d8fac1ad524a05672feabee916237ddfbeac8acf
[carveJwlIkooP6JGAAIwe30JlM.git] / scene.h
1 #ifndef SCENE_H
2 #define SCENE_H
3
4 #include "common.h"
5 #include "model.h"
6 #include "bvh.h"
7
8 typedef struct scene_context scene_context;
9 typedef struct scene_vert scene_vert;
10
11 #pragma pack(push,1)
12
13 /* 32 byte vertexs, we don't care about the normals too much,
14 * maybe possible to bring down uv to i16s too */
15 struct scene_vert
16 {
17 v3f co; /* 3*32 */
18 v2f uv; /* 2*32 */
19 i8 norm[4]; /* 4*8 */
20 u16 flags; /* only for the cpu. its junk on the gpu */
21 u16 unused[3];
22 };
23
24 #pragma pack(pop)
25
26 /*
27 * 1. this should probably be a CONTEXT based approach unlike this mess.
28 * take a bit of the mdl_context ideas and redo this header. its messed up
29 * pretty bad right now.
30 */
31
32 struct scene_context
33 {
34 scene_vert *arrvertices;
35 u32 *arrindices;
36
37 u32 vertex_count, indice_count,
38 max_vertices, max_indices;
39
40 boxf bbx;
41 mdl_submesh submesh;
42 };
43
44 static u32 scene_mem_required( scene_context *ctx )
45 {
46 u32 vertex_length = vg_align8(ctx->max_vertices * sizeof(scene_vert)),
47 index_length = vg_align8(ctx->max_indices * sizeof(u32));
48
49 return vertex_length + index_length;
50 }
51
52 static
53 void scene_init( scene_context *ctx, u32 max_vertices, u32 max_indices )
54 {
55 ctx->vertex_count = 0;
56 ctx->indice_count = 0;
57 ctx->max_vertices = max_vertices;
58 ctx->max_indices = max_indices;
59 ctx->arrindices = NULL; /* must be filled out by user */
60 ctx->arrvertices = NULL;
61
62 memset( &ctx->submesh, 0, sizeof(mdl_submesh) );
63
64 v3_fill( ctx->bbx[0], 999999.9f );
65 v3_fill( ctx->bbx[1], -999999.9f );
66 }
67
68 void scene_supply_buffer( scene_context *ctx, void *buffer )
69 {
70 u32 vertex_length = vg_align8( ctx->max_vertices * sizeof(scene_vert) );
71
72 ctx->arrvertices = buffer;
73 ctx->arrindices = (u32*)(((u8*)buffer) + vertex_length);
74 }
75
76 static void scene_vert_pack_norm( scene_vert *vert, v3f norm, f32 blend ){
77 v3f n;
78 v3_muls( norm, 127.0f, n );
79 v3_minv( n, (v3f){ 127.0f, 127.0f, 127.0f }, n );
80 v3_maxv( n, (v3f){ -127.0f, -127.0f, -127.0f }, n );
81 vert->norm[0] = n[0];
82 vert->norm[1] = n[1];
83 vert->norm[2] = n[2];
84 vert->norm[3] = blend * 127.0f;
85 }
86
87 /*
88 * Append a model into the scene with a given transform
89 */
90 static void scene_add_mdl_submesh( scene_context *ctx, mdl_context *mdl,
91 mdl_submesh *sm, m4x3f transform )
92 {
93 if( ctx->vertex_count + sm->vertex_count > ctx->max_vertices ){
94 vg_fatal_error( "Scene vertex buffer overflow (%u exceeds %u)\n",
95 ctx->vertex_count + sm->vertex_count,
96 ctx->max_vertices );
97 }
98
99 if( ctx->indice_count + sm->indice_count > ctx->max_indices ){
100 vg_fatal_error( "Scene index buffer overflow (%u exceeds %u)\n",
101 ctx->indice_count + sm->indice_count,
102 ctx->max_indices );
103 }
104
105 mdl_vert *src_verts = mdl_arritm( &mdl->verts, sm->vertex_start );
106 scene_vert *dst_verts = &ctx->arrvertices[ ctx->vertex_count ];
107
108 u32 *src_indices = mdl_arritm( &mdl->indices, sm->indice_start ),
109 *dst_indices = &ctx->arrindices[ ctx->indice_count ];
110
111 /* Transform and place vertices */
112 boxf bbxnew;
113 box_init_inf( bbxnew );
114 m4x3_expand_aabb_aabb( transform, bbxnew, sm->bbx );
115 box_concat( ctx->bbx, bbxnew );
116
117 m3x3f normal_matrix;
118 m3x3_copy( transform, normal_matrix );
119 v3_normalize( normal_matrix[0] );
120 v3_normalize( normal_matrix[1] );
121 v3_normalize( normal_matrix[2] );
122
123 for( u32 i=0; i<sm->vertex_count; i++ ){
124 mdl_vert *src = &src_verts[i];
125 scene_vert *pvert = &dst_verts[i];
126
127 m4x3_mulv( transform, src->co, pvert->co );
128
129 v3f normal;
130 m3x3_mulv( normal_matrix, src->norm, normal );
131 scene_vert_pack_norm( pvert, normal, src->colour[0]*(1.0f/255.0f) );
132
133 v2_copy( src->uv, pvert->uv );
134 }
135
136 u32 real_indices = 0;
137 for( u32 i=0; i<sm->indice_count/3; i++ ){
138 u32 *src = &src_indices[i*3],
139 *dst = &dst_indices[real_indices];
140
141 v3f ab, ac, tn;
142 v3_sub( src_verts[src[2]].co, src_verts[src[0]].co, ab );
143 v3_sub( src_verts[src[1]].co, src_verts[src[0]].co, ac );
144 v3_cross( ac, ab, tn );
145
146 #if 0
147 if( v3_length2( tn ) <= 0.00001f )
148 continue;
149 #endif
150
151 dst[0] = src[0] + ctx->vertex_count;
152 dst[1] = src[1] + ctx->vertex_count;
153 dst[2] = src[2] + ctx->vertex_count;
154
155 real_indices += 3;
156 }
157
158 if( real_indices != sm->indice_count )
159 vg_warn( "Zero area triangles in model\n" );
160
161 ctx->vertex_count += sm->vertex_count;
162 ctx->indice_count += real_indices;
163 }
164
165 /*
166 * One by one adders for simplified access (mostly procedural stuff)
167 */
168 static void scene_push_tri( scene_context *ctx, u32 tri[3] )
169 {
170 if( ctx->indice_count + 3 > ctx->max_indices )
171 vg_fatal_error( "Scene indice buffer overflow (%u exceeds %u)\n",
172 ctx->indice_count+3, ctx->max_indices );
173
174 u32 *dst = &ctx->arrindices[ ctx->indice_count ];
175
176 dst[0] = tri[0];
177 dst[1] = tri[1];
178 dst[2] = tri[2];
179
180 ctx->indice_count += 3;
181 }
182
183 static void scene_push_vert( scene_context *ctx, scene_vert *v )
184 {
185 if( ctx->vertex_count + 1 > ctx->max_vertices )
186 vg_fatal_error( "Scene vertex buffer overflow (%u exceeds %u)\n",
187 ctx->vertex_count+1, ctx->max_vertices );
188
189 scene_vert *dst = &ctx->arrvertices[ ctx->vertex_count ];
190 *dst = *v;
191
192 ctx->vertex_count ++;
193 }
194
195 static void scene_copy_slice( scene_context *ctx, mdl_submesh *sm )
196 {
197 sm->indice_start = ctx->submesh.indice_start;
198 sm->indice_count = ctx->indice_count - sm->indice_start;
199
200 sm->vertex_start = ctx->submesh.vertex_start;
201 sm->vertex_count = ctx->vertex_count - sm->vertex_start;
202
203 ctx->submesh.indice_start = ctx->indice_count;
204 ctx->submesh.vertex_start = ctx->vertex_count;
205 }
206
207 static void scene_set_vertex_flags( scene_context *ctx,
208 u32 start, u32 count, u16 flags ){
209 for( u32 i=0; i<count; i++ )
210 ctx->arrvertices[ start + i ].flags = flags;
211 }
212
213 struct scene_upload_info{
214 scene_context *ctx;
215 glmesh *mesh;
216 };
217
218 static void async_scene_upload( void *payload, u32 size )
219 {
220 struct scene_upload_info *info = payload;
221
222 //assert( mesh->loaded == 0 );
223
224 glmesh *mesh = info->mesh;
225 scene_context *ctx = info->ctx;
226
227 glGenVertexArrays( 1, &mesh->vao );
228 glGenBuffers( 1, &mesh->vbo );
229 glGenBuffers( 1, &mesh->ebo );
230 glBindVertexArray( mesh->vao );
231
232 size_t stride = sizeof(scene_vert);
233
234 glBindBuffer( GL_ARRAY_BUFFER, mesh->vbo );
235 glBufferData( GL_ARRAY_BUFFER, ctx->vertex_count*stride,
236 ctx->arrvertices, GL_STATIC_DRAW );
237
238 glBindVertexArray( mesh->vao );
239 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mesh->ebo );
240 glBufferData( GL_ELEMENT_ARRAY_BUFFER, ctx->indice_count*sizeof(u32),
241 ctx->arrindices, GL_STATIC_DRAW );
242
243 /* 0: coordinates */
244 glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0 );
245 glEnableVertexAttribArray( 0 );
246
247 /* 1: normal */
248 glVertexAttribPointer( 1, 4, GL_BYTE, GL_TRUE,
249 stride, (void *)offsetof(scene_vert, norm) );
250 glEnableVertexAttribArray( 1 );
251
252 /* 2: uv */
253 glVertexAttribPointer( 2, 2, GL_FLOAT, GL_FALSE,
254 stride, (void *)offsetof(scene_vert, uv) );
255 glEnableVertexAttribArray( 2 );
256
257 VG_CHECK_GL_ERR();
258
259 mesh->indice_count = ctx->indice_count;
260 mesh->loaded = 1;
261
262 vg_info( "Scene upload ( XYZ_f32 UV_f32 XYZW_i8 )[ u32 ]\n" );
263 vg_info( " indices:%u\n", ctx->indice_count );
264 vg_info( " verts:%u\n", ctx->vertex_count );
265 }
266
267 static void scene_upload_async( scene_context *ctx, glmesh *mesh )
268 {
269 vg_async_item *call = vg_async_alloc( sizeof(struct scene_upload_info) );
270
271 struct scene_upload_info *info = call->payload;
272 info->mesh = mesh;
273 info->ctx = ctx;
274
275 vg_async_dispatch( call, async_scene_upload );
276 }
277
278 static
279 vg_async_item *scene_alloc_async( scene_context *scene, glmesh *mesh,
280 u32 max_vertices, u32 max_indices )
281 {
282 scene_init( scene, max_vertices, max_indices );
283 u32 buf_size = scene_mem_required( scene );
284
285 u32 hdr_size = vg_align8(sizeof(struct scene_upload_info));
286 vg_async_item *call = vg_async_alloc( hdr_size + buf_size );
287
288 struct scene_upload_info *info = call->payload;
289
290 info->mesh = mesh;
291 info->ctx = scene;
292
293 void *buffer = ((u8*)call->payload)+hdr_size;
294 scene_supply_buffer( scene, buffer );
295
296 return call;
297 }
298
299
300 /*
301 * BVH implementation
302 */
303
304 static void scene_bh_expand_bound( void *user, boxf bound, u32 item_index )
305 {
306 scene_context *s = user;
307 scene_vert *pa = &s->arrvertices[ s->arrindices[item_index*3+0] ],
308 *pb = &s->arrvertices[ s->arrindices[item_index*3+1] ],
309 *pc = &s->arrvertices[ s->arrindices[item_index*3+2] ];
310
311 box_addpt( bound, pa->co );
312 box_addpt( bound, pb->co );
313 box_addpt( bound, pc->co );
314 }
315
316 static float scene_bh_centroid( void *user, u32 item_index, int axis )
317 {
318 scene_context *s = user;
319 scene_vert *pa = &s->arrvertices[ s->arrindices[item_index*3+0] ],
320 *pb = &s->arrvertices[ s->arrindices[item_index*3+1] ],
321 *pc = &s->arrvertices[ s->arrindices[item_index*3+2] ];
322
323 #if 0
324
325 float min, max;
326
327 min = vg_minf( pa->co[axis], pb->co[axis] );
328 max = vg_maxf( pa->co[axis], pb->co[axis] );
329 min = vg_minf( min, pc->co[axis] );
330 max = vg_maxf( max, pc->co[axis] );
331
332 return (min+max) * 0.5f;
333
334 #else
335 return (pa->co[axis] + pb->co[axis] + pc->co[axis]) * (1.0f/3.0f);
336 #endif
337 }
338
339 static void scene_bh_swap( void *user, u32 ia, u32 ib )
340 {
341 scene_context *s = user;
342
343 u32 *ti = &s->arrindices[ia*3];
344 u32 *tj = &s->arrindices[ib*3];
345
346 u32 temp[3];
347 temp[0] = ti[0];
348 temp[1] = ti[1];
349 temp[2] = ti[2];
350
351 ti[0] = tj[0];
352 ti[1] = tj[1];
353 ti[2] = tj[2];
354
355 tj[0] = temp[0];
356 tj[1] = temp[1];
357 tj[2] = temp[2];
358 }
359
360 static void scene_bh_debug( void *user, u32 item_index )
361 {
362 scene_context *s = user;
363 u32 idx = item_index*3;
364 scene_vert *pa = &s->arrvertices[ s->arrindices[ idx+0 ] ],
365 *pb = &s->arrvertices[ s->arrindices[ idx+1 ] ],
366 *pc = &s->arrvertices[ s->arrindices[ idx+2 ] ];
367
368 vg_line( pa->co, pb->co, 0xff0000ff );
369 vg_line( pb->co, pc->co, 0xff0000ff );
370 vg_line( pc->co, pa->co, 0xff0000ff );
371 }
372
373 static void scene_bh_closest( void *user, u32 index, v3f point, v3f closest )
374 {
375 scene_context *s = user;
376
377 v3f positions[3];
378 u32 *tri = &s->arrindices[ index*3 ];
379 for( int i=0; i<3; i++ )
380 v3_copy( s->arrvertices[tri[i]].co, positions[i] );
381
382 closest_on_triangle_1( point, positions, closest );
383 }
384
385 static bh_system bh_system_scene =
386 {
387 .expand_bound = scene_bh_expand_bound,
388 .item_centroid = scene_bh_centroid,
389 .item_closest = scene_bh_closest,
390 .item_swap = scene_bh_swap,
391 .item_debug = scene_bh_debug,
392 .system_type = 0x1
393 };
394
395 /*
396 * An extra step is added onto the end to calculate the hit normal
397 */
398 static int scene_raycast( scene_context *s, bh_tree *bh,
399 v3f co, v3f dir, ray_hit *hit, u16 ignore )
400 {
401 hit->tri = NULL;
402
403 bh_iter it;
404 bh_iter_init_ray( 0, &it, co, dir, hit->dist );
405 i32 idx;
406
407 while( bh_next( bh, &it, &idx ) ){
408 u32 *tri = &s->arrindices[ idx*3 ];
409
410 if( s->arrvertices[tri[0]].flags & ignore ) continue;
411
412 v3f vs[3];
413 for( u32 i=0; i<3; i++ )
414 v3_copy( s->arrvertices[tri[i]].co, vs[i] );
415
416 f32 t;
417 if( ray_tri( vs, co, dir, &t, 0 ) ){
418 if( t < hit->dist ){
419 hit->dist = t;
420 hit->tri = tri;
421 }
422 }
423 }
424
425 if( hit->tri ){
426 v3f v0, v1;
427
428 float *pa = s->arrvertices[hit->tri[0]].co,
429 *pb = s->arrvertices[hit->tri[1]].co,
430 *pc = s->arrvertices[hit->tri[2]].co;
431
432 v3_sub( pa, pb, v0 );
433 v3_sub( pc, pb, v1 );
434 v3_cross( v1, v0, hit->normal );
435 v3_normalize( hit->normal );
436 v3_muladds( co, dir, hit->dist, hit->pos );
437 }
438
439 return hit->tri?1:0;
440 }
441
442 static bh_tree *scene_bh_create( void *lin_alloc, scene_context *s )
443 {
444 u32 triangle_count = s->indice_count / 3;
445 return bh_create( lin_alloc, &bh_system_scene, s, triangle_count, 2 );
446 }
447
448 #endif