COSC-3P93-Project/Step 3/include/engine/math/bvh.h

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/*
* Created by Brett Terpstra 6920201 on 17/10/22.
* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
*/
#ifndef STEP_2_BVH_H
#define STEP_2_BVH_H
#include "engine/util/std.h"
#include "engine/types.h"
#include <config.h>
#ifdef COMPILE_GUI
#include <graphics/gl/gl.h>
#include <graphics/imgui/imgui.h>
#endif
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#include <utility>
// A currently pure header implementation of a BVH. TODO: make source file.
// this is also for testing and might not make it into the step 2.
namespace Raytracing {
#ifdef COMPILE_GUI
extern std::shared_ptr<VAO> aabbVAO;
extern int count;
extern int selected;
#endif
struct BVHObject {
Object* ptr = nullptr;
AABB aabb;
};
struct BVHPartitionedSpace {
std::vector<BVHObject> left;
std::vector<BVHObject> right;
};
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struct BVHNode {
private:
static Raytracing::Mat4x4 getTransform(const AABB& _aabb){
Raytracing::Mat4x4 transform {};
auto center = _aabb.getCenter();
transform.translate(center);
auto xRadius = _aabb.getXRadius(center) * 2;
auto yRadius = _aabb.getYRadius(center) * 2;
auto zRadius = _aabb.getZRadius(center) * 2;
transform.scale(float(xRadius), float(yRadius), float(zRadius));
return transform;
}
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public:
std::vector<BVHObject> objs;
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AABB aabb;
BVHNode* left;
BVHNode* right;
int index;
BVHNode(std::vector<BVHObject> objs, AABB aabb, BVHNode* left, BVHNode* right): objs(std::move(objs)), aabb(std::move(aabb)),
left(left), right(right) {
index = count++;
}
#ifdef COMPILE_GUI
void draw(Shader& worldShader){
worldShader.setVec3("color", {1.0, 1.0, 1.0});
if (selected == index){
worldShader.setVec3("color", {0.0, 0.0, 1.0});
if (ImGui::BeginListBox("")){
for (const auto& item : objs){
auto pos = item.ptr->getPosition();
ImGui::Text("%s", (std::to_string(pos.x()) + " " + std::to_string(pos.y()) + " " + std::to_string(pos.z())).c_str());
}
ImGui::EndListBox();
}
aabbVAO->bind();
for (const auto& obj : objs) {
auto transform = getTransform(obj.aabb);
worldShader.setMatrix("transform", transform);
aabbVAO->draw(worldShader);
}
auto transform = getTransform(aabb);
worldShader.setMatrix("transform", transform);
aabbVAO->draw(worldShader);
auto splitAABBs = aabb.splitByLongestAxis();
transform = getTransform(splitAABBs.second);
worldShader.setMatrix("transform", transform);
aabbVAO->draw(worldShader);
transform = getTransform(splitAABBs.first);
worldShader.setMatrix("transform", transform);
aabbVAO->draw(worldShader);
}
}
void gui() const {
if (ImGui::Selectable(("S: " + std::to_string(objs.size()) + " I: " + std::to_string(index)).c_str(), selected == index))
selected = index;
}
#endif
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~BVHNode() {
delete (left);
delete (right);
}
};
class BVHTree {
private:
const int MAX_TREE_DEPTH = 50;
BVHNode* root = nullptr;
// splits the objs in the vector based on the provided AABBs
static BVHPartitionedSpace partition(const std::pair<AABB, AABB>& aabbs, const std::vector<BVHObject>& objs) {
BVHPartitionedSpace space;
for (const auto& obj: objs) {
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// if this object doesn't have an AABB, we cannot use a BVH on it
// If this ever fails we have a problem with the implementation.
RTAssert(!obj.aabb.isEmpty());
if (aabbs.first.intersects(obj.aabb)) {
space.left.push_back(obj);
tlog << "left\n";
}
if (aabbs.second.intersects(obj.aabb)) {
space.right.push_back(obj);
tlog << "right\n";
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}
}
return space;
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}
BVHNode* addObjectsRecur(const std::vector<BVHObject>& objects, long prevSize) {
ilog << "size: " << objects.size() << " " << prevSize << "\n";
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// prevSize was required to solve some really weird bugs
// which are a TODO:
if ((objects.size() <= 1 && !objects.empty()) || prevSize == objects.size()) {
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AABB local;
for (const auto& obj: objects)
local = local.expand(obj.aabb);
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return new BVHNode(objects, local, nullptr, nullptr);
} else if (objects.empty()) // should never reach here!!
return nullptr;
// create a volume for the entire world.
// yes, we could use the recursion provided AABB,
// but that wouldn't be minimum, only half.
// this ensures that we have a minimum AABB.
AABB world;
for (const auto& obj: objects) {
world = world.expand(obj.aabb);
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}
// then split and partition the world
auto splitAABBs = world.splitByLongestAxis();
auto partitionedObjs = partition(splitAABBs, objects);
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elog << partitionedObjs.left.size() << " :: " << partitionedObjs.right.size() << "\n";
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BVHNode* left = nullptr;
BVHNode* right = nullptr;
// don't try to explore nodes which don't have anything in them.
if (!partitionedObjs.left.empty())
left = addObjectsRecur(partitionedObjs.left, (long) objects.size());
if (!partitionedObjs.right.empty())
right = addObjectsRecur(partitionedObjs.right, (long) objects.size());
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return new BVHNode(objects, world, left, right);
}
static std::vector<BVHObject> traverseFindRayIntersection(BVHNode* node, const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) {
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// check for intersections on both sides of the tree
if (node->left != nullptr) {
if (node->left->aabb.intersects(ray, min, max))
return traverseFindRayIntersection(node->left, ray, min, max);
}
// since each aabb should be minimum, we shouldn't have to traverse both sides.
// we want to reduce our problem size by half each iteration anyways
// divide and conquer and so on
if (node->right != nullptr)
if (node->right->aabb.intersects(ray, min, max))
return traverseFindRayIntersection(node->left, ray, min, max);
// return the objects of the lowest BVH node we can find
// if this is implemented properly this should only contain one, maybe two objects
// which is much faster! (especially when dealing with triangles)
return node->objs;
}
#ifdef COMPILE_GUI
void drawNodesRecur(Shader& worldShader, BVHNode* node){
node->draw(worldShader);
if (node->left != nullptr)
drawNodesRecur(worldShader, node->left);
if (node->right != nullptr)
drawNodesRecur(worldShader, node->right);
}
void guiNodesRecur(BVHNode* node){
node->gui();
if (node->left != nullptr)
guiNodesRecur(node->left);
if (node->right != nullptr)
guiNodesRecur(node->right);
}
#endif
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public:
std::vector<Object*> noAABBObjects;
explicit BVHTree(const std::vector<Object*>& objectsInWorld) {
addObjects(objectsInWorld);
#ifdef COMPILE_GUI
auto aabbVertexData = Shapes::cubeVertexBuilder{};
if (aabbVAO == nullptr)
aabbVAO = std::make_shared<VAO>(aabbVertexData.cubeVerticesRaw, aabbVertexData.cubeUVs);
#endif
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}
void addObjects(const std::vector<Object*>& objects) {
if (root != nullptr)
throw std::runtime_error("BVHTree already exists. What are you trying to do?");
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// move all the object's aabb's into world position
std::vector<BVHObject> objs;
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for (auto* obj: objects) {
// we don't want to store all the AABBs which don't exist
// ie spheres
if (obj->getAABB().isEmpty()) {
noAABBObjects.push_back(obj);
continue;
}
BVHObject bvhObject;
// returns a copy of the AABB object and assigns it in to the tree storage object
bvhObject.aabb = obj->getAABB().translate(obj->getPosition());
// which means we don't have to do memory management, since we are using the pointer without ownership or coping now.
bvhObject.ptr = obj;
objs.push_back(bvhObject);
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}
root = addObjectsRecur(objs, 1);
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}
std::vector<BVHObject> rayIntersect(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) {
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return traverseFindRayIntersection(root, ray, min, max);
}
#ifdef COMPILE_GUI
// renders all the debug VAOs on screen.
void render (Shader& worldShader){
ImGui::Begin(("BVH Data "), nullptr, ImGuiWindowFlags_NoCollapse);
worldShader.use();
worldShader.setInt("useWhite", 1);
worldShader.setVec3("color", {1.0, 1.0, 1.0});
{
ImGui::BeginChild("left pane", ImVec2(150, 0), true);
guiNodesRecur(root);
ImGui::EndChild();
}
ImGui::SameLine();
{
ImGui::BeginGroup();
ImGui::BeginChild("item view", ImVec2(0, -ImGui::GetFrameHeightWithSpacing()), true, ImGuiWindowFlags_AlwaysAutoResize); // Leave room for 1 line below us
drawNodesRecur(worldShader, root);
ImGui::EndChild();
ImGui::EndGroup();
}
worldShader.setInt("useWhite", 0);
ImGui::End();
}
#endif
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~BVHTree() {
delete (root);
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}
};
}
#endif //STEP_2_BVH_H