BVH works now?

AABB intersect equation was wrong. That's been fixed
Intersection algorithm has been overhauled.
TODO: Code review and cleanup
main
Brett 2022-11-15 20:08:31 -05:00
parent c881b780ff
commit d7ef170256
13 changed files with 95 additions and 80 deletions

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@ -1,3 +1,3 @@
Start testing: Nov 15 16:23 EST
Start testing: Nov 15 20:07 EST
----------------------------------------------------------
End testing: Nov 15 16:23 EST
End testing: Nov 15 20:07 EST

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@ -9,7 +9,7 @@ Size=550,680
Collapsed=1
[Window][Debug Menu]
Pos=35,13
Pos=-21,27
Size=339,226
Collapsed=0
@ -74,7 +74,7 @@ Size=324,211
Collapsed=0
[Window][BVH Data ]
Pos=897,115
Pos=1113,250
Size=522,476
Collapsed=0

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@ -70,38 +70,28 @@ namespace Raytracing {
}
BVHHitData doesRayIntersect(const Ray& r, PRECISION_TYPE min, PRECISION_TYPE max){
auto ourHitData = aabb.intersects(r, min, max);
ilog << "Our hit did hit? " << ourHitData.hit << "\n";
if (!ourHitData.hit)
return {this, ourHitData, false};
/*this->hit = 2;
this->hit = 2;
BVHHitData leftHit{};
BVHHitData rightHit{};
if (left != nullptr)
leftHit = left->doesRayIntersect(r, min, max);
leftHit = left->doesRayIntersect(r, min, ourHitData.tMax);
if (right != nullptr)
rightHit = right->doesRayIntersect(r, min, max);
rightHit = right->doesRayIntersect(r, min, leftHit.hit ? leftHit.data.tMin : ourHitData.tMax);
if (!leftHit.hit && !rightHit.hit)
return {this, ourHitData, ourHitData.hit};
return leftHit.hit ? leftHit : rightHit;*/
tlog << ourHitData.hit << "\n";
return {this, ourHitData, true};
if (leftHit.data.tMax < rightHit.data.tMax)
return leftHit;
else if (rightHit.data.tMax > leftHit.data.tMax)
return rightHit;
return {this, ourHitData, true};;
}
#ifdef COMPILE_GUI
void draw(Shader& worldShader) {
worldShader.setVec3("color", {1.0, 1.0, 1.0});
if (selected == index || hit) {
if (hit == 1)
worldShader.setVec3("color", {0.0, 0.0, 1.0});
else if (hit == 2)
worldShader.setVec3("color", {0.0, 1.0, 0.0});
else if (hit == 0)
worldShader.setVec3("color", {1.0, 1.0, 1.0});
else
worldShader.setVec3("color", {1.0, 0.5, 0.5});
if (selected == index && ImGui::BeginListBox("", ImVec2(250, 350))) {
std::stringstream strs;
strs << aabb;
@ -122,6 +112,14 @@ namespace Raytracing {
worldShader.setMatrix("transform", transform);
aabbVAO->draw(worldShader);
}
if (hit == 1)
worldShader.setVec3("color", {0.0, 0.0, 1.0});
else if (hit == 2)
worldShader.setVec3("color", {0.0, 1.0, 0.0});
else if (hit == 0)
worldShader.setVec3("color", {1.0, 1.0, 1.0});
else
worldShader.setVec3("color", {1.0, 0.5, 0.5});
auto transform = getTransform(aabb);
worldShader.setMatrix("transform", transform);
aabbVAO->draw(worldShader);
@ -278,8 +276,12 @@ namespace Raytracing {
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) {
results.ptr->hit = 1;
return results.ptr->objs;
}else
return {};
}
void resetNodes(){
reset(root);

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@ -12,7 +12,7 @@ namespace Raytracing {
// 3D Axis Aligned Bounding Box for use in a BVH
struct AABBHitData {
bool hit;
PRECISION_TYPE tMax;
PRECISION_TYPE tMin, tMax;
};
class AABB {

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@ -102,9 +102,12 @@ namespace Raytracing {
tmin = std::max(tmin, 0.0);
// TODO: nans?
tlog << "TMin: " << tmin << " TMax: " << tmax << " Case: " << (tmax > tmin) << "\n";
return {tmax > tmin, tmin};
//tlog << "TMin: " << tmin << " TMax: " << tmax << " Case: " << (tmax > tmin) << "\n";
AABBHitData data{};
data.hit = tmax > tmin;
data.tMin = tmin;
data.tMax = tmax;
return data;
}
AABBHitData AABB::intersects(const Ray& ray, PRECISION_TYPE tmin, PRECISION_TYPE tmax) {

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@ -563,8 +563,14 @@ namespace Raytracing {
auto results = m_world.checkIfHit(ray, 0, 1000).first;
auto bvh = m_world.getBVH()->rayIntersect(ray, 0, 1000);
ilog << "World Results: " << results.hit << " " << results.hitPoint << " " << results.length << "\n";
if (results.hit)
ilog << "World Results: " << results.hitPoint << " " << results.length << "\n";
else
ilog << "World not hit.\n";
if (!bvh.empty())
ilog << "BVH Results: " << bvh.size() << " " << bvh[0].ptr->getPosition() << "\n";
else
ilog << "BVH not hit.\n";
}
if (Input::isKeyDown(GLFW_KEY_R) && Input::isState(GLFW_KEY_R))
m_world.getBVH()->resetNodes();