+ | 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

@ -59,20 +59,20 @@ bool Scene::parseScene(char *name)
file.close();
std::cout << "Parsing done" << std::endl;
std::cout << "Starting BVH" << std::endl;
// std::cout << "Starting BVH" << std::endl;
BVH *bvh = new BVH(_gpu_triangles, 0, _gpu_triangles.size());
_gpu_bvh = bvh->getGPUBvhs();
// BVH *bvh = new BVH(_gpu_triangles, 0, _gpu_triangles.size());
// _gpu_bvh = bvh->getGPUBvhs();
std::cout << "BVH Done: " << std::endl;
// std::cout << "BVH Done: " << std::endl;
std::cout << "\tBVH size: " << bvh->getSize() << std::endl;
std::cout << "\tBVH leaves: " << bvh->getLeaves() << std::endl << std::endl;
// std::cout << "\tBVH size: " << bvh->getSize() << std::endl;
// std::cout << "\tBVH leaves: " << bvh->getLeaves() << std::endl << std::endl;
BVHStats stats = bvh->analyzeBVHLeaves(bvh);
std::cout << "\tMin triangles per leaf: " << stats.min_triangles << std::endl;
std::cout << "\tMax triangles per leaf: " << stats.max_triangles << std::endl;
std::cout << "\tAverage triangles per leaf: " << stats.average_triangles << std::endl << std::endl;
// BVHStats stats = bvh->analyzeBVHLeaves(bvh);
// std::cout << "\tMin triangles per leaf: " << stats.min_triangles << std::endl;
// std::cout << "\tMax triangles per leaf: " << stats.max_triangles << std::endl;
// std::cout << "\tAverage triangles per leaf: " << stats.average_triangles << std::endl << std::endl;
return (true);
}
@ -119,15 +119,14 @@ void Scene::addObject(Object *obj)
GPUTriangle gpu_triangle;
auto triangle = static_cast<Triangle *>(obj);
gpu_triangle.position = obj->getPosition();
gpu_triangle.mat_index = obj->getMaterialIndex();
gpu_triangle.position = triangle->getPosition();
gpu_triangle.mat_index = triangle->getMaterialIndex();
gpu_triangle.vertex1 = triangle->getVertex2();
gpu_triangle.vertex2 = triangle->getVertex3();
gpu_triangle.normal = triangle->getNormal();
_gpu_triangles.push_back(gpu_triangle);
return ;
}
else if (obj->getType() == Object::Type::PORTAL)
@ -156,6 +155,37 @@ void Scene::addObject(Object *obj)
_gpu_objects.push_back(gpu_obj);
}
void Scene::addBvh(std::vector<Triangle> &triangles)
{
GPUBvhData new_bvh_data;
std::vector<GPUBvh> new_bvhs_list;
BVH *bvh = new BVH(triangles, 0, triangles.size());
new_bvhs_list = bvh->getGPUBvhs();
new_bvh_data.offset = glm::vec3(0., 0., 0.);
new_bvh_data.bvh_start_index = _gpu_bvh.size();
new_bvh_data.triangle_start_index = _gpu_triangles.size();
_gpu_bvh_data.push_back(new_bvh_data);
_gpu_bvh.insert(_gpu_bvh.end(), new_bvhs_list.begin(), new_bvhs_list.end());
for (int i = 0; i < (int)triangles.size(); i++)
{
GPUTriangle gpu_triangle;
gpu_triangle.position = triangles[i].getPosition();
gpu_triangle.mat_index = triangles[i].getMaterialIndex();
gpu_triangle.vertex1 = triangles[i].getVertex2();
gpu_triangle.vertex2 = triangles[i].getVertex3();
gpu_triangle.normal = triangles[i].getNormal();
_gpu_triangles.push_back(gpu_triangle);
}
}
void Scene::addMaterial(Material *material)
{
GPUMaterial gpu_mat;
@ -216,7 +246,12 @@ GPUDebug &Scene::getDebug()
return (_gpu_debug);
}
std::vector<GPUBvh> &Scene::getBVH()
std::vector<GPUBvhData> &Scene::getBvhData()
{
return (_gpu_bvh_data);
}
std::vector<GPUBvh> &Scene::getBvh()
{
return (_gpu_bvh);
}