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;
}
+15 -2
View File
@@ -6,6 +6,13 @@
#include <optional>
#include <vector>
struct ModelReference
{
uint32_t positionOffset;
uint32_t indicesOffset;
uint32_t numIndices;
};
class BVH
{
public:
@@ -16,18 +23,24 @@ public:
std::optional<IntersectionInfo> traceRay(Ray ray) const;
private:
std::vector<glm::vec3> positionPool;
std::vector<glm::uvec3> indicesPool;
std::vector<glm::vec3> edgesPool;
std::vector<glm::vec3> faceNormalsPool;
DECLARE_REF(Node)
struct Node
{
PNode left;
PNode right;
AABB aabb;
PModel model;
ModelReference model;
Node(AABB aabb) : aabb(aabb) {}
Node(PModel model) : aabb(model->boundingBox), model(std::move(model)) {}
Node(AABB aabb, ModelReference model) : aabb(aabb), model(model) {}
};
PNode hierarchy;
std::vector<PModel> models;
std::vector<IntersectionInfo> generateIntersections(const PNode& currentNode, Ray ray) const;
std::optional<IntersectionInfo> intersectModel(ModelReference reference, Ray ray) const;
};
+3 -54
View File
@@ -9,64 +9,13 @@ void Model::transform(glm::mat4 matrix)
boundingBox.transform(matrix);
for (int i = 0; i < indices.size(); i+=3)
for (int i = 0; i < indices.size(); i++)
{
auto e0 = positions[indices[i + 1]] - positions[indices[i + 0]];
auto e1 = positions[indices[i + 2]] - positions[indices[i + 0]];
auto e0 = positions[indices[i].y] - positions[indices[i].x];
auto e1 = positions[indices[i].z] - positions[indices[i].x];
edges.push_back(e0);
edges.push_back(e1);
faceNormals.push_back(glm::cross(e0, e1));
}
}
std::optional<IntersectionInfo> Model::intersect(const Ray ray) const
{
std::optional<IntersectionInfo> intersection = {};
float distance = 0;
for(size_t posIndex=0, edgeIndex=0, normalIndex=0; posIndex <indices.size(); posIndex+=3, edgeIndex+=2, normalIndex++)
{
const auto p0 = positions[indices[posIndex]];
const auto p1 = positions[indices[posIndex+1]];
const auto p2 = positions[indices[posIndex+2]];
const auto e0 = edges[edgeIndex];
const auto e1 = edges[edgeIndex+1];
const auto n = faceNormals[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;
}
+1 -2
View File
@@ -21,10 +21,9 @@ class Model
public:
AABB boundingBox;
std::vector<glm::vec3> positions;
std::vector<uint32_t> indices;
std::vector<glm::uvec3> indices;
std::vector<glm::vec3> edges;
std::vector<glm::vec3> faceNormals;
void transform(glm::mat4 matrix);
std::optional<IntersectionInfo> intersect(Ray ray) const;
};
DECLARE_REF(Model)
+21 -24
View File
@@ -7,30 +7,27 @@
std::vector<PModel> ModelLoader::loadModel(std::string_view filename)
{
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(std::string(filename), aiProcess_Triangulate);
std::vector<PModel> result;
for (int m = 0; m < scene->mNumMeshes; ++m)
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(std::string(filename), aiProcess_Triangulate);
std::vector<PModel> result;
for (int m = 0; m < scene->mNumMeshes; ++m)
{
PModel model = std::make_unique<Model>();
const aiMesh* mesh = scene->mMeshes[m];
AABB aabb;
for (int v = 0; v < mesh->mNumVertices; ++v)
{
PModel model = std::make_unique<Model>();
const aiMesh* mesh = scene->mMeshes[m];
AABB aabb;
for (int v = 0; v < mesh->mNumVertices; ++v)
{
auto aiVert = mesh->mVertices[v];
model->positions.push_back(glm::vec3(aiVert.x, aiVert.y, aiVert.z));
aabb.adjust(model->positions.back());
}
for (int i = 0; i < mesh->mNumFaces; ++i)
{
auto face = mesh->mFaces[i];
model->indices.push_back(face.mIndices[0]);
model->indices.push_back(face.mIndices[1]);
model->indices.push_back(face.mIndices[2]);
}
model->boundingBox = aabb;
result.push_back(std::move(model));
auto aiVert = mesh->mVertices[v];
model->positions.push_back(glm::vec3(aiVert.x, aiVert.y, aiVert.z));
aabb.adjust(model->positions.back());
}
return result;
for (int i = 0; i < mesh->mNumFaces; ++i)
{
auto face = mesh->mFaces[i];
model->indices.push_back(glm::uvec3(face.mIndices[0], face.mIndices[1], face.mIndices[2]));
}
model->boundingBox = aabb;
result.push_back(std::move(model));
}
return result;
}