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https://github.com/TheRedShip/RT_GPU.git
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+ | Starting bvh
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127
srcs/class/BVH.cpp
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127
srcs/class/BVH.cpp
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* BVH.cpp :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: TheRed <TheRed@students.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/01/16 21:48:48 by TheRed #+# #+# */
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/* Updated: 2025/01/16 21:48:48 by TheRed ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "BVH.hpp"
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BVH::BVH(std::vector<GPUObject> primitives, int first_primitive, int primitive_count) : _aabb(AABB(glm::vec3(1e30f), glm::vec3(-1e30f)))
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{
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_left = nullptr;
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_right = nullptr;
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_is_leaf = true;
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_first_primitive = first_primitive;
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_primitive_count = primitive_count;
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updateBounds(primitives);
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subdivide(primitives);
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}
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void BVH::updateBounds(std::vector <GPUObject> primitives)
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{
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for (int i = 0; i < _primitive_count; i++)
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{
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GPUObject leaf_triangle = primitives[_first_primitive + i];
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if (leaf_triangle.type != (int)Object::Type::TRIANGLE)
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continue ;
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if (leaf_triangle.type == (int)Object::Type::TRIANGLE)
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{
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leaf_triangle.vertex1 += leaf_triangle.position;
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leaf_triangle.vertex2 += leaf_triangle.position;
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}
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_aabb.min = glm::min(_aabb.min, leaf_triangle.position);
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_aabb.min = glm::min(_aabb.min, leaf_triangle.vertex1);
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_aabb.min = glm::min(_aabb.min, leaf_triangle.vertex2);
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_aabb.max = glm::max(_aabb.max, leaf_triangle.position);
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_aabb.max = glm::max(_aabb.max, leaf_triangle.vertex1);
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_aabb.max = glm::max(_aabb.max, leaf_triangle.vertex2);
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}
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}
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void BVH::subdivide(std::vector<GPUObject> primitives)
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{
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if (_primitive_count <= 2)
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return ;
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std::cout << "subdivide" << std::endl;
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glm::vec3 extent = _aabb.max - _aabb.min;
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int axis = 0;
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if (extent.y > extent.x) axis = 1;
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if (extent.z > extent[axis]) axis = 2;
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glm::vec3 split_pos = _aabb.min + extent[axis] * 0.5f;
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int i = _first_primitive;
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int j = _first_primitive + _primitive_count - 1;
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while (i <= j)
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{
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glm::vec3 centroid = primitives[i].position + primitives[i].vertex1 + primitives[i].vertex2;
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centroid /= 3.0f;
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if (centroid[axis] < split_pos[axis])
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i++;
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else
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{
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std::swap(primitives[i], primitives[j]);
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j--;
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}
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}
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int left_count = i - _first_primitive;
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std::cout << "left bvh starts from " << _first_primitive << " and has " << left_count << " primitives" << std::endl;
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std::cout << "right bvh starts from " << i << " and has " << _primitive_count - left_count << " primitives" << std::endl;
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if (left_count == 0 || left_count == _primitive_count)
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return ;
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_is_leaf = false;
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_left = new BVH(primitives, _first_primitive, left_count);
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_right = new BVH(primitives, i, _primitive_count - left_count);
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_primitive_count = 0;
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}
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void BVH::showAABB(Scene *scene)
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{
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if (_is_leaf)
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{
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scene->addObject(new Sphere(_aabb.min, 0.5f, 6));
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scene->addObject(new Sphere(_aabb.max, 0.5f, 6));
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scene->addObject(new Sphere(glm::vec3(_aabb.min.x, _aabb.min.y, _aabb.max.z), 0.5f, 6));
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scene->addObject(new Sphere(glm::vec3(_aabb.min.x, _aabb.max.y, _aabb.min.z), 0.5f, 6));
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scene->addObject(new Sphere(glm::vec3(_aabb.max.x, _aabb.min.y, _aabb.min.z), 0.5f, 6));
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scene->addObject(new Sphere(glm::vec3(_aabb.min.x, _aabb.max.y, _aabb.max.z), 0.5f, 6));
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scene->addObject(new Sphere(glm::vec3(_aabb.max.x, _aabb.min.y, _aabb.max.z), 0.5f, 6));
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scene->addObject(new Sphere(glm::vec3(_aabb.max.x, _aabb.max.y, _aabb.min.z), 0.5f, 6));
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}
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else
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{
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_left->showAABB(scene);
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_right->showAABB(scene);
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}
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}
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const AABB &BVH::getAABB() const
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{
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return (_aabb);
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}
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v4 = vertices[(i + 2) % vertices.size()];
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normal = glm::normalize(glm::cross(v2 - v1, v3 - v1));
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std::cout << glm::to_string(normal) << std::endl;
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// std::cout << glm::to_string(normal) << std::endl;
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float dot = glm::dot(normal, v4 - v1);
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std::cout << dot << std::endl;
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// float dot = glm::dot(normal, v4 - v1);
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// std::cout << dot << std::endl;
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//if(isEar(v1, v2 ,v3, vertices))
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//{
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// vertices.erase(vertices.begin() + i);
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// scene.addObject(new Triangle(v1, v2 ,v3));
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//}
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}
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std::cout << std::endl;
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std::cout << std::endl;
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std::cout << std::endl;
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std::cout << std::endl;
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// std::cout << std::endl;
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// std::cout << std::endl;
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// std::cout << std::endl;
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// std::cout << std::endl;
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}
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void ObjParser::addFace(std::stringstream &line, std::vector<glm::vec3> &vertices, int mat, Scene &scene)
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@ -89,9 +89,9 @@ void ObjParser::addFace(std::stringstream &line, std::vector<glm::vec3> &vertice
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if(face_vertices.size() < 3)
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throw std::runtime_error("OBJ : face does not have enough vertices");
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for(size_t i = 0; i < face_vertices.size(); i++)
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std::cout << face_vertices[i].x << " " << face_vertices[i].y << " " << face_vertices[i].z << " | ";
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std::cout << std::endl;
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// for(size_t i = 0; i < face_vertices.size(); i++)
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// std::cout << face_vertices[i].x << " " << face_vertices[i].y << " " << face_vertices[i].z << " | ";
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// std::cout << std::endl;
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// while(face_vertices.size() > 3)
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// addTriangleFromPolygon(face_vertices, scene);
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@ -52,6 +52,13 @@ bool Scene::parseScene(char *name)
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}
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}
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file.close();
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//bvh
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BVH *bvh = new BVH(_gpu_objects, 0, _gpu_objects.size());
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bvh->showAABB(this);
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// addObject(new Cube((bvh->getAABB().max + bvh->getAABB().min) / 2.0f, bvh->getAABB().max - bvh->getAABB().min, 7));
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//
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return (true);
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}
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@ -67,7 +67,7 @@ Shader::Shader(std::string vertexPath, std::string fragmentPath, std::string com
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const char *fragmentCode = loadFileWithIncludes(fragmentPath);
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const char *computeCode = loadFileWithIncludes(computePath);
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printWithLineNumbers(computeCode);
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// printWithLineNumbers(computeCode);
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_vertex = glCreateShader(GL_VERTEX_SHADER);
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