Files
RayTracer/src/scene/BVH.cpp
T
2025-01-25 19:20:12 +01:00

171 lines
5.1 KiB
C++

#include "BVH.h"
#include <algorithm>
#include <ranges>
void BVH::addModel(PModel model, glm::mat4 transform)
{
model->transform(transform);
models.push_back(std::move(model));
}
void BVH::addModels(std::vector<PModel> _models, glm::mat4 transform)
{
for (auto& _model : _models)
{
_model->transform(transform);
models.push_back(std::move(_model));
}
}
void BVH::generate()
{
std::vector<PNode> pendingNodes;
while (!models.empty())
{
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]);
texCoordsPool.push_back(model->texCoords[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)
{
int lhs = pendingNodes.size();
int rhs = pendingNodes.size();
float minSurface = std::numeric_limits<float>::max();
for (int i = 0; i < pendingNodes.size(); ++i)
{
for (int j = 0; j < pendingNodes.size(); ++j)
{
if (i == j)
continue;
AABB combined = AABB::combine(pendingNodes[i]->aabb, pendingNodes[j]->aabb);
float surface = combined.surfaceArea();
if (minSurface > surface)
{
lhs = i;
rhs = j;
minSurface = surface;
}
}
}
PNode newNode = std::make_unique<Node>(AABB::combine(pendingNodes[lhs]->aabb, pendingNodes[rhs]->aabb));
newNode->left = std::move(pendingNodes[lhs]);
newNode->right = std::move(pendingNodes[rhs]);
pendingNodes.erase(pendingNodes.begin() + lhs);
pendingNodes.erase(pendingNodes.begin() + rhs);
pendingNodes.push_back(std::move(newNode));
}
hierarchy = std::move(pendingNodes[0]);
}
std::optional<IntersectionInfo> BVH::traceRay(Ray ray) const
{
auto results = generateIntersections(hierarchy, ray);
float closestT = std::numeric_limits<float>::max();
IntersectionInfo info;
for (uint32_t i = 0; i < results.size(); ++i)
{
if (results[i].t < closestT)
{
closestT = results[i].t;
info = results[i];
}
}
if (closestT < std::numeric_limits<float>::max())
{
return info;
}
return {};
}
std::vector<IntersectionInfo> BVH::generateIntersections(const PNode& currentNode, Ray ray) const
{
if (!currentNode->aabb.intersects(ray, 0, std::numeric_limits<float>::max()))
{
return {};
}
if (currentNode->model.numIndices > 0)
{
auto result = intersectModel(currentNode->model, ray);
if (result.has_value())
{
return {*result};
}
else
{
return {};
}
}
auto leftResults = generateIntersections(currentNode->left, ray);
auto rightResults = generateIntersections(currentNode->right, ray);
for (auto& it : rightResults)
{
leftResults.push_back(std::move(it));
}
return leftResults;
}
std::optional<IntersectionInfo> BVH::intersectModel(const 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;
}