BVH appears to be working now
Added multi-hit intersection. A ray will now return all objects which it intersects with. It's slower then optimal but based on the console output it appears to be still much faster than without a BVH. More testing is required.main
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1142 1242 1668628564172247411 Step_3 9d5d6ad8db7a0552
|
||||
|
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
@ -1,3 +1,3 @@
|
|||
Start testing: Nov 16 14:16 EST
|
||||
Start testing: Nov 16 14:56 EST
|
||||
----------------------------------------------------------
|
||||
End testing: Nov 16 14:16 EST
|
||||
End testing: Nov 16 14:56 EST
|
||||
|
|
|
@ -70,6 +70,13 @@ build CMakeFiles/Step_3.dir/src/engine/main.cpp.o: CXX_COMPILER__Step_3_Release
|
|||
OBJECT_DIR = CMakeFiles/Step_3.dir
|
||||
OBJECT_FILE_DIR = CMakeFiles/Step_3.dir/src/engine
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||||
|
||||
build CMakeFiles/Step_3.dir/src/engine/math/bvh.cpp.o: CXX_COMPILER__Step_3_Release /home/brett/Documents/Brock/CS$ 3P93/Project/Step$ 3/src/engine/math/bvh.cpp || cmake_object_order_depends_target_Step_3
|
||||
DEP_FILE = CMakeFiles/Step_3.dir/src/engine/math/bvh.cpp.o.d
|
||||
FLAGS = -march=native -O3 -DNDEBUG -std=gnu++20
|
||||
INCLUDES = -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/cmake-build-release" -I"/home/brett/Documents/Brock/CS 3P93/Project/Step 3/include"
|
||||
OBJECT_DIR = CMakeFiles/Step_3.dir
|
||||
OBJECT_FILE_DIR = CMakeFiles/Step_3.dir/src/engine/math
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||||
|
||||
build CMakeFiles/Step_3.dir/src/engine/math/colliders.cpp.o: CXX_COMPILER__Step_3_Release /home/brett/Documents/Brock/CS$ 3P93/Project/Step$ 3/src/engine/math/colliders.cpp || cmake_object_order_depends_target_Step_3
|
||||
DEP_FILE = CMakeFiles/Step_3.dir/src/engine/math/colliders.cpp.o.d
|
||||
FLAGS = -march=native -O3 -DNDEBUG -std=gnu++20
|
||||
|
@ -218,7 +225,7 @@ build CMakeFiles/Step_3.dir/src/graphics/input.cpp.o: CXX_COMPILER__Step_3_Relea
|
|||
#############################################
|
||||
# Link the executable Step_3
|
||||
|
||||
build Step_3: CXX_EXECUTABLE_LINKER__Step_3_Release CMakeFiles/Step_3.dir/src/engine/globals.cpp.o CMakeFiles/Step_3.dir/src/engine/image/image.cpp.o CMakeFiles/Step_3.dir/src/engine/main.cpp.o CMakeFiles/Step_3.dir/src/engine/math/colliders.cpp.o CMakeFiles/Step_3.dir/src/engine/raytracing.cpp.o CMakeFiles/Step_3.dir/src/engine/util/debug.cpp.o CMakeFiles/Step_3.dir/src/engine/util/models.cpp.o CMakeFiles/Step_3.dir/src/engine/util/parser.cpp.o CMakeFiles/Step_3.dir/src/engine/world.cpp.o CMakeFiles/Step_3.dir/src/graphics/debug_gui.cpp.o CMakeFiles/Step_3.dir/src/graphics/gl/gl.c.o CMakeFiles/Step_3.dir/src/graphics/gl/gl.cpp.o CMakeFiles/Step_3.dir/src/graphics/gl/shader.cpp.o CMakeFiles/Step_3.dir/src/graphics/graphics.cpp.o CMakeFiles/Step_3.dir/src/graphics/imgui/imgui.cpp.o CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_demo.cpp.o CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_draw.cpp.o CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_impl_glfw.cpp.o CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_impl_opengl3.cpp.o CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_impl_x11.cpp.o CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_tables.cpp.o CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_widgets.cpp.o CMakeFiles/Step_3.dir/src/graphics/input.cpp.o | /usr/lib/x86_64-linux-gnu/libGLU.so /usr/lib/x86_64-linux-gnu/libGLX.so /usr/lib/x86_64-linux-gnu/libglfw.so.3.3 /usr/lib/x86_64-linux-gnu/libOpenCL.so /usr/lib/x86_64-linux-gnu/libGLX.so /usr/lib/x86_64-linux-gnu/libOpenGL.so
|
||||
build Step_3: CXX_EXECUTABLE_LINKER__Step_3_Release CMakeFiles/Step_3.dir/src/engine/globals.cpp.o CMakeFiles/Step_3.dir/src/engine/image/image.cpp.o CMakeFiles/Step_3.dir/src/engine/main.cpp.o CMakeFiles/Step_3.dir/src/engine/math/bvh.cpp.o CMakeFiles/Step_3.dir/src/engine/math/colliders.cpp.o CMakeFiles/Step_3.dir/src/engine/raytracing.cpp.o CMakeFiles/Step_3.dir/src/engine/util/debug.cpp.o CMakeFiles/Step_3.dir/src/engine/util/models.cpp.o CMakeFiles/Step_3.dir/src/engine/util/parser.cpp.o CMakeFiles/Step_3.dir/src/engine/world.cpp.o CMakeFiles/Step_3.dir/src/graphics/debug_gui.cpp.o CMakeFiles/Step_3.dir/src/graphics/gl/gl.c.o CMakeFiles/Step_3.dir/src/graphics/gl/gl.cpp.o CMakeFiles/Step_3.dir/src/graphics/gl/shader.cpp.o CMakeFiles/Step_3.dir/src/graphics/graphics.cpp.o CMakeFiles/Step_3.dir/src/graphics/imgui/imgui.cpp.o CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_demo.cpp.o CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_draw.cpp.o CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_impl_glfw.cpp.o CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_impl_opengl3.cpp.o CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_impl_x11.cpp.o CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_tables.cpp.o CMakeFiles/Step_3.dir/src/graphics/imgui/imgui_widgets.cpp.o CMakeFiles/Step_3.dir/src/graphics/input.cpp.o | /usr/lib/x86_64-linux-gnu/libGLU.so /usr/lib/x86_64-linux-gnu/libGLX.so /usr/lib/x86_64-linux-gnu/libglfw.so.3.3 /usr/lib/x86_64-linux-gnu/libOpenCL.so /usr/lib/x86_64-linux-gnu/libGLX.so /usr/lib/x86_64-linux-gnu/libOpenGL.so
|
||||
FLAGS = -march=native -O3 -DNDEBUG
|
||||
LINK_LIBRARIES = -lpthread /usr/lib/x86_64-linux-gnu/libGLU.so /usr/lib/x86_64-linux-gnu/libGLX.so /usr/lib/x86_64-linux-gnu/libglfw.so.3.3 /usr/lib/x86_64-linux-gnu/libOpenCL.so /usr/lib/x86_64-linux-gnu/libGLX.so /usr/lib/x86_64-linux-gnu/libOpenGL.so
|
||||
OBJECT_DIR = CMakeFiles/Step_3.dir
|
||||
|
|
|
@ -9,7 +9,7 @@ Size=550,680
|
|||
Collapsed=1
|
||||
|
||||
[Window][Debug Menu]
|
||||
Pos=114,55
|
||||
Pos=36,38
|
||||
Size=339,226
|
||||
Collapsed=0
|
||||
|
||||
|
|
|
@ -54,8 +54,8 @@ namespace Raytracing {
|
|||
}
|
||||
public:
|
||||
struct BVHHitData {
|
||||
BVHNode* ptr;
|
||||
AABBHitData data;
|
||||
BVHNode* ptr{};
|
||||
AABBHitData data{};
|
||||
bool hit = false;
|
||||
};
|
||||
std::vector<BVHObject> objs;
|
||||
|
@ -68,39 +68,7 @@ namespace Raytracing {
|
|||
left(left), right(right) {
|
||||
index = count++;
|
||||
}
|
||||
BVHHitData doesRayIntersect(const Ray& r, PRECISION_TYPE min, PRECISION_TYPE max){
|
||||
auto ourHitData = aabb.intersects(r, min, max);
|
||||
if (!ourHitData.hit)
|
||||
return {this, ourHitData, false};
|
||||
|
||||
this->hit = 2;
|
||||
|
||||
BVHHitData leftHit{};
|
||||
leftHit.hit = false;
|
||||
BVHHitData rightHit{};
|
||||
rightHit.hit = false;
|
||||
if (left != nullptr)
|
||||
leftHit = left->doesRayIntersect(r, min, ourHitData.tMax);
|
||||
if (right != nullptr)
|
||||
rightHit = right->doesRayIntersect(r, min, leftHit.hit ? leftHit.data.tMin : ourHitData.tMax);
|
||||
|
||||
//tlog << "On the left we " << (leftHit.hit ? "hit" : "didn't hit") << ". with tmax " << leftHit.data.tMax << " and tmin " << leftHit.data.tMin << "\n";
|
||||
//tlog << "On the right we " << (rightHit.hit ? "hit" : "didn't hit") << ". with tmax " << rightHit.data.tMax << " and tmin " << rightHit.data.tMin << "\n";
|
||||
|
||||
if (leftHit.hit && (leftHit.data.tMax < rightHit.data.tMax || !rightHit.hit))
|
||||
return leftHit;
|
||||
else if (rightHit.hit && (rightHit.data.tMax < leftHit.data.tMax || !leftHit.hit))
|
||||
return rightHit;
|
||||
|
||||
//tlog << index << "I " << leftHit.hit << " ? " << rightHit.hit << " " << left << " " << right << " : " << objs.size() << " is empty? " << objs.empty() << "\n" ;
|
||||
this->hit = !objs.empty();
|
||||
if (objs.empty()){
|
||||
//tlog << "we hit an empty box " << index << "\n";
|
||||
return {this, ourHitData, false};
|
||||
}
|
||||
//tlog << "We hit a box with objects " << objs.size() << " ! " << index << "\n";
|
||||
return {this, ourHitData, true};
|
||||
}
|
||||
BVHHitData firstHitRayIntersectTraversal(const Ray& r, PRECISION_TYPE min, PRECISION_TYPE max);
|
||||
#ifdef COMPILE_GUI
|
||||
void draw(Shader& worldShader) {
|
||||
worldShader.setVec3("color", {1.0, 1.0, 1.0});
|
||||
|
@ -176,18 +144,7 @@ namespace Raytracing {
|
|||
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) {
|
||||
// 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);
|
||||
else if (aabbs.second.intersects(obj.aabb))
|
||||
space.right.push_back(obj);
|
||||
}
|
||||
return space;
|
||||
}
|
||||
static BVHPartitionedSpace partition(const std::pair<AABB, AABB>& aabbs, const std::vector<BVHObject>& objs);
|
||||
|
||||
static bool vectorEquals(const BVHPartitionedSpace& oldSpace, const BVHPartitionedSpace& newSpace){
|
||||
if (oldSpace.left.size() != newSpace.left.size() || oldSpace.right.size() != newSpace.right.size())
|
||||
|
@ -292,15 +249,8 @@ namespace Raytracing {
|
|||
root = addObjectsRecur(objs, {});
|
||||
}
|
||||
|
||||
std::vector<BVHObject> rayIntersect(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) {
|
||||
RTAssert(root != nullptr);
|
||||
auto results = root->doesRayIntersect(ray, min, max);
|
||||
RTAssert(results.ptr != nullptr);
|
||||
if (results.hit)
|
||||
return results.ptr->objs;
|
||||
else
|
||||
return {};
|
||||
}
|
||||
std::vector<BVHObject> rayFirstHitIntersect(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max);
|
||||
std::vector<BVHObject> rayAnyHitIntersect(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max);
|
||||
void resetNodes(){
|
||||
reset(root);
|
||||
}
|
||||
|
|
|
@ -0,0 +1,130 @@
|
|||
/*
|
||||
* Created by Brett Terpstra 6920201 on 16/11/22.
|
||||
* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
|
||||
*/
|
||||
#include <engine/math/bvh.h>
|
||||
#include <queue>
|
||||
|
||||
namespace Raytracing {
|
||||
|
||||
/*
|
||||
* BVH Node Class
|
||||
* -------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/**
|
||||
* Returns the first bounding tree with objects in it hit by the provided ray.
|
||||
* @param r the ray to check for intersection with
|
||||
* @param min the min t allowed in intersection
|
||||
* @param max the max t value allowed in intersection
|
||||
* @return BVHHitData, a structure containing the node, AABB intersection and whether we actually hit anything or not.
|
||||
*/
|
||||
BVHNode::BVHHitData BVHNode::firstHitRayIntersectTraversal(const Ray& r, PRECISION_TYPE min, PRECISION_TYPE max) {
|
||||
// first we need to check if the ray actually intersects with this node,
|
||||
auto ourHitData = aabb.intersects(r, min, max);
|
||||
// if it doesn't we need to immediately return, which prunes all subtrees to this node.
|
||||
if (!ourHitData.hit)
|
||||
return {this, ourHitData, false};
|
||||
// storage for left and right subtree results.
|
||||
BVHHitData leftHit{};
|
||||
BVHHitData rightHit{};
|
||||
// make sure we actually have a left or right node, and if we do traverse them recursively
|
||||
if (left != nullptr)
|
||||
leftHit = left->firstHitRayIntersectTraversal(r, min, max);
|
||||
if (right != nullptr)
|
||||
rightHit = right->firstHitRayIntersectTraversal(r, min, max);
|
||||
// once we are either in a bounding box with objects or we are not.
|
||||
// to ensure that we keep order and return the first bounding box with objects hit by the ray,
|
||||
// we must check if the left tree is closer than the right tree, or we didn't hit the right tree.
|
||||
// if we didn't hit the right tree than we can propagate the left tree up
|
||||
if (leftHit.hit && (leftHit.data.tMax < rightHit.data.tMax || !rightHit.hit))
|
||||
return leftHit;
|
||||
// the same goes for the right tree. if we reach this point the left tree didn't get it or was farther than the right tree
|
||||
// and so we do the same check. make sure that the right tree is closer, or we didn't hit the left tree.
|
||||
else if (rightHit.hit && (rightHit.data.tMax < leftHit.data.tMax || !leftHit.hit))
|
||||
return rightHit;
|
||||
// if we hit neither tree in all likelihood this is a leaf node, and we can return accordingly
|
||||
// but if this isn't a leaf node there will be problems. So if this isn't a leaf node (doesn't have objects)
|
||||
// we can pretend like we didn't hit anything.
|
||||
return {this, ourHitData, !objs.empty()};
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/*
|
||||
* BVH Node Class
|
||||
* -------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/**
|
||||
* Splits the objects into the two distinct spaces provided in the aabbs param based on their intersection
|
||||
* This is left side based and produces two vectors which are unique.
|
||||
* @param aabbs the two spaces which to split the objs vector into
|
||||
* @param objs object vector to be split into aabbs
|
||||
* @return BVHPartitionedSpace, a structure with two vectors containing the split objects. Is left side based and unique.
|
||||
*/
|
||||
BVHPartitionedSpace BVHTree::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.
|
||||
RTAssert(!obj.aabb.isEmpty());
|
||||
if (aabbs.first.intersects(obj.aabb))
|
||||
space.left.push_back(obj);
|
||||
else if (aabbs.second.intersects(obj.aabb))
|
||||
space.right.push_back(obj);
|
||||
}
|
||||
return space;
|
||||
}
|
||||
/**
|
||||
* Returns the object array from the first bounding tree with objects in it hit by the provided ray.
|
||||
* @firstHitRayIntersectTraversal for more information.
|
||||
*/
|
||||
std::vector<BVHObject> BVHTree::rayFirstHitIntersect(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) {
|
||||
RTAssert(root != nullptr);
|
||||
auto results = root->firstHitRayIntersectTraversal(ray, min, max);
|
||||
RTAssert(results.ptr != nullptr);
|
||||
if (results.hit)
|
||||
return results.ptr->objs;
|
||||
else
|
||||
return {};
|
||||
}
|
||||
/**
|
||||
*
|
||||
* @param ray
|
||||
* @param min
|
||||
* @param max
|
||||
* @return
|
||||
*/
|
||||
std::vector<BVHObject> BVHTree::rayAnyHitIntersect(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) {
|
||||
std::queue<BVHNode*> nodes{};
|
||||
std::vector<BVHObject> objects;
|
||||
|
||||
nodes.push(root);
|
||||
|
||||
while (!nodes.empty()) {
|
||||
auto* node = nodes.front();
|
||||
|
||||
auto AABB = node->aabb;
|
||||
auto nodeHitData = AABB.intersects(ray, min, max);
|
||||
if (nodeHitData.hit) {
|
||||
if (node->left != nullptr)
|
||||
nodes.push(node->left);
|
||||
if (node->right != nullptr)
|
||||
nodes.push(node->right);
|
||||
|
||||
if (!node->objs.empty()) {
|
||||
for (const auto& obj: node->objs)
|
||||
objects.push_back(obj);
|
||||
}
|
||||
}
|
||||
nodes.pop();
|
||||
}
|
||||
|
||||
return objects;
|
||||
}
|
||||
}
|
|
@ -62,11 +62,7 @@ namespace Raytracing {
|
|||
auto hResult = HitData{false, Vec4(), Vec4(), max};
|
||||
Object* objPtr = nullptr;
|
||||
|
||||
auto intersected = bvhObjects->rayIntersect(ray, min, max);
|
||||
|
||||
//tlog << " Our intersections found: " << intersected.size() << " objs\n";
|
||||
|
||||
//dlog << "Intersections " << intersected.objs.size() << " " << ray << "\n";
|
||||
auto intersected = bvhObjects->rayAnyHitIntersect(ray, min, max);
|
||||
|
||||
for (const auto& ptr : intersected) {
|
||||
auto cResult = ptr.ptr->checkIfHit(ray, min, hResult.length);
|
||||
|
|
|
@ -562,7 +562,7 @@ namespace Raytracing {
|
|||
auto ray = m_camera.projectRay((PRECISION_TYPE) m_window.displayWidth() / 2, (PRECISION_TYPE) m_window.displayHeight() / 2);
|
||||
|
||||
//auto results = m_world.checkIfHit(ray, 0, 1000).first;
|
||||
auto bvh = m_world.getBVH()->rayIntersect(ray, 0, 1000);
|
||||
auto bvh = m_world.getBVH()->rayAnyHitIntersect(ray, 0, 1000);
|
||||
//if (results.hit)
|
||||
// ilog << "World Results: " << results.hitPoint << " " << results.length << "\n";
|
||||
//else
|
||||
|
|
Loading…
Reference in New Issue