Fixed AABB Sizing issue.

Fixed is a strong word. TODO: I have solved the problem by using isEmpty to tell when it's a fresh AABB
and just returing the passed AABB as the new expanded AABB. This feels lazy and I expect it'll cause issues in the future.
Plus it isn't truely correct and the context which uses it could just use the first obj AABB since there is only 1 object
main
Brett 2022-11-15 00:53:21 -05:00
parent a28d49b132
commit 17c7942405
15 changed files with 211 additions and 114 deletions

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@ -1,3 +1,3 @@
Start testing: Nov 14 20:44 EST
Start testing: Nov 15 00:51 EST
----------------------------------------------------------
End testing: Nov 14 20:44 EST
End testing: Nov 15 00:51 EST

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@ -9,7 +9,7 @@ Size=550,680
Collapsed=1
[Window][Debug Menu]
Pos=13,12
Pos=-6,23
Size=339,226
Collapsed=0
@ -74,8 +74,8 @@ Size=324,211
Collapsed=0
[Window][BVH Data ]
Pos=930,180
Size=397,473
Pos=913,184
Size=522,476
Collapsed=0
[Window][Example: Long text display]
@ -83,7 +83,17 @@ Pos=60,60
Size=520,600
Collapsed=0
[Window][Example: Log]
Pos=60,60
Size=500,400
Collapsed=0
[Table][0xD0F0C6E3,2]
Column 0 Weight=1.0000
Column 1 Weight=1.0000
[Table][0xC9935533,3]
Column 0 Weight=1.0000
Column 1 Weight=1.0000
Column 2 Weight=1.0000

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@ -9,9 +9,12 @@
#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
#include <utility>
@ -64,10 +67,16 @@ namespace Raytracing {
worldShader.setVec3("color", {1.0, 1.0, 1.0});
if (selected == index) {
worldShader.setVec3("color", {0.0, 0.0, 1.0});
if (ImGui::BeginListBox("")){
if (ImGui::BeginListBox("", ImVec2(250, 350))) {
std::stringstream strs;
strs << aabb;
ImGui::Text("%s", strs.str().c_str());
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());
std::stringstream stm;
stm << item.aabb;
ImGui::Text("%s,\n\t%s", (std::to_string(pos.x()) + " " + std::to_string(pos.y()) + " " + std::to_string(pos.z())).c_str(),
stm.str().c_str());
}
ImGui::EndListBox();
}
@ -92,7 +101,18 @@ namespace Raytracing {
}
}
void gui() const {
if (ImGui::Selectable(("S: " + std::to_string(objs.size()) + " I: " + std::to_string(index)).c_str(), selected == index))
int c1 = -1;
int c2 = -1;
if (left != nullptr)
c1 = left->index;
if (right != nullptr)
c2 = right->index;
std::string t;
if (c1 == -1 && c2 == -1)
t = " LEAF";
else
t = " L: " + std::to_string(c1) + " R: " + std::to_string(c2);
if (ImGui::Selectable(("S: " + std::to_string(objs.size()) + " I: " + std::to_string(index) + t).c_str(), selected == index))
selected = index;
}
#endif
@ -111,40 +131,32 @@ namespace Raytracing {
static BVHPartitionedSpace partition(const std::pair<AABB, AABB>& aabbs, const std::vector<BVHObject>& objs) {
BVHPartitionedSpace space;
for (const auto& obj: objs) {
// 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.
// 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)) {
if (aabbs.first.intersects(obj.aabb))
space.left.push_back(obj);
tlog << "left\n";
}
if (aabbs.second.intersects(obj.aabb)) {
else if (aabbs.second.intersects(obj.aabb))
space.right.push_back(obj);
tlog << "right\n";
}
}
return space;
}
BVHNode* addObjectsRecur(const std::vector<BVHObject>& objects, long prevSize) {
ilog << "size: " << objects.size() << " " << prevSize << "\n";
// prevSize was required to solve some really weird bugs
// which are a TODO:
if ((objects.size() <= 1 && !objects.empty()) || prevSize == objects.size()) {
AABB local;
for (const auto& obj: objects)
local = local.expand(obj.aabb);
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) {
for (const auto& obj: objects)
world = world.expand(obj.aabb);
}
// prevSize was required to solve some really weird bugs
// which are a TODO:
if ((objects.size() <= 1 && !objects.empty()) || prevSize == objects.size()) {
return new BVHNode(objects, world, nullptr, nullptr);
} else if (objects.empty()) // should never reach here!!
return nullptr;
// then split and partition the world
auto splitAABBs = world.splitByLongestAxis();
auto partitionedObjs = partition(splitAABBs, objects);
@ -172,7 +184,7 @@ namespace Raytracing {
// 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 traverseFindRayIntersection(node->right, 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)
@ -211,8 +223,7 @@ namespace Raytracing {
// move all the object's aabb's into world position
std::vector<BVHObject> objs;
for (auto* obj: objects) {
// we don't want to store all the AABBs which don't exist
// ie spheres
// we don't want to store all the AABBs which don't exist: ie spheres
if (obj->getAABB().isEmpty()) {
noAABBObjects.push_back(obj);
continue;
@ -240,14 +251,17 @@ namespace Raytracing {
worldShader.setInt("useWhite", 1);
worldShader.setVec3("color", {1.0, 1.0, 1.0});
{
ImGui::BeginChild("left pane", ImVec2(150, 0), true);
ImGui::BeginChild("left pane", ImVec2(180, 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
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();

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@ -41,6 +41,11 @@ namespace Raytracing {
// returns an expanded version of this AABB is the other AABB is larger then this AABB
[[nodiscard]] AABB expand(const AABB& other) const {
// terrible hack
// a 0 init AABB was having issues when being "expanded" to a place which is larger
// this should prevent that by side stepping the issue. Which is a TODO:
if (isEmpty())
return other;
PRECISION_TYPE minX = std::min(min.x(), other.min.x());
PRECISION_TYPE minY = std::min(min.y(), other.min.y());
PRECISION_TYPE minZ = std::min(min.z(), other.min.z());

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@ -43,6 +43,7 @@
// mul
// 70.9977ms normal
// 286.656ms avx
#ifdef COMPILER_DEBUG_ENABLED
#define USE_SIMD_CPU
#endif

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@ -87,19 +87,29 @@ namespace Raytracing {
tmin = std::min(tmin, std::min(tx1, tx2));
tmax = std::max(tmax, std::max(tx1, tx2));
// gives us an early exit if we know it's outside the bounds.
if (tmax <= tmin)
return false;
PRECISION_TYPE ty1 = (min.y() - ray.getStartingPoint().y())*ray.getInverseDirection().y();
PRECISION_TYPE ty2 = (max.y() - ray.getStartingPoint().y())*ray.getInverseDirection().y();
tmin = std::max(tmin, std::min(ty1, ty2));
tmax = std::min(tmax, std::max(ty1, ty2));
if (tmax <= tmin)
return false;
PRECISION_TYPE tz1 = (min.z() - ray.getStartingPoint().z())*ray.getInverseDirection().z();
PRECISION_TYPE tz2 = (max.z() - ray.getStartingPoint().z())*ray.getInverseDirection().z();
tmin = std::max(tmin, std::min(tz1, tz2));
tmax = std::min(tmax, std::max(tz1, tz2));
return tmax > std::max(tmin, 0.0);
if (tmax <= tmin)
return false;
return true;
}
bool AABB::intersects(const Ray& ray, PRECISION_TYPE tmin, PRECISION_TYPE tmax) {