struct scene_upload_info *info = call->payload; - float split = node->bbx[0][axis] + extent[axis]*0.5f; + info->mesh = mesh; + info->ctx = scene; - /* To beat: 121,687 / 136,579 - * 136,375 - */ + void *buffer = ((u8*)call->payload)+hdr_size; + scene_supply_buffer( scene, buffer ); - float avg = 0.0; - for( u32 t=0; tcount; 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; + return call; +} - split = avg; - i32 i = node->start, - j = i + node->count-1; +/* + * BVH implementation + */ + +static void scene_bh_expand_bound( void *user, boxf bound, u32 item_index ) +{ + scene_context *s = user; + scene_vert *pa = &s->arrvertices[ s->arrindices[item_index*3+0] ], + *pb = &s->arrvertices[ s->arrindices[item_index*3+1] ], + *pc = &s->arrvertices[ s->arrindices[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 --; - } - } + box_addpt( bound, pa->co ); + box_addpt( bound, pb->co ); + box_addpt( bound, pc->co ); +} - u32 left_count = i - node->start; - if( left_count == 0 || left_count == node->count ) return; +static float scene_bh_centroid( void *user, u32 item_index, int axis ) +{ + scene_context *s = user; + scene_vert *pa = &s->arrvertices[ s->arrindices[item_index*3+0] ], + *pb = &s->arrvertices[ s->arrindices[item_index*3+1] ], + *pc = &s->arrvertices[ s->arrindices[item_index*3+2] ]; - u32 il = s->bvh.node_count ++, - ir = s->bvh.node_count ++; + #if 0 - struct bvh_node *lnode = &s->bvh.nodes[il], - *rnode = &s->bvh.nodes[ir]; + float min, max; - lnode->start = node->start; - lnode->count = left_count; - rnode->start = i; - rnode->count = node->count - left_count; + min = vg_minf( pa->co[axis], pb->co[axis] ); + max = vg_maxf( pa->co[axis], pb->co[axis] ); + min = vg_minf( min, pc->co[axis] ); + max = vg_maxf( max, pc->co[axis] ); - node->il = il; - node->ir = ir; - node->count = 0; + return (min+max) * 0.5f; - bvh_update_bounds( s, il ); - bvh_update_bounds( s, ir ); - bvh_subdiv( s, il ); - bvh_subdiv( s, ir ); + #else + return (pa->co[axis] + pb->co[axis] + pc->co[axis]) * (1.0f/3.0f); + #endif } -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) ); + scene_context *s = user; - 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; + u32 *ti = &s->arrindices[ia*3]; + u32 *tj = &s->arrindices[ib*3]; - bvh_update_bounds( s, 0 ); - bvh_subdiv( s, 0 ); + u32 temp[3]; + temp[0] = ti[0]; + temp[1] = ti[1]; + temp[2] = ti[2]; - s->bvh.nodes = - realloc( s->bvh.nodes, sizeof(struct bvh_node) * s->bvh.node_count ); + ti[0] = tj[0]; + ti[1] = tj[1]; + ti[2] = tj[2]; - vg_success( "BVH done, size: %u/%u\n", s->bvh.node_count, - (triangle_count*2-1) ); + tj[0] = temp[0]; + tj[1] = temp[1]; + tj[2] = temp[2]; } -static void bvh_debug_node( scene *s, u32 inode, v3f pos, u32 colour ) +static void scene_bh_debug( void *user, u32 item_index ) { - 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; icount; 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 ); + scene_context *s = user; + u32 idx = item_index*3; + scene_vert *pa = &s->arrvertices[ s->arrindices[ idx+0 ] ], + *pb = &s->arrvertices[ s->arrindices[ idx+1 ] ], + *pc = &s->arrvertices[ s->arrindices[ 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 +static void scene_bh_closest( void *user, u32 index, v3f point, v3f closest ) { - float dist; - u32 *tri; - v3f pos, normal; -}; + scene_context *s = user; -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 ) -{ v3f positions[3]; + u32 *tri = &s->arrindices[ index*3 ]; for( int i=0; i<3; i++ ) - v3_copy( sc->verts[tri[i]].co, positions[i] ); - - float t; - if(ray_tri( positions, co, dir, &t )) - { - if( t < hit->dist ) - { - hit->dist = t; - hit->tri = tri; - return 1; - } - } + v3_copy( s->arrvertices[tri[i]].co, positions[i] ); - return 0; + closest_on_triangle_1( point, positions, closest ); } -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; + .expand_bound = scene_bh_expand_bound, + .item_centroid = scene_bh_centroid, + .item_closest = scene_bh_closest, + .item_swap = scene_bh_swap, + .item_debug = scene_bh_debug, + .system_type = 0x1 +}; - if( node->count ) - { - for( u32 i=0; icount; 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 ); - } +/* + * An extra step is added onto the end to calculate the hit normal + */ +static int scene_raycast( scene_context *s, bh_tree *bh, + v3f co, v3f dir, ray_hit *hit, u16 ignore ) +{ + hit->tri = NULL; - return count; -} + bh_iter it; + bh_iter_init_ray( 0, &it, co, dir, hit->dist ); + i32 idx; -static int bvh_raycast( scene *s, v3f co, v3f dir, ray_hit *hit ) -{ - v3f pb; - v3_muladds( co, dir, hit->dist, pb ); + while( bh_next( bh, &it, &idx ) ){ + u32 *tri = &s->arrindices[ idx*3 ]; - int count = bvh_ray( s, 0, co, dir, hit ); + if( s->arrvertices[tri[0]].flags & ignore ) continue; - if( count ) - { - //vg_line( co, pb, 0xff00ffff ); + v3f vs[3]; + for( u32 i=0; i<3; i++ ) + v3_copy( s->arrvertices[tri[i]].co, vs[i] ); + + f32 t; + if( ray_tri( vs, co, dir, &t, 0 ) ){ + if( t < hit->dist ){ + hit->dist = t; + hit->tri = tri; + } + } + } + if( hit->tri ){ 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; + float *pa = s->arrvertices[hit->tri[0]].co, + *pb = s->arrvertices[hit->tri[1]].co, + *pc = s->arrvertices[hit->tri[2]].co; v3_sub( pa, pb, v0 ); v3_sub( pc, pb, v1 ); @@ -642,128 +435,14 @@ 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; icount; 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; + return hit->tri?1:0; } -static int bvh_scene_sample_node_h( scene *s, u32 inode, v3f pos, v3f norm ) +static bh_tree *scene_bh_create( void *lin_alloc, scene_context *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; icount; 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; + return bh_create( lin_alloc, &bh_system_scene, s, triangle_count, 2 ); } #endif