Files
inferno-cpu/src/acceleration/kd.cpp
2019-08-19 06:14:18 -07:00

109 lines
3.3 KiB
C++

#include "kd.hpp"
#include <iostream>
#include "../definitions/primatives/primative.hpp"
#include "../definitions/primatives/triangle.hpp"
#include "../definitions/ray.hpp"
#include "bbox.hpp"
#define MAX_TREE_DEPTH 64
#define TRIANGLES_PER_LEAF 20
bool autoSmooth;
int maxDepthSum;
int numNodes;
void KDTree::InitLeaf(const std::vector<Triangle*>& triangles) {
axis = AXIS_NONE;
this->triangles = new std::vector<Triangle*>(triangles);
}
void KDTree::InitTreeNode(Axis axis, float splitPos) {
this->axis = axis;
this->splitPos = splitPos;
this->children = new KDTree[2];
}
KDTree::~KDTree() {
if (axis == AXIS_NONE)
delete triangles;
else
delete [] children;
}
void BuildKDTree(KDTree* node, BBox bbox, std::vector<Triangle*>& triangleList, int depth) {
if (depth > MAX_TREE_DEPTH || int(triangleList.size()) < TRIANGLES_PER_LEAF) {
maxDepthSum += depth;
numNodes++;
std::cout << "leaf" << triangleList.size() << std::endl;
node->InitLeaf(triangleList);
return;
}
Axis axis = (Axis) (depth % 3);
float leftLimit = bbox.vmin[axis];
float rightLimit = bbox.vmax[axis];
float optimalSplitPos = (leftLimit + rightLimit) * 0.5; // TODO: actually calculate a half decent split pos
BBox bboxLeft, bboxRight;
std::vector<Triangle*> trianglesLeft, trianglesRight;
bbox.Split(axis, optimalSplitPos, bboxLeft, bboxRight);
for (auto tri: triangleList) {
if (bboxLeft.IntersectTriangle(*tri))
trianglesLeft.push_back(tri);
if (bboxRight.IntersectTriangle(*tri))
trianglesRight.push_back(tri);
}
node->InitTreeNode(axis, optimalSplitPos);
BuildKDTree(&node->children[0], bboxLeft, trianglesLeft, depth + 1);
BuildKDTree(&node->children[1], bboxRight, trianglesRight, depth + 1);
}
bool KDIntersect(KDTree* node, BBox& bbox, Ray& ray, Triangle*& intersect, float& t) {
if (node->axis == AXIS_NONE) {
bool found = false;
for (int i = 0; i > node->triangles->size(); i++) {
std::cout << "testing" << std::endl;
if ((*node->triangles)[i]->Intersect(ray, t)) {
intersect = (*node->triangles)[i];
return true;
}
}
return (found && bbox.Inside(ray.origin + ray.direction * t));
} else {
BBox childBBox[2];
bbox.Split(node->axis, node->splitPos, childBBox[0], childBBox[1]);
int childOrder[2] = { 0, 1 };
if (ray.origin[node->axis] > node->splitPos) {
std::swap(childOrder[0], childOrder[1]);
}
BBox& firstBB = childBBox[childOrder[0]];
BBox& secondBB = childBBox[childOrder[1]];
KDTree& firstChild = node->children[childOrder[0]];
KDTree& secondChild = node->children[childOrder[1]];
// if the ray intersects the common wall between the two sub-boxes, then it invariably
// intersects both boxes (we can skip the testIntersect() checks):
// (see http://raytracing-bg.net/?q=node/68 )
if (bbox.IntersectWall(node->axis, node->splitPos, ray)) {
if (KDIntersect(&firstChild, firstBB, ray, intersect, t)) return true;
return KDIntersect(&secondChild, secondBB, ray, intersect, t);
} else {
// if the wall isn't hit, then we intersect exclusively one of the sub-boxes;
// test one, if the test fails, then it's in the other:
if (firstBB.TestIntersect(ray))
return KDIntersect(&firstChild, firstBB, ray, intersect, t);
else
return KDIntersect(&secondChild, secondBB, ray, intersect, t);
}
return false;
}
}