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
Brett 2022-11-16 14:56:50 -05:00
parent e0569f4f29
commit 2ea273a4a3
18 changed files with 205 additions and 754 deletions

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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 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 DEP_FILE = CMakeFiles/Step_3.dir/src/engine/math/colliders.cpp.o.d
FLAGS = -march=native -O3 -DNDEBUG -std=gnu++20 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 # 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 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 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 OBJECT_DIR = CMakeFiles/Step_3.dir

View File

@ -9,7 +9,7 @@ Size=550,680
Collapsed=1 Collapsed=1
[Window][Debug Menu] [Window][Debug Menu]
Pos=114,55 Pos=36,38
Size=339,226 Size=339,226
Collapsed=0 Collapsed=0

View File

@ -54,8 +54,8 @@ namespace Raytracing {
} }
public: public:
struct BVHHitData { struct BVHHitData {
BVHNode* ptr; BVHNode* ptr{};
AABBHitData data; AABBHitData data{};
bool hit = false; bool hit = false;
}; };
std::vector<BVHObject> objs; std::vector<BVHObject> objs;
@ -68,39 +68,7 @@ namespace Raytracing {
left(left), right(right) { left(left), right(right) {
index = count++; index = count++;
} }
BVHHitData doesRayIntersect(const Ray& r, PRECISION_TYPE min, PRECISION_TYPE max){ BVHHitData firstHitRayIntersectTraversal(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};
}
#ifdef COMPILE_GUI #ifdef COMPILE_GUI
void draw(Shader& worldShader) { void draw(Shader& worldShader) {
worldShader.setVec3("color", {1.0, 1.0, 1.0}); worldShader.setVec3("color", {1.0, 1.0, 1.0});
@ -176,18 +144,7 @@ namespace Raytracing {
BVHNode* root = nullptr; BVHNode* root = nullptr;
// splits the objs in the vector based on the provided AABBs // 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) { 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 bool vectorEquals(const BVHPartitionedSpace& oldSpace, const BVHPartitionedSpace& newSpace){ static bool vectorEquals(const BVHPartitionedSpace& oldSpace, const BVHPartitionedSpace& newSpace){
if (oldSpace.left.size() != newSpace.left.size() || oldSpace.right.size() != newSpace.right.size()) if (oldSpace.left.size() != newSpace.left.size() || oldSpace.right.size() != newSpace.right.size())
@ -292,15 +249,8 @@ namespace Raytracing {
root = addObjectsRecur(objs, {}); root = addObjectsRecur(objs, {});
} }
std::vector<BVHObject> rayIntersect(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) { std::vector<BVHObject> rayFirstHitIntersect(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max);
RTAssert(root != nullptr); std::vector<BVHObject> rayAnyHitIntersect(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max);
auto results = root->doesRayIntersect(ray, min, max);
RTAssert(results.ptr != nullptr);
if (results.hit)
return results.ptr->objs;
else
return {};
}
void resetNodes(){ void resetNodes(){
reset(root); reset(root);
} }

View File

@ -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;
}
}

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@ -62,11 +62,7 @@ namespace Raytracing {
auto hResult = HitData{false, Vec4(), Vec4(), max}; auto hResult = HitData{false, Vec4(), Vec4(), max};
Object* objPtr = nullptr; Object* objPtr = nullptr;
auto intersected = bvhObjects->rayIntersect(ray, min, max); auto intersected = bvhObjects->rayAnyHitIntersect(ray, min, max);
//tlog << " Our intersections found: " << intersected.size() << " objs\n";
//dlog << "Intersections " << intersected.objs.size() << " " << ray << "\n";
for (const auto& ptr : intersected) { for (const auto& ptr : intersected) {
auto cResult = ptr.ptr->checkIfHit(ray, min, hResult.length); auto cResult = ptr.ptr->checkIfHit(ray, min, hResult.length);

View File

@ -562,7 +562,7 @@ namespace Raytracing {
auto ray = m_camera.projectRay((PRECISION_TYPE) m_window.displayWidth() / 2, (PRECISION_TYPE) m_window.displayHeight() / 2); 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 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) //if (results.hit)
// ilog << "World Results: " << results.hitPoint << " " << results.length << "\n"; // ilog << "World Results: " << results.hitPoint << " " << results.length << "\n";
//else //else