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############################################# # 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 diff --git a/Step 3/cmake-build-release/imgui.ini b/Step 3/cmake-build-release/imgui.ini index 293e4b3..d649be4 100644 --- a/Step 3/cmake-build-release/imgui.ini +++ b/Step 3/cmake-build-release/imgui.ini @@ -9,7 +9,7 @@ Size=550,680 Collapsed=1 [Window][Debug Menu] -Pos=114,55 +Pos=36,38 Size=339,226 Collapsed=0 diff --git a/Step 3/include/engine/math/bvh.h b/Step 3/include/engine/math/bvh.h index 5ca3fa1..7cc48ad 100644 --- a/Step 3/include/engine/math/bvh.h +++ b/Step 3/include/engine/math/bvh.h @@ -54,8 +54,8 @@ namespace Raytracing { } public: struct BVHHitData { - BVHNode* ptr; - AABBHitData data; + BVHNode* ptr{}; + AABBHitData data{}; bool hit = false; }; std::vector 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& aabbs, const std::vector& 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& aabbs, const std::vector& 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 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 rayFirstHitIntersect(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max); + std::vector rayAnyHitIntersect(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max); void resetNodes(){ reset(root); } diff --git a/Step 3/src/engine/math/bvh.cpp b/Step 3/src/engine/math/bvh.cpp new file mode 100644 index 0000000..e75068e --- /dev/null +++ b/Step 3/src/engine/math/bvh.cpp @@ -0,0 +1,130 @@ +/* + * Created by Brett Terpstra 6920201 on 16/11/22. + * Copyright (c) 2022 Brett Terpstra. All Rights Reserved. + */ +#include +#include + +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& aabbs, const std::vector& 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 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 BVHTree::rayAnyHitIntersect(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) { + std::queue nodes{}; + std::vector 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; + } +} \ No newline at end of file diff --git a/Step 3/src/engine/world.cpp b/Step 3/src/engine/world.cpp index f36f46f..cc37400 100644 --- a/Step 3/src/engine/world.cpp +++ b/Step 3/src/engine/world.cpp @@ -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); diff --git a/Step 3/src/graphics/graphics.cpp b/Step 3/src/graphics/graphics.cpp index 7ceb3b8..9322a7b 100644 --- a/Step 3/src/graphics/graphics.cpp +++ b/Step 3/src/graphics/graphics.cpp @@ -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