KDTree and multiple mesh and primative rendering
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@@ -1,3 +1,219 @@
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#include "kd.hpp"
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#include <iostream>
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#include "../definitions/primatives/primative.hpp"
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#include "../definitions/primatives/triangle.hpp"
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#include "../definitions/ray.hpp"
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Box::Box() {
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return;
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}
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Box::Box(Triangle* object) {
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min.x = std::numeric_limits<float>::max();
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min.y = std::numeric_limits<float>::max();
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min.z = std::numeric_limits<float>::max();
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max.x = std::numeric_limits<float>::lowest();
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max.y = std::numeric_limits<float>::lowest();
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max.z = std::numeric_limits<float>::lowest();
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ExtendTriangle(object);
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}
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void Box::ExtendTriangle(Triangle* object) {
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ExtendPoint(object->points[0]);
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ExtendPoint(object->points[1]);
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ExtendPoint(object->points[2]);
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}
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void Box::ExtendPoint(glm::vec3 p) {
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if (p.x < min.x) min.x = p.x;
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if (p.y < min.y) min.y = p.y;
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if (p.z < min.z) min.z = p.z;
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if (p.x > max.x) max.x = p.x;
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if (p.y > max.y) max.y = p.y;
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if (p.z > max.z) max.z = p.z;
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}
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int Box::LongestAxis() {
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float diff_x = fabsf(max.x - min.x);
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float diff_y = fabsf(max.y - min.y);
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float diff_z = fabsf(max.z - min.z);
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if (diff_x > diff_y && diff_x > diff_z){
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return 0;
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} else if (diff_y > diff_z) {
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return 1;
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} else {
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return 2;
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}
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}
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bool Box::Hit(Ray* ray) {
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if (ray->origin.x >= min.x && ray->origin.x < max.x &&
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ray->origin.y >= min.y && ray->origin.y < max.y &&
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ray->origin.z >= min.z && ray->origin.z < max.z) {
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return true;
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}
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float dirfrac_x = 1.0f / ray->direction.x;
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float dirfrac_y = 1.0f / ray->direction.y;
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float dirfrac_z = 1.0f / ray->direction.z;
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float t1 = (min.x - ray->origin.x) * dirfrac_x;
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float t2 = (max.x - ray->origin.x) * dirfrac_x;
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float t3 = (min.y - ray->origin.y) * dirfrac_y;
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float t4 = (max.y - ray->origin.y) * dirfrac_y;
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float t5 = (min.z - ray->origin.z) * dirfrac_z;
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float t6 = (max.z - ray->origin.z) * dirfrac_z;
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float tmin = fmax(fmax(fmin(t1, t2), fmin(t3, t4)), fmin(t5, t6));
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float tmax = fmin(fmin(fmax(t1, t2), fmax(t3, t4)), fmax(t5, t6));
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if (tmax < 0.0f) {
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return false;
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}
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if (tmin > tmax) {
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return false;
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}
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return tmin > 0.0f;
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}
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KDTree* BuildKDTree(const std::vector<Triangle*>& triangles)
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{
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KDTree* node = new KDTree();
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node->children = triangles;
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if (triangles.size() == 0) {
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return node;
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}
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if (triangles.size() == 1) {
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node->bounds = Box(triangles[0]);
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node->child0 = new KDTree();
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node->child1 = new KDTree();
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node->child0->children = std::vector<Triangle*>();
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node->child1->children = std::vector<Triangle*>();
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return node;
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}
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node->bounds = Box(triangles[0]);
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for (int i = 1; i < triangles.size(); i++) {
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node->bounds.ExtendTriangle(triangles[i]);
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}
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glm::vec3 midpoint = glm::vec3(0.0f, 0.0f, 0.0f);
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for (int i = 0; i < triangles.size(); i++) {
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midpoint = midpoint + ((triangles[i]->Midpoint()) * (1.0f / float(triangles.size())));
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}
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std::vector<Triangle*> bucket0;
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std::vector<Triangle*> bucket1;
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int axis = node->bounds.LongestAxis();
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for (int i = 0; i < triangles.size(); i++) {
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glm::vec3 temp_midpoint = triangles[i]->Midpoint();
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if (axis == 0) {
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if (midpoint.x >= temp_midpoint.x) {
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bucket1.push_back(triangles[i]);
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}
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else {
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bucket0.push_back(triangles[i]);
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}
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} else if (axis == 1) {
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if (midpoint.y >= temp_midpoint.y) {
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bucket1.push_back(triangles[i]);
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} else {
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bucket0.push_back(triangles[i]);
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}
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} else {
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if (midpoint.z >= temp_midpoint.z) {
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bucket1.push_back(triangles[i]);
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} else {
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bucket0.push_back(triangles[i]);
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}
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}
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}
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if (bucket0.size() == 0 && bucket1.size() > 0) {
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bucket0 = bucket1;
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}
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if (bucket1.size() == 0 && bucket0.size() > 0) {
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bucket1 = bucket0;
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}
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int matches = 0;
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for (int i = 0; i < bucket0.size(); i++) {
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for (int j = 0; j < bucket1.size(); j++) {
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if (bucket0[i] == bucket1[j]) {
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matches++;
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}
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}
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}
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float threshold = 0.5f;
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if ((float)matches / float(bucket0.size()) < threshold &&
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(float)matches / float(bucket1.size()) < threshold) {
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node->child0 = BuildKDTree(bucket0);
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node->child1 = BuildKDTree(bucket1);
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} else {
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node->child0 = new KDTree();
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node->child1 = new KDTree();
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node->child0->children = std::vector<Triangle*>();
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node->child1->children = std::vector<Triangle*>();
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}
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return node;
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}
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bool KDIntersect(KDTree* kd_tree1, Ray* ray, Triangle*& triangle_min,
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float& t_min) {
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if (kd_tree1->bounds.Hit(ray) > 0.0f) {
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if (kd_tree1->child0->children.size() > 0 ||
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kd_tree1->child1->children.size() > 0) {
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bool a = KDIntersect(kd_tree1->child0, ray, triangle_min, t_min);
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bool b = KDIntersect(kd_tree1->child1, ray, triangle_min, t_min);
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return a || b;
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} else {
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bool did_hit_any = false;
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for (int i = 0; i < kd_tree1->children.size(); i++) {
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Triangle* triangle1 = kd_tree1->children[i];
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float t_prime;
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bool hit = triangle1->Intersect(*ray, t_prime);
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if (t_prime > 0.0f && t_prime < t_min) {
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did_hit_any = true;
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t_min = t_prime;
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triangle_min = triangle1;
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}
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}
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return did_hit_any;
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}
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}
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return false;
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}
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