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https://github.com/TheRedShip/RT_GPU.git
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+ | Multiple obj using multiple BVH
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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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