Files
RT_GPU/srcs/class/BVH.cpp
TheRedShip 0ae411d8ea + | BVH Sah
2025-01-19 17:58:11 +01:00

277 lines
7.3 KiB
C++

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* BVH.cpp :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/01/16 21:48:48 by TheRed #+# #+# */
/* Updated: 2025/01/18 21:11:35 by ycontre ### ########.fr */
/* */
/* ************************************************************************** */
#include "BVH.hpp"
BVH::BVH(std::vector<GPUTriangle> &primitives, int first_primitive, int primitive_count) : _aabb(AABB(glm::vec3(1e30f), glm::vec3(-1e30f)))
{
_left = nullptr;
_right = nullptr;
_is_leaf = true;
_first_primitive = first_primitive;
_primitive_count = primitive_count;
updateBounds(primitives);
subdivide(primitives);
}
void BVH::updateBounds(std::vector<GPUTriangle> &primitives)
{
for (int i = 0; i < _primitive_count; i++)
{
GPUTriangle leaf_triangle = primitives[_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);
}
}
float BVH::evaluateSah(std::vector<GPUTriangle> &primitives, int axis, float pos)
{
AABB left_box(glm::vec3(1e30f), glm::vec3(-1e30f));
AABB right_box(glm::vec3(1e30f), glm::vec3(-1e30f));
int left_count = 0;
int right_count = 0;
for (unsigned int i = 0; i < _primitive_count; i++)
{
GPUTriangle triangle = primitives[_first_primitive + i];
glm::vec3 centroid = (triangle.position + triangle.vertex1 + triangle.vertex2) / 3.0f;
if (centroid[axis] < pos)
{
left_count++;
left_box.grow( triangle.position );
left_box.grow( triangle.vertex1 );
left_box.grow( triangle.vertex2 );
}
else
{
right_count++;
right_box.grow( triangle.position );
right_box.grow( triangle.vertex1 );
right_box.grow( triangle.vertex2 );
}
}
float cost = left_count * left_box.area() + right_count * right_box.area();
return (cost > 0 ? cost : 1e30f);
}
void BVH::subdivide(std::vector<GPUTriangle> &primitives)
{
if (_primitive_count <= 4)
return ;
glm::vec3 extent = _aabb.max - _aabb.min;
const int num_test_per_axis = 5;
int best_axis = 0;
float best_pos = 0;
float best_cost = 1e30f;
for (int axis = 0; axis < 3; axis++)
{
float start_pos = _aabb.min[axis];
float end_pos = _aabb.max[axis];
for (int i = 0; i < num_test_per_axis; i++)
{
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);
if (cost < best_cost)
{
best_pos = candidate_pos;
best_axis = axis;
best_cost = cost;
}
}
}
int axis = best_axis;
float split_pos = best_pos;
int i = _first_primitive;
int j = _first_primitive + _primitive_count - 1;
while (i <= j)
{
GPUTriangle triangle = primitives[i];
glm::vec3 centroid = (triangle.position + triangle.vertex1 + triangle.vertex2) / 3.0f;
if (centroid[axis] < split_pos)
i++;
else
{
std::swap(primitives[i], primitives[j]);
j--;
}
}
int left_count = i - _first_primitive;
if (left_count == 0 || left_count == _primitive_count)
return ;
_is_leaf = false;
_left = new BVH(primitives, _first_primitive, left_count);
_right = new BVH(primitives, 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);
}
GPUBvh BVH::toGPUBvh()
{
GPUBvh bvh;
bvh.is_leaf = _is_leaf;
bvh.first_primitive = _first_primitive;
bvh.primitive_count = _primitive_count;
bvh.max = _aabb.max;
bvh.min = _aabb.min;
return (bvh);
}
void BVH::flatten(std::vector<GPUBvh> &bvhs, int &currentIndex)
{
GPUBvh self_bvh = toGPUBvh();
int self_index = currentIndex++;
self_bvh.left_index = -1;
self_bvh.right_index = -1;
if (!_is_leaf)
{
self_bvh.left_index = currentIndex;
_left->flatten(bvhs, currentIndex);
self_bvh.right_index = currentIndex;
_right->flatten(bvhs, currentIndex);
}
bvhs[self_index] = self_bvh;
}
std::vector<GPUBvh> BVH::getGPUBvhs()
{
std::vector<GPUBvh> bvhs(getSize() + 1);
int currentIndex = 0;
flatten(bvhs, currentIndex);
return (bvhs);
}
int BVH::getSize()
{
int count = 0;
if (_is_leaf)
return (0);
count += 1 + _left->getSize();
count += 1 + _right->getSize();
return (count);
}
int BVH::getLeaves()
{
int count = 0;
if (_is_leaf)
return (1);
count += _left->getLeaves();
count += _right->getLeaves();
return (count);
}
//get tri per leaf min max and average
BVHStats BVH::analyzeBVHLeaves(BVH *root)
{
if (!root)
return {0, 0, 0.0f};
// If this is a leaf node, return its stats
if (root->_is_leaf)
return {
root->_primitive_count, // min
root->_primitive_count, // max
(float)root->_primitive_count // average
};
// Get stats from left and right subtrees
BVHStats left = analyzeBVHLeaves(root->_left);
BVHStats right = analyzeBVHLeaves(root->_right);
// Combine the results
int min_count = std::min(left.min_triangles, right.min_triangles);
int max_count = std::max(left.max_triangles, right.max_triangles);
// Calculate weighted average based on number of leaves in each subtree
float left_leaf_count = (left.average_triangles > 0) ? 1.0f : 0.0f;
float right_leaf_count = (right.average_triangles > 0) ? 1.0f : 0.0f;
float total_leaf_count = left_leaf_count + right_leaf_count;
float avg_count = 0.0f;
if (total_leaf_count > 0)
avg_count = (left.average_triangles * left_leaf_count +
right.average_triangles * right_leaf_count) / total_leaf_count;
return {min_count, max_count, avg_count};
}