mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 10:48:34 +02:00
+ | Multiple obj using multiple BVH
This commit is contained in:
25
srcs/RT.cpp
25
srcs/RT.cpp
@ -20,21 +20,22 @@ int main(int argc, char **argv)
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return (1);
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Window window(&scene, WIDTH, HEIGHT, "RT_GPU", 0);
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Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl");
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// Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/debug.glsl");
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// Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl");
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Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/debug.glsl");
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GLint max_gpu_size;
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glGetIntegerv(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &max_gpu_size);
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const std::vector<GPUObject> &object_data = scene.getObjectData();
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const std::vector<GPUTriangle> &triangle_data = scene.getTriangleData();
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const std::vector<GPUBvh> &bvh_data = scene.getBVH();
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const std::vector<GPUBvh> &bvh_nodes = scene.getBvh();
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const std::vector<GPUBvhData> &bvh_data = scene.getBvhData();
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const std::vector<GPUMaterial> &material_data = scene.getMaterialData();
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std::cout << "Sending " << object_data.size() << " objects for " << \
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object_data.size() * sizeof(GPUObject) + \
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triangle_data.size() * sizeof(GPUTriangle) + \
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bvh_data.size() * sizeof(GPUBvh) + \
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bvh_nodes.size() * sizeof(GPUBvh) + \
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material_data.size() * sizeof(GPUMaterial) \
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<< " / " << max_gpu_size << " bytes" << std::endl;
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@ -50,23 +51,29 @@ int main(int argc, char **argv)
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUTriangle) * triangle_data.size(), triangle_data.data(), GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, trianglesSSBO);
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GLuint bvh_nodesSSBO;
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glGenBuffers(1, &bvh_nodesSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, bvh_nodesSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUBvhData) * bvh_data.size(), bvh_data.data(), GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, bvh_nodesSSBO);
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GLuint bvhSSBO;
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glGenBuffers(1, &bvhSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, bvhSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUBvh) * bvh_data.size(), bvh_data.data(), GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, bvhSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUBvh) * bvh_nodes.size(), bvh_nodes.data(), GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, bvhSSBO);
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GLuint materialSSBO;
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glGenBuffers(1, &materialSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, materialSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUMaterial) * material_data.size(), nullptr, GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, materialSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, materialSSBO);
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GLuint lightSSBO;
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glGenBuffers(1, &lightSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, lightSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, scene.getGPULights().size() * sizeof(int), nullptr, GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, lightSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6, lightSSBO);
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GLuint cameraUBO;
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@ -151,7 +158,7 @@ int main(int argc, char **argv)
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shader.set_int("u_frameCount", window.getFrameCount());
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shader.set_int("u_objectsNum", object_data.size());
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shader.set_int("u_bvhNum", scene.getBVH().size());
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shader.set_int("u_bvhNum", bvh_data.size());
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shader.set_int("u_lightsNum", gpu_lights.size());
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shader.set_int("u_pixelisation", window.getPixelisation());
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shader.set_float("u_time", (float)(glfwGetTime()));
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@ -12,7 +12,7 @@
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#include "BVH.hpp"
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BVH::BVH(std::vector<GPUTriangle> &primitives, int first_primitive, int primitive_count) : _aabb(AABB(glm::vec3(1e30f), glm::vec3(-1e30f)))
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BVH::BVH(std::vector<Triangle> &triangles, 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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@ -22,30 +22,27 @@ BVH::BVH(std::vector<GPUTriangle> &primitives, int first_primitive, int primitiv
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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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updateBounds(triangles);
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subdivide(triangles);
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}
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void BVH::updateBounds(std::vector<GPUTriangle> &primitives)
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void BVH::updateBounds(std::vector<Triangle> &triangles)
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{
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for (int i = 0; i < _primitive_count; i++)
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{
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GPUTriangle leaf_triangle = primitives[_first_primitive + i];
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Triangle leaf_triangle = triangles[_first_primitive + i];
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// if (leaf_triangle.type != (int)Object::Type::TRIANGLE)
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// continue ;
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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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_aabb.min = glm::min(_aabb.min, leaf_triangle.getPosition());
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_aabb.min = glm::min(_aabb.min, leaf_triangle.getVertex2());
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_aabb.min = glm::min(_aabb.min, leaf_triangle.getVertex3());
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_aabb.max = glm::max(_aabb.max, leaf_triangle.getPosition());
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_aabb.max = glm::max(_aabb.max, leaf_triangle.getVertex2());
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_aabb.max = glm::max(_aabb.max, leaf_triangle.getVertex3());
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}
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}
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float BVH::evaluateSah(std::vector<GPUTriangle> &primitives, int axis, float pos)
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float BVH::evaluateSah(std::vector<Triangle> &triangles, int axis, float pos)
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{
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AABB left_box(glm::vec3(1e30f), glm::vec3(-1e30f));
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AABB right_box(glm::vec3(1e30f), glm::vec3(-1e30f));
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@ -55,22 +52,21 @@ float BVH::evaluateSah(std::vector<GPUTriangle> &primitives, int axis, float pos
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for (int i = 0; i < _primitive_count; i++)
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{
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GPUTriangle triangle = primitives[_first_primitive + i];
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glm::vec3 centroid = (triangle.position + triangle.vertex1 + triangle.vertex2) / 3.0f;
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Triangle triangle = triangles[_first_primitive + i];
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if (centroid[axis] < pos)
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if (triangle.getCentroid()[axis] < pos)
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{
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left_count++;
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left_box.grow( triangle.position );
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left_box.grow( triangle.vertex1 );
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left_box.grow( triangle.vertex2 );
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left_box.grow( triangle.getPosition() );
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left_box.grow( triangle.getVertex2() );
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left_box.grow( triangle.getVertex3() );
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}
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else
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{
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right_count++;
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right_box.grow( triangle.position );
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right_box.grow( triangle.vertex1 );
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right_box.grow( triangle.vertex2 );
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right_box.grow( triangle.getPosition() );
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right_box.grow( triangle.getVertex2() );
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right_box.grow( triangle.getVertex3() );
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}
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}
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float cost = left_count * left_box.area() + right_count * right_box.area();
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@ -79,7 +75,7 @@ float BVH::evaluateSah(std::vector<GPUTriangle> &primitives, int axis, float pos
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void BVH::subdivide(std::vector<GPUTriangle> &primitives)
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void BVH::subdivide(std::vector<Triangle> &triangles)
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{
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if (_primitive_count <= 4)
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return ;
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@ -100,7 +96,7 @@ void BVH::subdivide(std::vector<GPUTriangle> &primitives)
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float split_t = (i + 1) / (num_test_per_axis + 1.0f);
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float candidate_pos = start_pos + (end_pos - start_pos) * split_t;
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float cost = evaluateSah(primitives, axis, candidate_pos);
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float cost = evaluateSah(triangles, axis, candidate_pos);
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if (cost < best_cost)
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{
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@ -119,14 +115,13 @@ void BVH::subdivide(std::vector<GPUTriangle> &primitives)
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while (i <= j)
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{
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GPUTriangle triangle = primitives[i];
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glm::vec3 centroid = (triangle.position + triangle.vertex1 + triangle.vertex2) / 3.0f;
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Triangle triangle = triangles[i];
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if (centroid[axis] < split_pos)
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if (triangle.getCentroid()[axis] < split_pos)
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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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std::swap(triangles[i], triangles[j]);
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j--;
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}
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}
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@ -138,32 +133,12 @@ void BVH::subdivide(std::vector<GPUTriangle> &primitives)
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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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_left = new BVH(triangles, _first_primitive, left_count);
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_right = new BVH(triangles, 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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@ -16,8 +16,10 @@ ObjParser::ObjParser(std::string &filename)
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{
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_mat = 0;
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_file.open(filename);
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if(!_file.is_open())
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throw std::runtime_error("OBJ : could not open object file");
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}
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ObjParser::~ObjParser()
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@ -164,7 +166,7 @@ void ObjParser::addFace(std::stringstream &line, Scene &scene)
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void ObjParser::addTriangle(glm::vec3 v1, glm::vec3 v2, glm::vec3 v3, Scene &scene)
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{
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scene.addObject(new Triangle(v1, v2, v3, _mat));
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_triangles.push_back(Triangle(v1, v2, v3, _mat));
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}
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void ObjParser::parseMtl(std::stringstream &input_line, Scene &scene)
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@ -272,5 +274,7 @@ void ObjParser::parse(Scene &scene)
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throw;
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}
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}
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scene.addBvh(_triangles);
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}
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@ -59,20 +59,20 @@ bool Scene::parseScene(char *name)
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file.close();
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std::cout << "Parsing done" << std::endl;
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std::cout << "Starting BVH" << std::endl;
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// std::cout << "Starting BVH" << std::endl;
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BVH *bvh = new BVH(_gpu_triangles, 0, _gpu_triangles.size());
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_gpu_bvh = bvh->getGPUBvhs();
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// BVH *bvh = new BVH(_gpu_triangles, 0, _gpu_triangles.size());
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// _gpu_bvh = bvh->getGPUBvhs();
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std::cout << "BVH Done: " << std::endl;
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// std::cout << "BVH Done: " << std::endl;
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std::cout << "\tBVH size: " << bvh->getSize() << std::endl;
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std::cout << "\tBVH leaves: " << bvh->getLeaves() << std::endl << std::endl;
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// std::cout << "\tBVH size: " << bvh->getSize() << std::endl;
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// std::cout << "\tBVH leaves: " << bvh->getLeaves() << std::endl << std::endl;
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BVHStats stats = bvh->analyzeBVHLeaves(bvh);
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std::cout << "\tMin triangles per leaf: " << stats.min_triangles << std::endl;
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std::cout << "\tMax triangles per leaf: " << stats.max_triangles << std::endl;
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std::cout << "\tAverage triangles per leaf: " << stats.average_triangles << std::endl << std::endl;
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// BVHStats stats = bvh->analyzeBVHLeaves(bvh);
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// std::cout << "\tMin triangles per leaf: " << stats.min_triangles << std::endl;
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// std::cout << "\tMax triangles per leaf: " << stats.max_triangles << std::endl;
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// std::cout << "\tAverage triangles per leaf: " << stats.average_triangles << std::endl << std::endl;
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return (true);
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}
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@ -119,15 +119,14 @@ void Scene::addObject(Object *obj)
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GPUTriangle gpu_triangle;
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auto triangle = static_cast<Triangle *>(obj);
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gpu_triangle.position = obj->getPosition();
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gpu_triangle.mat_index = obj->getMaterialIndex();
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gpu_triangle.position = triangle->getPosition();
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gpu_triangle.mat_index = triangle->getMaterialIndex();
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gpu_triangle.vertex1 = triangle->getVertex2();
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gpu_triangle.vertex2 = triangle->getVertex3();
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gpu_triangle.normal = triangle->getNormal();
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_gpu_triangles.push_back(gpu_triangle);
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return ;
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}
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else if (obj->getType() == Object::Type::PORTAL)
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@ -156,6 +155,37 @@ void Scene::addObject(Object *obj)
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_gpu_objects.push_back(gpu_obj);
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}
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void Scene::addBvh(std::vector<Triangle> &triangles)
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{
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GPUBvhData new_bvh_data;
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std::vector<GPUBvh> new_bvhs_list;
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BVH *bvh = new BVH(triangles, 0, triangles.size());
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new_bvhs_list = bvh->getGPUBvhs();
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new_bvh_data.offset = glm::vec3(0., 0., 0.);
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new_bvh_data.bvh_start_index = _gpu_bvh.size();
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new_bvh_data.triangle_start_index = _gpu_triangles.size();
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_gpu_bvh_data.push_back(new_bvh_data);
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_gpu_bvh.insert(_gpu_bvh.end(), new_bvhs_list.begin(), new_bvhs_list.end());
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for (int i = 0; i < (int)triangles.size(); i++)
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{
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GPUTriangle gpu_triangle;
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gpu_triangle.position = triangles[i].getPosition();
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gpu_triangle.mat_index = triangles[i].getMaterialIndex();
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gpu_triangle.vertex1 = triangles[i].getVertex2();
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gpu_triangle.vertex2 = triangles[i].getVertex3();
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gpu_triangle.normal = triangles[i].getNormal();
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_gpu_triangles.push_back(gpu_triangle);
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}
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}
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void Scene::addMaterial(Material *material)
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{
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GPUMaterial gpu_mat;
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@ -216,7 +246,12 @@ GPUDebug &Scene::getDebug()
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return (_gpu_debug);
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}
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std::vector<GPUBvh> &Scene::getBVH()
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std::vector<GPUBvhData> &Scene::getBvhData()
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{
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return (_gpu_bvh_data);
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}
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std::vector<GPUBvh> &Scene::getBvh()
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{
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return (_gpu_bvh);
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}
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