+ | Multiple obj using multiple BVH

This commit is contained in:
TheRedShip
2025-01-19 22:40:02 +01:00
parent d7bf46e76e
commit 84b0f22127
11 changed files with 170 additions and 95 deletions

View File

@ -12,7 +12,7 @@
#include "BVH.hpp"
BVH::BVH(std::vector<GPUTriangle> &primitives, int first_primitive, int primitive_count) : _aabb(AABB(glm::vec3(1e30f), glm::vec3(-1e30f)))
BVH::BVH(std::vector<Triangle> &triangles, int first_primitive, int primitive_count) : _aabb(AABB(glm::vec3(1e30f), glm::vec3(-1e30f)))
{
_left = nullptr;
_right = nullptr;
@ -22,30 +22,27 @@ BVH::BVH(std::vector<GPUTriangle> &primitives, int first_primitive, int primitiv
_first_primitive = first_primitive;
_primitive_count = primitive_count;
updateBounds(primitives);
subdivide(primitives);
updateBounds(triangles);
subdivide(triangles);
}
void BVH::updateBounds(std::vector<GPUTriangle> &primitives)
void BVH::updateBounds(std::vector<Triangle> &triangles)
{
for (int i = 0; i < _primitive_count; i++)
{
GPUTriangle leaf_triangle = primitives[_first_primitive + i];
Triangle leaf_triangle = triangles[_first_primitive + i];
// if (leaf_triangle.type != (int)Object::Type::TRIANGLE)
// continue ;
_aabb.min = glm::min(_aabb.min, leaf_triangle.position);
_aabb.min = glm::min(_aabb.min, leaf_triangle.vertex1);
_aabb.min = glm::min(_aabb.min, leaf_triangle.vertex2);
_aabb.max = glm::max(_aabb.max, leaf_triangle.position);
_aabb.max = glm::max(_aabb.max, leaf_triangle.vertex1);
_aabb.max = glm::max(_aabb.max, leaf_triangle.vertex2);
_aabb.min = glm::min(_aabb.min, leaf_triangle.getPosition());
_aabb.min = glm::min(_aabb.min, leaf_triangle.getVertex2());
_aabb.min = glm::min(_aabb.min, leaf_triangle.getVertex3());
_aabb.max = glm::max(_aabb.max, leaf_triangle.getPosition());
_aabb.max = glm::max(_aabb.max, leaf_triangle.getVertex2());
_aabb.max = glm::max(_aabb.max, leaf_triangle.getVertex3());
}
}
float BVH::evaluateSah(std::vector<GPUTriangle> &primitives, int axis, float pos)
float BVH::evaluateSah(std::vector<Triangle> &triangles, int axis, float pos)
{
AABB left_box(glm::vec3(1e30f), glm::vec3(-1e30f));
AABB right_box(glm::vec3(1e30f), glm::vec3(-1e30f));
@ -55,22 +52,21 @@ float BVH::evaluateSah(std::vector<GPUTriangle> &primitives, int axis, float pos
for (int i = 0; i < _primitive_count; i++)
{
GPUTriangle triangle = primitives[_first_primitive + i];
glm::vec3 centroid = (triangle.position + triangle.vertex1 + triangle.vertex2) / 3.0f;
Triangle triangle = triangles[_first_primitive + i];
if (centroid[axis] < pos)
if (triangle.getCentroid()[axis] < pos)
{
left_count++;
left_box.grow( triangle.position );
left_box.grow( triangle.vertex1 );
left_box.grow( triangle.vertex2 );
left_box.grow( triangle.getPosition() );
left_box.grow( triangle.getVertex2() );
left_box.grow( triangle.getVertex3() );
}
else
{
right_count++;
right_box.grow( triangle.position );
right_box.grow( triangle.vertex1 );
right_box.grow( triangle.vertex2 );
right_box.grow( triangle.getPosition() );
right_box.grow( triangle.getVertex2() );
right_box.grow( triangle.getVertex3() );
}
}
float cost = left_count * left_box.area() + right_count * right_box.area();
@ -79,7 +75,7 @@ float BVH::evaluateSah(std::vector<GPUTriangle> &primitives, int axis, float pos
void BVH::subdivide(std::vector<GPUTriangle> &primitives)
void BVH::subdivide(std::vector<Triangle> &triangles)
{
if (_primitive_count <= 4)
return ;
@ -100,7 +96,7 @@ void BVH::subdivide(std::vector<GPUTriangle> &primitives)
float split_t = (i + 1) / (num_test_per_axis + 1.0f);
float candidate_pos = start_pos + (end_pos - start_pos) * split_t;
float cost = evaluateSah(primitives, axis, candidate_pos);
float cost = evaluateSah(triangles, axis, candidate_pos);
if (cost < best_cost)
{
@ -119,14 +115,13 @@ void BVH::subdivide(std::vector<GPUTriangle> &primitives)
while (i <= j)
{
GPUTriangle triangle = primitives[i];
glm::vec3 centroid = (triangle.position + triangle.vertex1 + triangle.vertex2) / 3.0f;
Triangle triangle = triangles[i];
if (centroid[axis] < split_pos)
if (triangle.getCentroid()[axis] < split_pos)
i++;
else
{
std::swap(primitives[i], primitives[j]);
std::swap(triangles[i], triangles[j]);
j--;
}
}
@ -138,32 +133,12 @@ void BVH::subdivide(std::vector<GPUTriangle> &primitives)
_is_leaf = false;
_left = new BVH(primitives, _first_primitive, left_count);
_right = new BVH(primitives, i , _primitive_count - left_count);
_left = new BVH(triangles, _first_primitive, left_count);
_right = new BVH(triangles, i , _primitive_count - left_count);
_primitive_count = 0;
}
void BVH::showAABB(Scene *scene)
{
if (!_is_leaf)
{
scene->addObject(new Sphere(_aabb.min, 0.5f, 6));
scene->addObject(new Sphere(_aabb.max, 0.5f, 6));
scene->addObject(new Sphere(glm::vec3(_aabb.min.x, _aabb.min.y, _aabb.max.z), 0.5f, 6));
scene->addObject(new Sphere(glm::vec3(_aabb.min.x, _aabb.max.y, _aabb.min.z), 0.5f, 6));
scene->addObject(new Sphere(glm::vec3(_aabb.max.x, _aabb.min.y, _aabb.min.z), 0.5f, 6));
scene->addObject(new Sphere(glm::vec3(_aabb.min.x, _aabb.max.y, _aabb.max.z), 0.5f, 6));
scene->addObject(new Sphere(glm::vec3(_aabb.max.x, _aabb.min.y, _aabb.max.z), 0.5f, 6));
scene->addObject(new Sphere(glm::vec3(_aabb.max.x, _aabb.max.y, _aabb.min.z), 0.5f, 6));
}
else
{
// _left->showAABB(scene);
// _right->showAABB(scene);
}
}
const AABB &BVH::getAABB() const
{
return (_aabb);