326 lines
13 KiB
C++
326 lines
13 KiB
C++
/*
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* Created by Brett Terpstra 6920201 on 17/10/22.
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* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
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*/
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#ifndef STEP_2_BVH_H
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#define STEP_2_BVH_H
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#include "engine/util/std.h"
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#include "engine/types.h"
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#include <config.h>
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#ifdef COMPILE_GUI
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#include <graphics/gl/gl.h>
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#include <graphics/imgui/imgui.h>
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#endif
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#include <utility>
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// A currently pure header implementation of a BVH. TODO: make source file.
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// this is also for testing and might not make it into the step 2.
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namespace Raytracing {
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#ifdef COMPILE_GUI
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extern std::shared_ptr<VAO> aabbVAO;
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extern int count;
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extern int selected;
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#endif
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struct BVHObject {
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Object* ptr = nullptr;
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AABB aabb;
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};
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struct BVHPartitionedSpace {
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std::vector<BVHObject> left;
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std::vector<BVHObject> right;
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};
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struct BVHNode {
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private:
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static Raytracing::Mat4x4 getTransform(const AABB& _aabb) {
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Raytracing::Mat4x4 transform{};
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auto center = _aabb.getCenter();
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transform.translate(center);
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auto xRadius = _aabb.getXRadius(center) * 2;
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auto yRadius = _aabb.getYRadius(center) * 2;
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auto zRadius = _aabb.getZRadius(center) * 2;
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transform.scale(float(xRadius), float(yRadius), float(zRadius));
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return transform;
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}
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public:
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struct BVHHitData {
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BVHNode* ptr;
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AABBHitData data;
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bool hit = false;
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};
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std::vector<BVHObject> objs;
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AABB aabb;
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BVHNode* left;
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BVHNode* right;
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int index;
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int hit = 0;
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BVHNode(std::vector<BVHObject> objs, AABB aabb, BVHNode* left, BVHNode* right): objs(std::move(objs)), aabb(std::move(aabb)),
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left(left), right(right) {
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index = count++;
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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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if (!ourHitData.hit)
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return {this, ourHitData, false};
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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, ourHitData.tMax);
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if (right != nullptr)
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rightHit = right->doesRayIntersect(r, min, leftHit.hit ? leftHit.data.tMax : ourHitData.tMax);
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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 (selected == index && ImGui::BeginListBox("", ImVec2(250, 350))) {
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std::stringstream strs;
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strs << aabb;
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ImGui::Text("%s", strs.str().c_str());
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for (const auto& item: objs) {
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auto pos = item.ptr->getPosition();
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std::stringstream stm;
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stm << item.aabb;
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ImGui::Text("%s,\n\t%s", (std::to_string(pos.x()) + " " + std::to_string(pos.y()) + " " + std::to_string(pos.z())).c_str(),
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stm.str().c_str());
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}
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ImGui::EndListBox();
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}
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aabbVAO->bind();
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for (const auto& obj: objs) {
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auto transform = getTransform(obj.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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auto splitAABBs = aabb.splitByLongestAxis();
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transform = getTransform(splitAABBs.second);
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worldShader.setMatrix("transform", transform);
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aabbVAO->draw(worldShader);
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transform = getTransform(splitAABBs.first);
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worldShader.setMatrix("transform", transform);
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aabbVAO->draw(worldShader);
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}
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}
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void gui() const {
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int c1 = -1;
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int c2 = -1;
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if (left != nullptr)
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c1 = left->index;
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if (right != nullptr)
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c2 = right->index;
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std::string t;
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if (c1 == -1 && c2 == -1)
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t = " LEAF";
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else
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t = " L: " + std::to_string(c1) + " R: " + std::to_string(c2);
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if (ImGui::Selectable(("S: " + std::to_string(objs.size()) + " I: " + std::to_string(index) + t).c_str(), selected == index))
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selected = index;
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}
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#endif
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~BVHNode() {
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delete (left);
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delete (right);
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}
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};
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class BVHTree {
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private:
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BVHNode* root = nullptr;
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// splits the objs in the vector based on the provided AABBs
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static BVHPartitionedSpace partition(const std::pair<AABB, AABB>& aabbs, const std::vector<BVHObject>& objs) {
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BVHPartitionedSpace space;
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for (const auto& obj: objs) {
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// 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.
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RTAssert(!obj.aabb.isEmpty());
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if (aabbs.first.intersects(obj.aabb))
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space.left.push_back(obj);
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else if (aabbs.second.intersects(obj.aabb))
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space.right.push_back(obj);
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}
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return space;
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}
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static bool vectorEquals(const BVHPartitionedSpace& oldSpace, const BVHPartitionedSpace& newSpace){
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if (oldSpace.left.size() != newSpace.left.size() || oldSpace.right.size() != newSpace.right.size())
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return false;
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for (int i = 0; i < oldSpace.left.size(); i++){
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if (oldSpace.left[i].aabb != newSpace.left[i].aabb)
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return false;
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}
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for (int i = 0; i < oldSpace.right.size(); i++){
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if (oldSpace.right[i].aabb != newSpace.right[i].aabb)
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return false;
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}
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return true;
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}
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BVHNode* addObjectsRecur(const std::vector<BVHObject>& objects, const BVHPartitionedSpace& prevSpace) {
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// create a volume for the entire world.
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// yes, we could use a recursion provided AABB, but that wouldn't be minimum, only half. this ensures that we have a minimum AABB.
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AABB world;
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for (const auto& obj: objects)
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world = world.expand(obj.aabb);
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// then split and partition the world
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auto splitAABBs = world.splitByLongestAxis();
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auto partitionedObjs = partition(splitAABBs, objects);
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if (vectorEquals(prevSpace, partitionedObjs)){
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splitAABBs = world.splitAlongAxis();
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partitionedObjs = partition(splitAABBs, objects);
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}
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if ((objects.size() <= 1 && !objects.empty())) {
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return new BVHNode(objects, world, nullptr, nullptr);
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} else if (objects.empty()) // should never reach here!!
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return nullptr;
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BVHNode* left = nullptr;
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BVHNode* right = nullptr;
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// don't try to explore nodes which don't have anything in them.
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if (!partitionedObjs.left.empty())
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left = addObjectsRecur(partitionedObjs.left, partitionedObjs);
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if (!partitionedObjs.right.empty())
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right = addObjectsRecur(partitionedObjs.right, partitionedObjs);
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return new BVHNode(objects, world, left, right);
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}
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#ifdef COMPILE_GUI
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void drawNodesRecur(Shader& worldShader, BVHNode* node) {
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node->draw(worldShader);
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if (node->left != nullptr)
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drawNodesRecur(worldShader, node->left);
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if (node->right != nullptr)
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drawNodesRecur(worldShader, node->right);
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}
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void guiNodesRecur(BVHNode* node) {
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node->gui();
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if (node->left != nullptr)
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guiNodesRecur(node->left);
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if (node->right != nullptr)
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guiNodesRecur(node->right);
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}
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#endif
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void reset(BVHNode* node){
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if (node == nullptr)
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return;
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node->hit = false;
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reset(node->left);
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reset(node->right);
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}
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public:
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std::vector<Object*> noAABBObjects;
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explicit BVHTree(const std::vector<Object*>& objectsInWorld) {
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addObjects(objectsInWorld);
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#ifdef COMPILE_GUI
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auto aabbVertexData = Shapes::cubeVertexBuilder{};
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if (aabbVAO == nullptr)
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aabbVAO = std::make_shared<VAO>(aabbVertexData.cubeVerticesRaw, aabbVertexData.cubeUVs);
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#endif
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}
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void addObjects(const std::vector<Object*>& objects) {
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if (root != nullptr)
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throw std::runtime_error("BVHTree already exists. What are you trying to do?");
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// move all the object's aabb's into world position
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std::vector<BVHObject> objs;
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for (auto* obj: objects) {
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// we don't want to store all the AABBs which don't exist: ie spheres
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if (obj->getAABB().isEmpty()) {
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noAABBObjects.push_back(obj);
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continue;
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}
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BVHObject bvhObject;
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// returns a copy of the AABB object and assigns it in to the tree storage object
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bvhObject.aabb = obj->getAABB().translate(obj->getPosition());
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// which means we don't have to do memory management, since we are using the pointer without ownership or coping now.
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bvhObject.ptr = obj;
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objs.push_back(bvhObject);
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}
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root = addObjectsRecur(objs, {});
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}
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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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}
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#ifdef COMPILE_GUI
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// renders all the debug VAOs on screen.
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void render(Shader& worldShader) {
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ImGui::Begin(("BVH Data "), nullptr, ImGuiWindowFlags_NoCollapse);
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worldShader.use();
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worldShader.setInt("useWhite", 1);
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worldShader.setVec3("color", {1.0, 1.0, 1.0});
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{
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ImGui::BeginChild("left pane", ImVec2(180, 0), true);
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guiNodesRecur(root);
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ImGui::EndChild();
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}
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ImGui::SameLine();
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{
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ImGui::BeginGroup();
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ImGui::BeginChild("item view",
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ImVec2(0, -ImGui::GetFrameHeightWithSpacing()),
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true,
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ImGuiWindowFlags_AlwaysAutoResize); // Leave room for 1 line below us
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drawNodesRecur(worldShader, root);
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ImGui::EndChild();
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ImGui::EndGroup();
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}
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worldShader.setInt("useWhite", 0);
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ImGui::End();
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}
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#endif
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~BVHTree() {
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delete (root);
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}
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};
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}
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#endif //STEP_2_BVH_H
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