BVH works now?
AABB intersect equation was wrong. That's been fixed Intersection algorithm has been overhauled. TODO: Code review and cleanupmain
parent
c881b780ff
commit
d7ef170256
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Start testing: Nov 15 16:23 EST
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Start testing: Nov 15 20:07 EST
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----------------------------------------------------------
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End testing: Nov 15 16:23 EST
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End testing: Nov 15 20:07 EST
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@ -9,7 +9,7 @@ Size=550,680
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Collapsed=1
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[Window][Debug Menu]
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Pos=35,13
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Pos=-21,27
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Size=339,226
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Collapsed=0
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Collapsed=0
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[Window][BVH Data ]
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Pos=897,115
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Pos=1113,250
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Size=522,476
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Collapsed=0
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@ -70,38 +70,28 @@ namespace Raytracing {
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}
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BVHHitData doesRayIntersect(const Ray& r, PRECISION_TYPE min, PRECISION_TYPE max){
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auto ourHitData = aabb.intersects(r, min, max);
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ilog << "Our hit did hit? " << ourHitData.hit << "\n";
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if (!ourHitData.hit)
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return {this, ourHitData, false};
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/*this->hit = 2;
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this->hit = 2;
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BVHHitData leftHit{};
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BVHHitData rightHit{};
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if (left != nullptr)
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leftHit = left->doesRayIntersect(r, min, max);
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leftHit = left->doesRayIntersect(r, min, ourHitData.tMax);
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if (right != nullptr)
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rightHit = right->doesRayIntersect(r, min, max);
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rightHit = right->doesRayIntersect(r, min, leftHit.hit ? leftHit.data.tMin : ourHitData.tMax);
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if (!leftHit.hit && !rightHit.hit)
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return {this, ourHitData, ourHitData.hit};
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return leftHit.hit ? leftHit : rightHit;*/
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tlog << ourHitData.hit << "\n";
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return {this, ourHitData, true};
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if (leftHit.data.tMax < rightHit.data.tMax)
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return leftHit;
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else if (rightHit.data.tMax > leftHit.data.tMax)
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return rightHit;
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return {this, ourHitData, true};;
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}
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#ifdef COMPILE_GUI
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void draw(Shader& worldShader) {
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worldShader.setVec3("color", {1.0, 1.0, 1.0});
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if (selected == index || hit) {
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if (hit == 1)
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worldShader.setVec3("color", {0.0, 0.0, 1.0});
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else if (hit == 2)
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worldShader.setVec3("color", {0.0, 1.0, 0.0});
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else if (hit == 0)
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worldShader.setVec3("color", {1.0, 1.0, 1.0});
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else
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worldShader.setVec3("color", {1.0, 0.5, 0.5});
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if (selected == index && ImGui::BeginListBox("", ImVec2(250, 350))) {
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std::stringstream strs;
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strs << aabb;
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worldShader.setMatrix("transform", transform);
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aabbVAO->draw(worldShader);
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}
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if (hit == 1)
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worldShader.setVec3("color", {0.0, 0.0, 1.0});
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else if (hit == 2)
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worldShader.setVec3("color", {0.0, 1.0, 0.0});
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else if (hit == 0)
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worldShader.setVec3("color", {1.0, 1.0, 1.0});
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else
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worldShader.setVec3("color", {1.0, 0.5, 0.5});
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auto transform = getTransform(aabb);
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worldShader.setMatrix("transform", transform);
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aabbVAO->draw(worldShader);
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std::vector<BVHObject> rayIntersect(const Ray& ray, PRECISION_TYPE min, PRECISION_TYPE max) {
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RTAssert(root != nullptr);
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auto results = root->doesRayIntersect(ray, min, max);
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RTAssert(results.ptr != nullptr);
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if (results.hit) {
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results.ptr->hit = 1;
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return results.ptr->objs;
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}else
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return {};
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}
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void resetNodes(){
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reset(root);
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// 3D Axis Aligned Bounding Box for use in a BVH
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struct AABBHitData {
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bool hit;
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PRECISION_TYPE tMax;
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PRECISION_TYPE tMin, tMax;
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};
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class AABB {
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tmin = std::max(tmin, 0.0);
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// TODO: nans?
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tlog << "TMin: " << tmin << " TMax: " << tmax << " Case: " << (tmax > tmin) << "\n";
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return {tmax > tmin, tmin};
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//tlog << "TMin: " << tmin << " TMax: " << tmax << " Case: " << (tmax > tmin) << "\n";
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AABBHitData data{};
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data.hit = tmax > tmin;
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data.tMin = tmin;
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data.tMax = tmax;
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return data;
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}
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AABBHitData AABB::intersects(const Ray& ray, PRECISION_TYPE tmin, PRECISION_TYPE tmax) {
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@ -563,8 +563,14 @@ namespace Raytracing {
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auto results = m_world.checkIfHit(ray, 0, 1000).first;
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auto bvh = m_world.getBVH()->rayIntersect(ray, 0, 1000);
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||||
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();
|
||||
|
|
Loading…
Reference in New Issue