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https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
+ | Multiple obj using multiple BVH
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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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