reorganizing mesh data

This commit is contained in:
Dynamitos
2025-01-25 19:14:22 +01:00
parent a73f43bb31
commit 60e8548c7d
5 changed files with 108 additions and 86 deletions
+68 -4
View File
@@ -22,7 +22,23 @@ void BVH::generate()
std::vector<PNode> pendingNodes;
while (!models.empty())
{
pendingNodes.push_back(std::make_unique<Node>(std::move(models.back())));
auto& model = models.back();
ModelReference ref = {
.positionOffset = (uint32_t)positionPool.size(),
.indicesOffset = (uint32_t)indicesPool.size(),
.numIndices = (uint32_t)model->indices.size(),
};
for (uint32_t i = 0; i < model->positions.size(); ++i)
{
positionPool.push_back(model->positions[i]);
}
for (uint32_t i = 0; i < model->indices.size(); ++i)
{
indicesPool.push_back(model->indices[i]);
edgesPool.push_back(model->edges[i]);
faceNormalsPool.push_back(model->faceNormals[i]);
}
pendingNodes.push_back(std::make_unique<Node>(model->boundingBox, ref));
models.pop_back();
}
while (pendingNodes.size() > 1)
@@ -82,9 +98,9 @@ std::vector<IntersectionInfo> BVH::generateIntersections(const PNode& currentNod
{
return {};
}
if (currentNode->model != nullptr)
if (currentNode->model.numIndices > 0)
{
auto result = currentNode->model->intersect(ray);
auto result = intersectModel(currentNode->model, ray);
if (result.has_value())
{
return {*result};
@@ -102,4 +118,52 @@ std::vector<IntersectionInfo> BVH::generateIntersections(const PNode& currentNod
leftResults.push_back(std::move(it));
}
return leftResults;
}
}
std::optional<IntersectionInfo> BVH::intersectModel(ModelReference reference, const Ray ray) const
{
std::optional<IntersectionInfo> intersection = {};
float distance = 0;
for (size_t posIndex = 0, edgeIndex = 0, normalIndex = 0; posIndex < reference.numIndices; posIndex++, edgeIndex += 2, normalIndex++)
{
const auto p0 = positionPool[reference.positionOffset + indicesPool[reference.indicesOffset + posIndex].x];
const auto p1 = positionPool[reference.positionOffset + indicesPool[reference.indicesOffset + posIndex].y];
const auto p2 = positionPool[reference.positionOffset + indicesPool[reference.indicesOffset + posIndex].z];
const auto e0 = edgesPool[reference.indicesOffset + edgeIndex];
const auto e1 = edgesPool[reference.indicesOffset + edgeIndex + 1];
const auto n = faceNormalsPool[reference.indicesOffset + normalIndex];
const auto s = ray.origin - p0;
const auto s1 = glm::cross(ray.direction, e1);
const auto s2 = glm::cross(s, e0);
const float fraction = 1.0f / glm::dot(s1, e0);
const auto resultVector = glm::vec3(glm::dot(s2, e1), glm::dot(s1, s), glm::dot(s2, ray.direction)) * fraction;
const float b3 = 1.0f - resultVector.y - resultVector.z;
if (b3 < 0 || b3 > 1)
continue;
if (resultVector.y < 0 || resultVector.y > 1)
continue;
if (resultVector.z < 0 || resultVector.z > 1)
continue;
if (resultVector.x < 1e-6)
continue;
if (!intersection.has_value() || resultVector.x < distance)
{
intersection = IntersectionInfo{.position = ray.origin + ray.direction * resultVector.x,
.normal = n,
.albedo = glm::vec3(0.7f, 0.7f, 0.7f),
.emissive = glm::vec3(0.0f, 0.0f, 0.0f)};
distance = resultVector.x;
}
}
return intersection;
}