marking it much faster
This commit is contained in:
+1
-1
@@ -44,7 +44,7 @@ struct AABB
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max = glm::vec3(std::max(max.x, transformed.x), std::max(max.y, transformed.y), std::max(max.z, transformed.z));
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}
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}
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bool intersects(Ray ray, float tmin, float tmax)
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bool intersects(Ray ray, float tmin, float tmax) const
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{
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glm::vec3 invD = 1.0f / ray.direction;
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glm::vec3 t0s = glm::vec3(min - ray.origin) * invD;
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+79
-87
@@ -4,110 +4,102 @@
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void BVH::addModel(PModel model, glm::mat4 transform)
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{
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model->boundingBox.transform(transform);
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for (auto& point : model->positions)
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{
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point = glm::vec3(transform * glm::vec4(point, 1));
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}
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models.push_back(std::move(model));
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model->transform(transform);
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models.push_back(std::move(model));
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}
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void BVH::addModels(std::vector<PModel> _models, glm::mat4 transform)
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{
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for (auto & _model : _models)
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{
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_model->boundingBox.transform(transform);
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for (auto& point : _model->positions)
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{
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point = glm::vec3(transform * glm::vec4(point, 1));
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}
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models.push_back(std::move(_model));
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}
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for (auto& _model : _models)
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{
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_model->transform(transform);
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models.push_back(std::move(_model));
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}
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}
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void BVH::generate()
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{
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std::vector<PNode> pendingNodes;
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while (!models.empty())
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std::vector<PNode> pendingNodes;
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while (!models.empty())
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{
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pendingNodes.push_back(std::make_unique<Node>(std::move(models.back())));
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models.pop_back();
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}
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while (pendingNodes.size() > 1)
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{
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int lhs = pendingNodes.size();
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int rhs = pendingNodes.size();
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float minSurface = std::numeric_limits<float>::max();
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for (int i = 0; i < pendingNodes.size(); ++i)
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{
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pendingNodes.push_back(std::make_unique<Node>(std::move(models.back())));
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models.pop_back();
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}
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while (pendingNodes.size() > 1)
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{
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int lhs = pendingNodes.size();
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int rhs = pendingNodes.size();
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float minSurface = std::numeric_limits<float>::max();
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for (int i = 0; i < pendingNodes.size(); ++i)
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for (int j = 0; j < pendingNodes.size(); ++j)
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{
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if (i == j)
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continue;
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AABB combined = AABB::combine(pendingNodes[i]->aabb, pendingNodes[j]->aabb);
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float surface = combined.surfaceArea();
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if (minSurface > surface)
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{
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for (int j = 0; j < pendingNodes.size(); ++j)
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{
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if (i == j)
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continue;
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AABB combined = AABB::combine(pendingNodes[i]->aabb, pendingNodes[j]->aabb);
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float surface = combined.surfaceArea();
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if (minSurface > surface)
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{
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lhs = i;
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rhs = j;
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minSurface = surface;
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}
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}
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lhs = i;
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rhs = j;
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minSurface = surface;
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}
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PNode newNode = std::make_unique<Node>(AABB::combine(pendingNodes[lhs]->aabb, pendingNodes[rhs]->aabb));
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newNode->left = std::move(pendingNodes[lhs]);
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newNode->right = std::move(pendingNodes[rhs]);
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pendingNodes.erase(pendingNodes.begin() + lhs);
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pendingNodes.erase(pendingNodes.begin() + rhs);
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pendingNodes.push_back(std::move(newNode));
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}
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}
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hierarchy = std::move(pendingNodes[0]);
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PNode newNode = std::make_unique<Node>(AABB::combine(pendingNodes[lhs]->aabb, pendingNodes[rhs]->aabb));
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newNode->left = std::move(pendingNodes[lhs]);
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newNode->right = std::move(pendingNodes[rhs]);
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pendingNodes.erase(pendingNodes.begin() + lhs);
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pendingNodes.erase(pendingNodes.begin() + rhs);
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pendingNodes.push_back(std::move(newNode));
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}
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hierarchy = std::move(pendingNodes[0]);
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}
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std::optional<IntersectionInfo> BVH::traceRay(Ray ray)
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std::optional<IntersectionInfo> BVH::traceRay(Ray ray) const
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{
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auto results = generateIntersections(hierarchy, ray);
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float closestT = std::numeric_limits<float>::max();
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IntersectionInfo info;
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for (uint32_t i = 0; i < results.size(); ++i)
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auto results = generateIntersections(hierarchy, ray);
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float closestT = std::numeric_limits<float>::max();
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IntersectionInfo info;
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for (uint32_t i = 0; i < results.size(); ++i)
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{
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if (results[i].t < closestT)
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{
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if (results[i].t < closestT)
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{
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closestT = results[i].t;
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info = results[i];
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}
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}
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if (closestT < std::numeric_limits<float>::max())
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{
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return info;
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closestT = results[i].t;
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info = results[i];
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}
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}
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if (closestT < std::numeric_limits<float>::max())
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{
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return info;
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}
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return {};
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}
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std::vector<IntersectionInfo> BVH::generateIntersections(const PNode& currentNode, Ray ray) const
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{
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if (!currentNode->aabb.intersects(ray, 0, std::numeric_limits<float>::max()))
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{
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return {};
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}
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}
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if (currentNode->model != nullptr)
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{
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auto result = currentNode->model->intersect(ray);
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if (result.has_value())
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{
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return {*result};
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}
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else
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{
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return {};
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}
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}
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auto leftResults = generateIntersections(currentNode->left, ray);
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auto rightResults = generateIntersections(currentNode->right, ray);
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std::vector<IntersectionInfo> BVH::generateIntersections(PNode& currentNode, Ray ray)
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{
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if (!currentNode->aabb.intersects(ray, 0, std::numeric_limits<float>::max()))
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{
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return {};
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}
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if (currentNode->model != nullptr)
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{
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auto result = currentNode->model->intersect(ray);
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if (result.has_value())
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{
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return {*result};
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}
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else
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{
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return {};
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}
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}
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auto leftResults = generateIntersections(currentNode->left, ray);
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auto rightResults = generateIntersections(currentNode->right, ray);
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for (auto& it : rightResults)
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{
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leftResults.push_back(std::move(it));
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}
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return leftResults;
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for (auto& it : rightResults)
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{
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leftResults.push_back(std::move(it));
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}
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return leftResults;
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}
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+21
-22
@@ -1,34 +1,33 @@
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#pragma once
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#include "AABB.h"
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#include "util/Model.h"
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#include <vector>
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#include <glm/glm.hpp>
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#include "util/Ray.h"
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#include <glm/glm.hpp>
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#include <optional>
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#include <vector>
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class BVH
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{
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public:
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void addModel(PModel model, glm::mat4 transform);
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void addModels(std::vector<PModel> models, glm::mat4 transform);
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void generate();
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public:
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void addModel(PModel model, glm::mat4 transform);
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void addModels(std::vector<PModel> models, glm::mat4 transform);
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void generate();
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std::optional<IntersectionInfo> traceRay(Ray ray);
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std::optional<IntersectionInfo> traceRay(Ray ray) const;
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private:
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DECLARE_REF(Node)
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struct Node
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{
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PNode left;
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PNode right;
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AABB aabb;
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PModel model;
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Node(AABB aabb) : aabb(aabb) {}
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Node(PModel model) : aabb(model->boundingBox), model(std::move(model)) {}
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};
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PNode hierarchy;
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std::vector<PModel> models;
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private:
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DECLARE_REF(Node)
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struct Node
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{
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PNode left;
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PNode right;
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AABB aabb;
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PModel model;
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Node(AABB aabb) : aabb(aabb) {}
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Node(PModel model) : aabb(model->boundingBox), model(std::move(model)) {}
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};
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PNode hierarchy;
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std::vector<PModel> models;
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std::vector<IntersectionInfo> generateIntersections(PNode& currentNode, Ray ray);
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std::vector<IntersectionInfo> generateIntersections(const PNode& currentNode, Ray ray) const;
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};
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+13
-17
@@ -17,13 +17,7 @@ Scene::~Scene() {}
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static bool firstTime = true;
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void Scene::startRender(Camera cam, RenderParameter params)
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{
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if (!firstTime)
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{
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pendingCancel = true;
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worker.join();
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firstTime = false;
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}
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pendingCancel = false;
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threadPool.cancel();
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image.clear();
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accumulator.clear();
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image.resize(params.width * params.height);
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@@ -31,22 +25,23 @@ void Scene::startRender(Camera cam, RenderParameter params)
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worker = std::thread(&Scene::render, this, cam, params);
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}
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glm::vec3 rand01(glm::uvec3 x)
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{ // pseudo-random number generator
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for (int i = 3; i-- > 0;)
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x = ((x >> 8U) ^ glm::uvec3(x.y, x.z, x.x)) * 1103515245U;
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return glm::vec3(x) * (1.0f / float(0xffffffffU));
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}
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void Scene::render(Camera camera, RenderParameter params)
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{
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std::random_device rd;
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for (int samp = 0; samp < params.numSamples; ++samp)
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{
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if (pendingCancel)
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return;
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Batch batch;
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for (int w = 0; w < params.width; ++w)
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{
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batch.jobs.push_back(
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[&](int w) -> Task
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[&](int w, int samp) -> Task
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{
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std::mt19937 gen(rd());
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std::uniform_real_distribution<float> rnd01(0.0, 1.0);
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std::uniform_real_distribution<float> rnd02(0.0, 2.0);
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for (int h = 0; h < params.height; ++h)
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{
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Ray cam = Ray(camera.position, glm::normalize(camera.direction));
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@@ -59,7 +54,8 @@ void Scene::render(Camera camera, RenderParameter params)
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//-- sample sensor
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glm::uvec2 pix = glm::uvec2(w, h);
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glm::vec2 rnd2 = glm::vec2(rnd02(gen), rnd02(gen)); // vvv tent filter sample
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glm::vec3 rnd1 = rand01(glm::uvec3(pix, samp));
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glm::vec2 rnd2 = 2.0f * glm::vec2(rnd1); // vvv tent filter sample
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glm::vec2 tent =
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glm::vec2(rnd2.x < 1 ? sqrt(rnd2.x) - 1 : 1 - sqrt(2 - rnd2.x), rnd2.y < 1 ? sqrt(rnd2.y) - 1 : 1 - sqrt(2 - rnd2.y));
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glm::vec2 s =
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@@ -76,7 +72,7 @@ void Scene::render(Camera camera, RenderParameter params)
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glm::vec3 lensX = glm::cross(lensN, glm::vec3(0, 1, 0)); // the exact vector doesnt matter
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glm::vec3 lensY = glm::cross(lensN, lensX);
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glm::vec3 lensSample = lensP + rnd01(gen) * camera.A * lensX + rnd01(gen) * camera.A * lensY;
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glm::vec3 lensSample = lensP + rnd1.x * camera.A * lensX + rnd1.y * camera.A * lensY;
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glm::vec3 focalPoint = cam.origin + (camera.S_O + S_I) * cam.direction;
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float t = glm::dot(focalPoint - r.origin, lensN) / glm::dot(r.direction, lensN);
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@@ -91,7 +87,7 @@ void Scene::render(Camera camera, RenderParameter params)
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}
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}
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co_return;
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}(w));
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}(w, samp));
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}
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auto start = std::chrono::high_resolution_clock::now();
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threadPool.runBatch(std::move(batch));
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+15
-1
@@ -11,6 +11,19 @@ struct RenderParameter
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int numSamples;
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};
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struct PointLight
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{
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glm::vec3 position;
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glm::vec3 color;
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float attenuation;
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};
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struct DirectionalLight
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{
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glm::vec3 direction;
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glm::vec3 color;
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};
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class Scene
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{
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public:
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@@ -20,12 +33,13 @@ class Scene
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constexpr const std::vector<glm::vec3>& getImage() const { return image; }
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private:
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virtual void render(Camera cam, RenderParameter params);
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std::atomic_bool pendingCancel = false;
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ThreadPool threadPool;
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std::thread worker;
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// the thing being displayed
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std::vector<glm::vec3> image;
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// radiance accumulator
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std::vector<glm::vec3> accumulator;
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std::vector<PointLight> pointLights;
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std::vector<DirectionalLight> directionalLights;
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BVH bvh;
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};
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