1 | #include "Bvh.h"
|
---|
2 | #include "Camera.h"
|
---|
3 | #include "Plane3.h"
|
---|
4 | #include "glInterface.h"
|
---|
5 | #include "Triangle3.h"
|
---|
6 | #include "SceneEntity.h"
|
---|
7 | #include "Geometry.h"
|
---|
8 | #include "RenderState.h"
|
---|
9 | #include "Material.h"
|
---|
10 | #include "gzstream.h"
|
---|
11 |
|
---|
12 | #include <queue>
|
---|
13 | #include <stack>
|
---|
14 | #include <fstream>
|
---|
15 | #include <iostream>
|
---|
16 | #include <iomanip>
|
---|
17 |
|
---|
18 |
|
---|
19 | #ifdef _CRT_SET
|
---|
20 | #define _CRTDBG_MAP_ALLOC
|
---|
21 | #include <stdlib.h>
|
---|
22 | #include <crtdbg.h>
|
---|
23 |
|
---|
24 | // redefine new operator
|
---|
25 | #define DEBUG_NEW new(_NORMAL_BLOCK, __FILE__, __LINE__)
|
---|
26 | #define new DEBUG_NEW
|
---|
27 | #endif
|
---|
28 |
|
---|
29 | #define INVALID_TEST ((unsigned int)-1)
|
---|
30 |
|
---|
31 | using namespace std;
|
---|
32 |
|
---|
33 |
|
---|
34 | namespace CHCDemoEngine
|
---|
35 | {
|
---|
36 |
|
---|
37 | int BvhNode::sCurrentState = 0;
|
---|
38 |
|
---|
39 |
|
---|
40 | /*
|
---|
41 | 3 x---------x 2
|
---|
42 | |\ \
|
---|
43 | | \ \
|
---|
44 | | \ \
|
---|
45 | | 4 x---------x 5
|
---|
46 | | | |
|
---|
47 | 0 x | x 1 |
|
---|
48 | \ | |
|
---|
49 | \ | |
|
---|
50 | \| |
|
---|
51 | 7 x---------x 6
|
---|
52 | */
|
---|
53 |
|
---|
54 | static unsigned int sIndices[] =
|
---|
55 | {7, // degenerated
|
---|
56 | 7, 6, 4, 5, 3, 2, 0, 1,
|
---|
57 | 1, 4, // degenerated
|
---|
58 | 4, 3, 7, 0, 6, 1, 5, 2,
|
---|
59 | 2 // degenerated
|
---|
60 | };
|
---|
61 |
|
---|
62 |
|
---|
63 | const static int NUM_INDICES_PER_BOX = 20;
|
---|
64 |
|
---|
65 | /* Order of vertices
|
---|
66 | 0 = (0, 0, 0)
|
---|
67 | 1 = (1, 0, 0)
|
---|
68 | 2 = (1, 1, 0)
|
---|
69 | 3 = (0, 1, 0)
|
---|
70 | 4 = (0, 1, 1)
|
---|
71 | 5 = (1, 1, 1)
|
---|
72 | 6 = (1, 0, 1)
|
---|
73 | 7 = (0, 0, 1)
|
---|
74 | */
|
---|
75 |
|
---|
76 | static Plane3 sNearPlane;
|
---|
77 | static float sNear;
|
---|
78 | static Frustum sFrustum;
|
---|
79 |
|
---|
80 | /// these values are valid for all nodes
|
---|
81 | static int sClipPlaneAABBVertexIndices[12];
|
---|
82 |
|
---|
83 | //#define ALIGN_INDICES
|
---|
84 |
|
---|
85 |
|
---|
86 | BvhNode::BvhNode(BvhNode *parent):
|
---|
87 | mParent(parent),
|
---|
88 | mAxis(-1),
|
---|
89 | mDepth(0),
|
---|
90 | mFirst(-1),
|
---|
91 | mLast(-1),
|
---|
92 | mNumTestNodes(1),
|
---|
93 | mTestNodesIdx(-1),
|
---|
94 | mIndicesPtr(-1),
|
---|
95 | mId(0),
|
---|
96 | mIsMaxDepthForVirtualLeaf(false),
|
---|
97 | mIsVirtualLeaf(false)
|
---|
98 | {
|
---|
99 | for (int i = 0; i < NUM_STATES; ++ i)
|
---|
100 | {
|
---|
101 | mPlaneMask[i] = 0;
|
---|
102 | mPreferredPlane[i]= 0;
|
---|
103 | mLastRenderedFrame[i] = -1;
|
---|
104 | }
|
---|
105 | }
|
---|
106 |
|
---|
107 |
|
---|
108 | BvhNode::~BvhNode()
|
---|
109 | {
|
---|
110 | }
|
---|
111 |
|
---|
112 |
|
---|
113 | void BvhNode::ResetVisibility()
|
---|
114 | {
|
---|
115 | for (int i = 0; i < NUM_STATES; ++ i)
|
---|
116 | {
|
---|
117 | mVisibility[i].Reset();
|
---|
118 | mLastRenderedFrame[i] = -1;
|
---|
119 | mPlaneMask[i] = 0;
|
---|
120 | mPreferredPlane[i]= 0;
|
---|
121 | }
|
---|
122 | }
|
---|
123 |
|
---|
124 |
|
---|
125 | void BvhNode::VisibilityInfo::Reset()
|
---|
126 | {
|
---|
127 | mIsVisible = false;
|
---|
128 | mAssumedVisibleFrameId = 0;
|
---|
129 | mLastVisitedFrame = -1;
|
---|
130 | mTimesInvisible = 0;
|
---|
131 | mIsFrustumCulled = false;
|
---|
132 | mIsNew = true;
|
---|
133 | mLastQueriedFrame = -1;
|
---|
134 | }
|
---|
135 |
|
---|
136 |
|
---|
137 | BvhInterior::~BvhInterior()
|
---|
138 | {
|
---|
139 | DEL_PTR(mBack);
|
---|
140 | DEL_PTR(mFront);
|
---|
141 | }
|
---|
142 |
|
---|
143 |
|
---|
144 | BvhLeaf::~BvhLeaf()
|
---|
145 | {
|
---|
146 | }
|
---|
147 |
|
---|
148 |
|
---|
149 | /**********************************************************/
|
---|
150 | /* class Bvh implementation */
|
---|
151 | /**********************************************************/
|
---|
152 |
|
---|
153 |
|
---|
154 |
|
---|
155 | inline AxisAlignedBox3 ComputeBoundingBox(SceneEntity **entities, int numEntities)
|
---|
156 | {
|
---|
157 | AxisAlignedBox3 box;
|
---|
158 |
|
---|
159 | if (!numEntities)
|
---|
160 | { // no box=> just initialize
|
---|
161 | box.Initialize();
|
---|
162 | }
|
---|
163 | else
|
---|
164 | {
|
---|
165 | box = entities[0]->GetWorldBoundingBox();
|
---|
166 |
|
---|
167 | for (int i = 1; i < numEntities; ++ i)
|
---|
168 | {
|
---|
169 | box.Include(entities[i]->GetWorldBoundingBox());
|
---|
170 | }
|
---|
171 | }
|
---|
172 |
|
---|
173 | return box;
|
---|
174 | }
|
---|
175 |
|
---|
176 |
|
---|
177 | Bvh::Bvh()
|
---|
178 | {
|
---|
179 | Init();
|
---|
180 | }
|
---|
181 |
|
---|
182 |
|
---|
183 | Bvh::Bvh(const SceneEntityContainer &staticEntities,
|
---|
184 | const SceneEntityContainer &dynamicEntities)
|
---|
185 | {
|
---|
186 | Init();
|
---|
187 |
|
---|
188 | mGeometrySize = staticEntities.size() + dynamicEntities.size();
|
---|
189 | mGeometry = new SceneEntity*[mGeometrySize];
|
---|
190 |
|
---|
191 | mStaticGeometrySize = staticEntities.size();
|
---|
192 | mDynamicGeometrySize = dynamicEntities.size();
|
---|
193 |
|
---|
194 | for (size_t i = 0; i < mStaticGeometrySize; ++ i)
|
---|
195 | {
|
---|
196 | mGeometry[i] = staticEntities[i];
|
---|
197 | }
|
---|
198 |
|
---|
199 | for (size_t i = 0; i < mDynamicGeometrySize; ++ i)
|
---|
200 | {
|
---|
201 | mGeometry[mStaticGeometrySize + i] = dynamicEntities[i];
|
---|
202 | }
|
---|
203 |
|
---|
204 | cout << "max depth for testing children" << mMaxDepthForTestingChildren << endl;
|
---|
205 | }
|
---|
206 |
|
---|
207 |
|
---|
208 | Bvh::Bvh(const SceneEntityContainer &staticEntities,
|
---|
209 | const SceneEntityContainer &dynamicEntities,
|
---|
210 | int maxDepthForTestingChildren)
|
---|
211 | {
|
---|
212 | Init();
|
---|
213 |
|
---|
214 | mGeometrySize = staticEntities.size() + dynamicEntities.size();
|
---|
215 | mGeometry = new SceneEntity*[mGeometrySize];
|
---|
216 |
|
---|
217 | mStaticGeometrySize = staticEntities.size();
|
---|
218 | mDynamicGeometrySize = dynamicEntities.size();
|
---|
219 |
|
---|
220 | for (size_t i = 0; i < mStaticGeometrySize; ++ i)
|
---|
221 | {
|
---|
222 | mGeometry[i] = staticEntities[i];
|
---|
223 | }
|
---|
224 |
|
---|
225 | for (size_t i = 0; i < mDynamicGeometrySize; ++ i)
|
---|
226 | {
|
---|
227 | mGeometry[mStaticGeometrySize + i] = dynamicEntities[i];
|
---|
228 | }
|
---|
229 |
|
---|
230 | mMaxDepthForTestingChildren = maxDepthForTestingChildren;
|
---|
231 | cout << "max depth for testing children" << mMaxDepthForTestingChildren << endl;
|
---|
232 | }
|
---|
233 |
|
---|
234 |
|
---|
235 | Bvh::~Bvh()
|
---|
236 | {
|
---|
237 | DEL_ARRAY_PTR(mVertices);
|
---|
238 | DEL_ARRAY_PTR(mIndices);
|
---|
239 | DEL_ARRAY_PTR(mTestIndices);
|
---|
240 | DEL_ARRAY_PTR(mGeometry);
|
---|
241 |
|
---|
242 | if (mRoot) delete mRoot;
|
---|
243 | // delete vbo
|
---|
244 | glDeleteBuffersARB(1, &mVboId);
|
---|
245 | }
|
---|
246 |
|
---|
247 |
|
---|
248 | void Bvh::Init()
|
---|
249 | {
|
---|
250 | mStaticRoot = NULL;
|
---|
251 | mDynamicRoot = NULL;
|
---|
252 | mRoot = NULL;
|
---|
253 |
|
---|
254 | mVertices = NULL;
|
---|
255 | mIndices = NULL;
|
---|
256 | mTestIndices = NULL;
|
---|
257 | mCurrentIndicesPtr = 0;
|
---|
258 | mNumNodes = 0;
|
---|
259 |
|
---|
260 | // nodes are tested using the subnodes from 3 levels below
|
---|
261 | mMaxDepthForTestingChildren = 3;
|
---|
262 | //mMaxDepthForTestingChildren = 4;
|
---|
263 |
|
---|
264 | // the ratio of area between node and subnodes where
|
---|
265 | // testing the subnodes as proxy is still considered feasable
|
---|
266 | mAreaRatioThreshold = 2.0f;
|
---|
267 | //mAreaRatioThreshold = 1.4f;
|
---|
268 |
|
---|
269 | mVboId = -1;
|
---|
270 |
|
---|
271 | mMaxDepthForDynamicBranch = 10;
|
---|
272 | }
|
---|
273 |
|
---|
274 |
|
---|
275 |
|
---|
276 | //////////////////////
|
---|
277 | //-- functions that are used during the main traversal
|
---|
278 |
|
---|
279 | void Bvh::PullUpLastVisited(BvhNode *node, int frameId) const
|
---|
280 | {
|
---|
281 | BvhNode *parent = node->GetParent();
|
---|
282 |
|
---|
283 | while (parent && (parent->GetLastVisitedFrame() != frameId))
|
---|
284 | {
|
---|
285 | parent->SetLastVisitedFrame(frameId);
|
---|
286 | parent = parent->GetParent();
|
---|
287 | }
|
---|
288 | }
|
---|
289 |
|
---|
290 |
|
---|
291 | void Bvh::MakeParentsVisible(BvhNode *node)
|
---|
292 | {
|
---|
293 | BvhNode *parent = node->GetParent();
|
---|
294 |
|
---|
295 | while (parent && (!parent->IsVisible()))
|
---|
296 | {
|
---|
297 | parent->SetVisible(true);
|
---|
298 | parent = parent->GetParent();
|
---|
299 | }
|
---|
300 | }
|
---|
301 |
|
---|
302 |
|
---|
303 | ////////////////////////////////
|
---|
304 |
|
---|
305 | void Bvh::CollectLeaves(BvhNode *node, BvhLeafContainer &leaves)
|
---|
306 | {
|
---|
307 | stack<BvhNode *> tStack;
|
---|
308 | tStack.push(node);
|
---|
309 |
|
---|
310 | while (!tStack.empty())
|
---|
311 | {
|
---|
312 | BvhNode *node = tStack.top();
|
---|
313 |
|
---|
314 | tStack.pop();
|
---|
315 |
|
---|
316 | if (!node->IsLeaf())
|
---|
317 | {
|
---|
318 | BvhInterior *interior = static_cast<BvhInterior *>(node);
|
---|
319 |
|
---|
320 | tStack.push(interior->mFront);
|
---|
321 | tStack.push(interior->mBack);
|
---|
322 | }
|
---|
323 | else
|
---|
324 | {
|
---|
325 | leaves.push_back(static_cast<BvhLeaf *>(node));
|
---|
326 | }
|
---|
327 | }
|
---|
328 | }
|
---|
329 |
|
---|
330 |
|
---|
331 | void Bvh::CollectNodes(BvhNode *node, BvhNodeContainer &nodes)
|
---|
332 | {
|
---|
333 | stack<BvhNode *> tStack;
|
---|
334 |
|
---|
335 | tStack.push(node);
|
---|
336 |
|
---|
337 | while (!tStack.empty())
|
---|
338 | {
|
---|
339 | BvhNode *node = tStack.top();
|
---|
340 | tStack.pop();
|
---|
341 |
|
---|
342 | nodes.push_back(node);
|
---|
343 |
|
---|
344 | if (!node->IsLeaf())
|
---|
345 | {
|
---|
346 | BvhInterior *interior = static_cast<BvhInterior *>(node);
|
---|
347 |
|
---|
348 | tStack.push(interior->mFront);
|
---|
349 | tStack.push(interior->mBack);
|
---|
350 | }
|
---|
351 | }
|
---|
352 | }
|
---|
353 |
|
---|
354 |
|
---|
355 | typedef pair<BvhNode *, int> tPair;
|
---|
356 |
|
---|
357 | void Bvh::CollectNodes(BvhNode *root, BvhNodeContainer &nodes, int depth)
|
---|
358 | {
|
---|
359 | stack<tPair> tStack;
|
---|
360 | tStack.push(tPair(root, 0));
|
---|
361 |
|
---|
362 | while (!tStack.empty())
|
---|
363 | {
|
---|
364 | BvhNode *node = tStack.top().first;
|
---|
365 | const int d = tStack.top().second;
|
---|
366 |
|
---|
367 | tStack.pop();
|
---|
368 |
|
---|
369 | // found node in specified depth => take this node
|
---|
370 | if ((d == depth) || (node->IsLeaf()))
|
---|
371 | {
|
---|
372 | nodes.push_back(node);
|
---|
373 | }
|
---|
374 | else
|
---|
375 | {
|
---|
376 | BvhInterior *interior = static_cast<BvhInterior *>(node);
|
---|
377 |
|
---|
378 | tStack.push(tPair(interior->mFront, d + 1));
|
---|
379 | tStack.push(tPair(interior->mBack, d + 1));
|
---|
380 | }
|
---|
381 | }
|
---|
382 | }
|
---|
383 |
|
---|
384 |
|
---|
385 | SceneEntity **Bvh::GetGeometry(BvhNode *node, int &geometrySize) const
|
---|
386 | {
|
---|
387 | geometrySize = node->CountPrimitives();
|
---|
388 | return mGeometry + node->mFirst;
|
---|
389 | }
|
---|
390 |
|
---|
391 |
|
---|
392 | bool Bvh::TestPlane(BvhNode *node, int i, bool &bIntersect)
|
---|
393 | {
|
---|
394 | // do the test only if necessary
|
---|
395 | if (!(node->mPlaneMask[BvhNode::sCurrentState] & (1 << i)))
|
---|
396 | {
|
---|
397 | return true;
|
---|
398 | }
|
---|
399 |
|
---|
400 |
|
---|
401 | ////////
|
---|
402 | //-- test the n-vertex
|
---|
403 |
|
---|
404 | if ((node->mBox.GetDistance(sClipPlaneAABBVertexIndices[i * 2 + 0], sFrustum.mClipPlanes[i]) > 0.0f))
|
---|
405 | {
|
---|
406 | // outside
|
---|
407 | node->mPreferredPlane[BvhNode::sCurrentState] = i;
|
---|
408 | return false;
|
---|
409 | }
|
---|
410 |
|
---|
411 | ////////////
|
---|
412 | //-- test the p-vertex
|
---|
413 |
|
---|
414 | if (node->mBox.GetDistance(sClipPlaneAABBVertexIndices[i * 2 + 1], sFrustum.mClipPlanes[i]) <= 0.0f)
|
---|
415 | {
|
---|
416 | // completely inside: children don't need to check against this plane no more
|
---|
417 | node->mPlaneMask[BvhNode::sCurrentState] ^= 1 << i;
|
---|
418 | }
|
---|
419 | else
|
---|
420 | {
|
---|
421 | bIntersect = true;
|
---|
422 | }
|
---|
423 |
|
---|
424 | return true;
|
---|
425 | }
|
---|
426 |
|
---|
427 |
|
---|
428 | int Bvh::IsWithinViewFrustum(BvhNode *node)
|
---|
429 | {
|
---|
430 | bool bIntersect = false;
|
---|
431 |
|
---|
432 | if (node->GetParent())
|
---|
433 | node->mPlaneMask[BvhNode::sCurrentState] = node->GetParent()->mPlaneMask[BvhNode::sCurrentState];
|
---|
434 |
|
---|
435 | ////////
|
---|
436 | //-- apply frustum culling for the planes with index mPreferredPlane to 6
|
---|
437 |
|
---|
438 | for (int i = node->mPreferredPlane[BvhNode::sCurrentState]; i < 6; ++ i)
|
---|
439 | if (!TestPlane(node, i, bIntersect)) return 0;
|
---|
440 |
|
---|
441 |
|
---|
442 | //////////
|
---|
443 | //-- apply frustum culling for the planes with index 0 to mPreferredPlane
|
---|
444 |
|
---|
445 | for (int i = 0; i < node->mPreferredPlane[BvhNode::sCurrentState]; ++ i)
|
---|
446 | if (!TestPlane(node, i, bIntersect)) return 0;
|
---|
447 |
|
---|
448 | return bIntersect ? -1 : 1;
|
---|
449 | }
|
---|
450 |
|
---|
451 |
|
---|
452 | static void CalcNPVertexIndices(const Frustum &frustum, int *indices)
|
---|
453 | {
|
---|
454 | for (int i = 0; i < 6; ++ i)
|
---|
455 | {
|
---|
456 | // n-vertex
|
---|
457 | indices[i * 2 + 0] = AxisAlignedBox3::GetIndexNearestVertex(frustum.mClipPlanes[i].mNormal);
|
---|
458 | // p-vertex
|
---|
459 | indices[i * 2 + 1] = AxisAlignedBox3::GetIndexFarthestVertex(frustum.mClipPlanes[i].mNormal);
|
---|
460 | }
|
---|
461 | }
|
---|
462 |
|
---|
463 |
|
---|
464 | void Bvh::InitFrame(Camera *cam, RenderState *state)
|
---|
465 | {
|
---|
466 | // = 0011 1111 which means that at the beginning, all six planes have to frustum culled
|
---|
467 | mRoot->mPlaneMask[BvhNode::sCurrentState] = 0x3f;
|
---|
468 |
|
---|
469 | cam->CalcFrustum(sFrustum);
|
---|
470 | CalcNPVertexIndices(sFrustum, sClipPlaneAABBVertexIndices);
|
---|
471 |
|
---|
472 | // store near plane
|
---|
473 | sNearPlane = Plane3(cam->GetDirection(), cam->GetPosition());
|
---|
474 | sNear = cam->GetNear();
|
---|
475 |
|
---|
476 | // update dynamic part of the hierarchy
|
---|
477 | //if (!mDynamicEntities.empty())
|
---|
478 | if (mDynamicGeometrySize)
|
---|
479 | {
|
---|
480 | UpdateDynamicBranch(mDynamicRoot);
|
---|
481 | UpdateDynamicBounds(state);
|
---|
482 | }
|
---|
483 | }
|
---|
484 |
|
---|
485 |
|
---|
486 | void Bvh::UpdateDistance(BvhNode *node) const
|
---|
487 | {
|
---|
488 | // q: should we use distance to center rather than the distance to the near plane?
|
---|
489 | // distance to near plane can also be used for checking near plane intersection
|
---|
490 | //node->mDistance = sNearPlane.Distance(node->GetBox().Center());
|
---|
491 | node->mDistance = node->GetBox().GetMinDistance(sNearPlane);
|
---|
492 | }
|
---|
493 |
|
---|
494 |
|
---|
495 | float Bvh::CalcMaxDistance(BvhNode *node) const
|
---|
496 | {
|
---|
497 | #if 1
|
---|
498 | return node->GetBox().GetMaxDistance(sNearPlane);
|
---|
499 |
|
---|
500 | #else
|
---|
501 | // use bounding boxes of geometry to determine max dist
|
---|
502 | float maxDist = .0f;
|
---|
503 |
|
---|
504 | int geometrySize;
|
---|
505 | SceneEntity **entities = GetGeometry(node, geometrySize);
|
---|
506 |
|
---|
507 | for (int i = 0; i < geometrySize; ++ i)
|
---|
508 | {
|
---|
509 | SceneEntity *ent = entities[i];
|
---|
510 | float dist = ent->GetWorldBoundingBox().GetMaxDistance(sNearPlane);
|
---|
511 |
|
---|
512 | if (dist > maxDist) maxDist = dist;
|
---|
513 | }
|
---|
514 |
|
---|
515 | return maxDist;
|
---|
516 | #endif
|
---|
517 | }
|
---|
518 |
|
---|
519 |
|
---|
520 | void Bvh::RenderBounds(BvhNode *node, RenderState *state, bool useTightBounds)
|
---|
521 | {
|
---|
522 | // hack: use dummy contayiner as wrapper in order to use multibox function
|
---|
523 | static BvhNodeContainer dummy(1);
|
---|
524 | dummy[0] = node;
|
---|
525 | RenderBounds(dummy, state, useTightBounds);
|
---|
526 | }
|
---|
527 |
|
---|
528 |
|
---|
529 | int Bvh::RenderBounds(const BvhNodeContainer &nodes,
|
---|
530 | RenderState *state,
|
---|
531 | bool useTightBounds)
|
---|
532 | {
|
---|
533 | int renderedBoxes;
|
---|
534 |
|
---|
535 | if (!useTightBounds)
|
---|
536 | {
|
---|
537 | // if not using tight bounds, rendering boxes in immediate mode
|
---|
538 | // is preferable to vertex arrays (less setup time)
|
---|
539 | BvhNodeContainer::const_iterator nit, nit_end = nodes.end();
|
---|
540 |
|
---|
541 | for (nit = nodes.begin(); nit != nit_end; ++ nit)
|
---|
542 | {
|
---|
543 | RenderBoundingBoxImmediate((*nit)->GetBox());
|
---|
544 | }
|
---|
545 |
|
---|
546 | renderedBoxes = (int)nodes.size();
|
---|
547 | }
|
---|
548 | else
|
---|
549 | {
|
---|
550 | BvhNodeContainer::const_iterator nit, nit_end = nodes.end();
|
---|
551 |
|
---|
552 | /*for (nit = nodes.begin(); nit != nit_end; ++ nit)
|
---|
553 | {
|
---|
554 | BvhNode *node = *nit;
|
---|
555 |
|
---|
556 | for (int i = 0; i < node->mNumTestNodes; ++ i)
|
---|
557 | {
|
---|
558 | RenderBoundingBoxImmediate(mTestNodes[node->mTestNodesIdx + i]->GetBox());
|
---|
559 | }
|
---|
560 | }*/
|
---|
561 |
|
---|
562 | renderedBoxes = PrepareBoundsWithDrawArrays(nodes);
|
---|
563 | RenderBoundsWithDrawArrays(renderedBoxes, state);
|
---|
564 | }
|
---|
565 |
|
---|
566 | return renderedBoxes;
|
---|
567 | }
|
---|
568 |
|
---|
569 |
|
---|
570 | int Bvh::PrepareBoundsWithDrawArrays(const BvhNodeContainer &nodes)
|
---|
571 | {
|
---|
572 | ///////////////////
|
---|
573 | //-- for the first time we come here => create vbo and indices
|
---|
574 |
|
---|
575 | if (!mIndices)
|
---|
576 | {
|
---|
577 | // create list of indices
|
---|
578 | CreateIndices();
|
---|
579 | }
|
---|
580 |
|
---|
581 | if (mVboId == -1)
|
---|
582 | {
|
---|
583 | // prepare the vbo
|
---|
584 | PrepareVertices();
|
---|
585 | }
|
---|
586 |
|
---|
587 | ///////////////
|
---|
588 |
|
---|
589 | int numNodes = 0;
|
---|
590 |
|
---|
591 | BvhNodeContainer::const_iterator nit, nit_end = nodes.end();
|
---|
592 |
|
---|
593 | for (nit = nodes.begin(); nit != nit_end; ++ nit)
|
---|
594 | {
|
---|
595 | BvhNode *node = *nit;
|
---|
596 | const int numIndices = node->mNumTestNodes * NUM_INDICES_PER_BOX;
|
---|
597 |
|
---|
598 | // copy indices
|
---|
599 | memcpy(mIndices + numNodes * NUM_INDICES_PER_BOX,
|
---|
600 | mTestIndices + node->mIndicesPtr,
|
---|
601 | numIndices * sizeof(unsigned int));
|
---|
602 |
|
---|
603 | numNodes += node->mNumTestNodes;
|
---|
604 | }
|
---|
605 |
|
---|
606 | return numNodes;
|
---|
607 | }
|
---|
608 |
|
---|
609 |
|
---|
610 | void Bvh::RenderBoundsWithDrawArrays(int numNodes, RenderState *state)
|
---|
611 | {
|
---|
612 | /////////
|
---|
613 | //-- Render the vbo
|
---|
614 |
|
---|
615 | if (state->GetCurrentVboId() != mVboId)
|
---|
616 | {
|
---|
617 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, mVboId);
|
---|
618 | // set the vertex pointer to the vertex buffer
|
---|
619 | glVertexPointer(3, GL_FLOAT, 0, (char *)NULL);
|
---|
620 |
|
---|
621 | state->SetCurrentVboId(mVboId);
|
---|
622 | }
|
---|
623 |
|
---|
624 | // we don't use the last or the first index (they are generate and only used to connect strips)
|
---|
625 | int numElements = numNodes * NUM_INDICES_PER_BOX - 1;
|
---|
626 | // don't render first degenerate index
|
---|
627 | glDrawElements(GL_TRIANGLE_STRIP, numElements, GL_UNSIGNED_INT, mIndices + 1);
|
---|
628 | }
|
---|
629 |
|
---|
630 |
|
---|
631 | void Bvh::CreateIndices()
|
---|
632 | {
|
---|
633 | // collect bvh nodes
|
---|
634 | BvhNodeContainer nodes;
|
---|
635 | // first collect dynamic nodes so we make sure that they are in the beginning
|
---|
636 | CollectNodes(mDynamicRoot, nodes);
|
---|
637 | // then collect static nodes
|
---|
638 | CollectNodes(mStaticRoot, nodes);
|
---|
639 | //CollectNodes(mRoot, nodes);
|
---|
640 |
|
---|
641 | cout << "creating new indices" << endl;
|
---|
642 |
|
---|
643 | int numMaxIndices = 0;
|
---|
644 |
|
---|
645 | BvhNodeContainer::const_iterator lit, lit_end = nodes.end();
|
---|
646 |
|
---|
647 | for (lit = nodes.begin(); lit != lit_end; ++ lit)
|
---|
648 | {
|
---|
649 | int offset = (*lit)->mNumTestNodes * NUM_INDICES_PER_BOX;
|
---|
650 | #ifdef ALIGN_INDICES
|
---|
651 | // align with 32 in order to speed up memcopy
|
---|
652 | offset = (offset / 32) * 32 + 32;
|
---|
653 | #endif
|
---|
654 | numMaxIndices += offset;
|
---|
655 | }
|
---|
656 |
|
---|
657 | cout << "creating global indices buffer" << endl;
|
---|
658 |
|
---|
659 | if (mIndices) delete [] mIndices;
|
---|
660 | if (mTestIndices) delete [] mTestIndices;
|
---|
661 |
|
---|
662 | // global buffer: create it once so we don't have
|
---|
663 | // to allocate memory for each individual chunk of the node
|
---|
664 | mIndices = new unsigned int[numMaxIndices];
|
---|
665 | // create new index buffer for the individual nodes
|
---|
666 | mTestIndices = new unsigned int[numMaxIndices];
|
---|
667 |
|
---|
668 | mCurrentIndicesPtr = 0;
|
---|
669 |
|
---|
670 | for (lit = nodes.begin(); lit != lit_end; ++ lit)
|
---|
671 | {
|
---|
672 | BvhNode *node = *lit;
|
---|
673 |
|
---|
674 | // resize array
|
---|
675 | node->mIndicesPtr = mCurrentIndicesPtr;
|
---|
676 | int numIndices = 0;
|
---|
677 |
|
---|
678 | // the bounding boxes of the test nodes are rendered instead of the node itself
|
---|
679 | // => store their indices
|
---|
680 | for (int i = 0; i < node->mNumTestNodes; ++ i, numIndices += NUM_INDICES_PER_BOX)
|
---|
681 | {
|
---|
682 | BvhNode *testNode = mTestNodes[node->mTestNodesIdx + i];
|
---|
683 |
|
---|
684 | // add vertex indices of boxes to root node
|
---|
685 | for (int j = 0; j < NUM_INDICES_PER_BOX; ++ j)
|
---|
686 | {
|
---|
687 | mTestIndices[mCurrentIndicesPtr + numIndices + j] = sIndices[j] + testNode->GetId() * 8;
|
---|
688 | }
|
---|
689 | }
|
---|
690 |
|
---|
691 | // align with 32
|
---|
692 | #ifdef ALIGN_INDICES
|
---|
693 | const int offset = (numIndices / 32) * 32 + 32;
|
---|
694 | #else
|
---|
695 | const int offset = numIndices;
|
---|
696 | #endif
|
---|
697 | mCurrentIndicesPtr += offset;
|
---|
698 | }
|
---|
699 | }
|
---|
700 |
|
---|
701 |
|
---|
702 | void Bvh::ComputeIds()
|
---|
703 | {
|
---|
704 | // collect all nodes
|
---|
705 | BvhNodeContainer nodes;
|
---|
706 | //CollectNodes(mRoot, nodes);
|
---|
707 | // first collect dynamic nodes so we make sure that they are in the beginning
|
---|
708 | CollectNodes(mDynamicRoot, nodes);
|
---|
709 | // then collect static nodes
|
---|
710 | CollectNodes(mStaticRoot, nodes);
|
---|
711 | // also add root
|
---|
712 | nodes.push_back(mRoot);
|
---|
713 |
|
---|
714 | // assign ids to all nodes of the hierarchy
|
---|
715 | int i = 0;
|
---|
716 | BvhNodeContainer::const_iterator lit, lit_end = nodes.end();
|
---|
717 |
|
---|
718 | for (lit = nodes.begin(); lit != lit_end; ++ lit, ++ i)
|
---|
719 | {
|
---|
720 | (*lit)->SetId(i);
|
---|
721 | }
|
---|
722 | }
|
---|
723 |
|
---|
724 |
|
---|
725 | void Bvh::PrepareVertices()
|
---|
726 | {
|
---|
727 | // collect all nodes
|
---|
728 | BvhNodeContainer nodes;
|
---|
729 |
|
---|
730 | nodes.reserve(GetNumNodes());
|
---|
731 | // first collect dynamic nodes so we make sure that they are in the beginning
|
---|
732 | CollectNodes(mDynamicRoot, nodes);
|
---|
733 | // then collect static nodes
|
---|
734 | CollectNodes(mStaticRoot, nodes);
|
---|
735 | // also add root
|
---|
736 | nodes.push_back(mRoot);
|
---|
737 |
|
---|
738 | const unsigned int bufferSize = 8 * (int)nodes.size();
|
---|
739 | mVertices = new Vector3[bufferSize];
|
---|
740 |
|
---|
741 | int i = 0;
|
---|
742 |
|
---|
743 | // store bounding box vertices
|
---|
744 | BvhNodeContainer::const_iterator lit, lit_end = nodes.end();
|
---|
745 |
|
---|
746 | for (lit = nodes.begin(); lit != lit_end; ++ lit, i += 8)
|
---|
747 | {
|
---|
748 | BvhNode *node = *lit;
|
---|
749 |
|
---|
750 | Vector3 v;
|
---|
751 |
|
---|
752 | for (int j = 0; j < 8; ++ j)
|
---|
753 | {
|
---|
754 | node->GetBox().GetVertex2(j, v);
|
---|
755 | (static_cast<Vector3 *>(mVertices))[node->GetId() * 8 + j] = v;
|
---|
756 | }
|
---|
757 | }
|
---|
758 |
|
---|
759 | glGenBuffersARB(1, &mVboId);
|
---|
760 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, mVboId);
|
---|
761 | glVertexPointer(3, GL_FLOAT, 0, (char *)NULL);
|
---|
762 |
|
---|
763 | glBufferDataARB(GL_ARRAY_BUFFER_ARB,
|
---|
764 | bufferSize * sizeof(Vector3),
|
---|
765 | mVertices,
|
---|
766 | //GL_STATIC_DRAW_ARB);
|
---|
767 | GL_DYNAMIC_DRAW_ARB);
|
---|
768 |
|
---|
769 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
|
---|
770 |
|
---|
771 | // data handled by graphics driver from now on
|
---|
772 | DEL_ARRAY_PTR(mVertices);
|
---|
773 |
|
---|
774 | cout << "******** created vbos for tighter bounds *********" << endl;
|
---|
775 | }
|
---|
776 |
|
---|
777 |
|
---|
778 | void Bvh::UpdateDynamicBounds(RenderState *state)
|
---|
779 | {
|
---|
780 | // vbos not created yet
|
---|
781 | if (mVboId == -1) return;
|
---|
782 |
|
---|
783 | // collect all nodes
|
---|
784 | static BvhNodeContainer nodes;
|
---|
785 | nodes.clear();
|
---|
786 | //nodes.reserve(GetNumNodes());
|
---|
787 | CollectNodes(mDynamicRoot, nodes);
|
---|
788 |
|
---|
789 | const unsigned int bufferSize = 8 * (int)nodes.size();
|
---|
790 | if (!mVertices) mVertices = new Vector3[bufferSize];
|
---|
791 |
|
---|
792 | int i = 0;
|
---|
793 |
|
---|
794 | // store bounding box vertices
|
---|
795 | BvhNodeContainer::const_iterator lit, lit_end = nodes.end();
|
---|
796 |
|
---|
797 | for (lit = nodes.begin(); lit != lit_end; ++ lit, i += 8)
|
---|
798 | {
|
---|
799 | BvhNode *node = *lit;
|
---|
800 |
|
---|
801 | for (int j = 0; j < 8; ++ j)
|
---|
802 | (static_cast<Vector3 *>(mVertices))[node->GetId() * 8 + j] = node->GetBox().GetVertex(j);
|
---|
803 | }
|
---|
804 |
|
---|
805 | if (state->GetCurrentVboId() != mVboId)
|
---|
806 | {
|
---|
807 | glBindBufferARB(GL_ARRAY_BUFFER_ARB, mVboId);
|
---|
808 | // set the vertex pointer to the vertex buffer
|
---|
809 | glVertexPointer(3, GL_FLOAT, 0, (char *)NULL);
|
---|
810 | state->SetCurrentVboId(mVboId);
|
---|
811 | }
|
---|
812 |
|
---|
813 | glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0,
|
---|
814 | bufferSize * sizeof(Vector3),
|
---|
815 | mVertices);
|
---|
816 | }
|
---|
817 |
|
---|
818 |
|
---|
819 | void Bvh::SetMaxDepthForTestingChildren(int maxDepth)
|
---|
820 | {
|
---|
821 | if (maxDepth != mMaxDepthForTestingChildren)
|
---|
822 | {
|
---|
823 | mMaxDepthForTestingChildren = maxDepth;
|
---|
824 | RecomputeBounds();
|
---|
825 | }
|
---|
826 | }
|
---|
827 |
|
---|
828 |
|
---|
829 | void Bvh::SetAreaRatioThresholdForTestingChildren(float ratio)
|
---|
830 | {
|
---|
831 | if (ratio != mAreaRatioThreshold)
|
---|
832 | {
|
---|
833 | mAreaRatioThreshold = ratio;
|
---|
834 | RecomputeBounds();
|
---|
835 | }
|
---|
836 | }
|
---|
837 |
|
---|
838 |
|
---|
839 | void Bvh::RecomputeBounds()
|
---|
840 | {
|
---|
841 | // collect all nodes
|
---|
842 | BvhNodeContainer nodes;
|
---|
843 | CollectNodes(mRoot, nodes);
|
---|
844 |
|
---|
845 | cout << "recomputing bounds, children will be tested in depth " << mMaxDepthForTestingChildren << endl;
|
---|
846 |
|
---|
847 | int success = 0;
|
---|
848 | BvhNodeContainer::const_iterator lit, lit_end = nodes.end();
|
---|
849 |
|
---|
850 | for (lit = nodes.begin(); lit != lit_end; ++ lit)
|
---|
851 | {
|
---|
852 | BvhNode *node = *lit;
|
---|
853 |
|
---|
854 | // recreate list of nodes that will be queried as a proxy
|
---|
855 | if (CreateNodeRenderList(node))
|
---|
856 | ++ success;
|
---|
857 | }
|
---|
858 |
|
---|
859 | float p = 100.0f * (float)success / nodes.size();
|
---|
860 | cout << "created tighter bounds for " << p << " percent of the nodes" << endl;
|
---|
861 |
|
---|
862 | // recreate indices used for indirect mode rendering
|
---|
863 | if (mIndices) CreateIndices();
|
---|
864 | }
|
---|
865 |
|
---|
866 |
|
---|
867 | bool Bvh::CreateNodeRenderList(BvhNode *node)
|
---|
868 | {
|
---|
869 | BvhNodeContainer children;
|
---|
870 |
|
---|
871 | // collect nodes that will be tested instead of the leaf node
|
---|
872 | // in order to get a tighter bounding box test
|
---|
873 | CollectNodes(node, children, mMaxDepthForTestingChildren);
|
---|
874 |
|
---|
875 |
|
---|
876 | // using the tighter bounds is not feasable in case
|
---|
877 | // that the tighter bounds represent nearly the same projected area
|
---|
878 | // as the old bounding box. Test this property using either
|
---|
879 | // volume or area heuristics
|
---|
880 |
|
---|
881 | float vol = 0;
|
---|
882 | float area = 0;
|
---|
883 |
|
---|
884 | BvhNodeContainer::const_iterator cit;
|
---|
885 |
|
---|
886 | for (cit = children.begin(); cit != children.end(); ++ cit)
|
---|
887 | area += (*cit)->GetBox().SurfaceArea();
|
---|
888 |
|
---|
889 | const float areaRatio = area / node->GetBox().SurfaceArea();
|
---|
890 |
|
---|
891 | bool success;
|
---|
892 |
|
---|
893 | if (areaRatio < mAreaRatioThreshold)
|
---|
894 | success = true;
|
---|
895 | else
|
---|
896 | {
|
---|
897 | // hack: only store node itself
|
---|
898 | children.clear();
|
---|
899 | children.push_back(node);
|
---|
900 |
|
---|
901 | success = false;
|
---|
902 | }
|
---|
903 |
|
---|
904 | // the new test nodes are added at the end of the vector
|
---|
905 | node->mTestNodesIdx = (int)mTestNodes.size();
|
---|
906 |
|
---|
907 | // use the collected nodes as proxy for the occlusion tests
|
---|
908 | for (cit = children.begin(); cit != children.end(); ++ cit)
|
---|
909 | {
|
---|
910 | BvhNode *child = *cit;
|
---|
911 | mTestNodes.push_back(child);
|
---|
912 | }
|
---|
913 |
|
---|
914 | node->mNumTestNodes = (int)children.size();
|
---|
915 |
|
---|
916 | return success;
|
---|
917 | }
|
---|
918 |
|
---|
919 |
|
---|
920 | void Bvh::ResetNodeClassifications()
|
---|
921 | {
|
---|
922 | BvhNodeContainer nodes;
|
---|
923 |
|
---|
924 | nodes.reserve(GetNumNodes());
|
---|
925 | CollectNodes(mRoot, nodes);
|
---|
926 |
|
---|
927 | BvhNodeContainer::const_iterator lit, lit_end = nodes.end();
|
---|
928 |
|
---|
929 | for (lit = nodes.begin(); lit != lit_end; ++ lit)
|
---|
930 | {
|
---|
931 | (*lit)->ResetVisibility();
|
---|
932 | }
|
---|
933 | }
|
---|
934 |
|
---|
935 |
|
---|
936 | void Bvh::ComputeBvhStats(BvhNode *root, BvhStats &bvhStats)
|
---|
937 | {
|
---|
938 | bvhStats.Reset();
|
---|
939 | std::stack<BvhNode *> nodeStack;
|
---|
940 | nodeStack.push(root);
|
---|
941 |
|
---|
942 | int numVirtualLeaves = 0;
|
---|
943 | int numGeometry = 0;
|
---|
944 |
|
---|
945 | while (!nodeStack.empty())
|
---|
946 | {
|
---|
947 | BvhNode *node = nodeStack.top();
|
---|
948 | nodeStack.pop();
|
---|
949 |
|
---|
950 | if (node->IsVirtualLeaf())
|
---|
951 | {
|
---|
952 | ++ numVirtualLeaves;
|
---|
953 | numGeometry += node->CountPrimitives();
|
---|
954 |
|
---|
955 | BvhLeaf *leaf = static_cast<BvhLeaf *>(node);
|
---|
956 |
|
---|
957 | bvhStats.mTriangles += CountTriangles(leaf);
|
---|
958 | bvhStats.mLeafSA += leaf->mBox.SurfaceArea();
|
---|
959 | bvhStats.mLeafVol += leaf->mBox.GetVolume();
|
---|
960 | }
|
---|
961 | else
|
---|
962 | {
|
---|
963 | bvhStats.mInteriorSA += node->mBox.SurfaceArea();
|
---|
964 | bvhStats.mInteriorVol += node->mBox.GetVolume();
|
---|
965 |
|
---|
966 | BvhInterior *interior = static_cast<BvhInterior *>(node);
|
---|
967 |
|
---|
968 | nodeStack.push(interior->mBack);
|
---|
969 | nodeStack.push(interior->mFront);
|
---|
970 | }
|
---|
971 | }
|
---|
972 |
|
---|
973 | bvhStats.mGeometryRatio = (float)numGeometry / numVirtualLeaves;
|
---|
974 | bvhStats.mTriangleRatio = (float)bvhStats.mTriangles / numVirtualLeaves;
|
---|
975 | bvhStats.mLeaves = numVirtualLeaves;
|
---|
976 | }
|
---|
977 |
|
---|
978 |
|
---|
979 | void Bvh::PrintBvhStats(const BvhStats &bvhStats) const
|
---|
980 | {
|
---|
981 | cout << "\n============ BVH statistics =============" << endl;
|
---|
982 | cout << "interiorNodesSA = " << bvhStats.mInteriorSA / mRoot->mBox.SurfaceArea() << endl;
|
---|
983 | cout << "leafNodesSA = " << bvhStats.mLeafSA / mRoot->mBox.SurfaceArea() << endl;
|
---|
984 | cout << "interiorNodesVolume = " << bvhStats.mInteriorVol / mRoot->mBox.GetVolume() << endl;
|
---|
985 | cout << "leafNodesVolume = " << bvhStats.mLeafVol / mRoot->mBox.GetVolume() << endl;
|
---|
986 |
|
---|
987 | cout << "geometry per leaf: " << bvhStats.mGeometryRatio << endl;
|
---|
988 | cout << "triangles per leaf: " << bvhStats.mTriangleRatio << endl;
|
---|
989 | cout << "===========================================" << endl << endl;
|
---|
990 | }
|
---|
991 |
|
---|
992 |
|
---|
993 | int Bvh::CountTriangles(BvhNode *node) const
|
---|
994 | {
|
---|
995 | int numTriangles = 0;
|
---|
996 |
|
---|
997 | for (int i = node->mFirst; i <= node->mLast; ++ i)
|
---|
998 | {
|
---|
999 | numTriangles += mGeometry[i]->CountNumTriangles(0);
|
---|
1000 | }
|
---|
1001 |
|
---|
1002 | return numTriangles;
|
---|
1003 | }
|
---|
1004 |
|
---|
1005 |
|
---|
1006 | float Bvh::GetArea(BvhNode *node) const
|
---|
1007 | {
|
---|
1008 | return node->mArea;
|
---|
1009 | }
|
---|
1010 |
|
---|
1011 |
|
---|
1012 | void Bvh::UpdateNumLeaves(BvhNode *node) const
|
---|
1013 | {
|
---|
1014 | if (node->IsLeaf())
|
---|
1015 | {
|
---|
1016 | node->mNumLeaves = 1;
|
---|
1017 | }
|
---|
1018 | else
|
---|
1019 | {
|
---|
1020 | BvhNode *f = static_cast<BvhInterior *>(node)->GetFront();
|
---|
1021 | BvhNode *b = static_cast<BvhInterior *>(node)->GetBack();
|
---|
1022 |
|
---|
1023 | UpdateNumLeaves(f);
|
---|
1024 | UpdateNumLeaves(b);
|
---|
1025 |
|
---|
1026 | node->mNumLeaves = f->mNumLeaves + b->mNumLeaves;
|
---|
1027 | }
|
---|
1028 | }
|
---|
1029 |
|
---|
1030 |
|
---|
1031 | void Bvh::CollectVirtualLeaves(BvhNode *node, BvhNodeContainer &leaves)
|
---|
1032 | {
|
---|
1033 | stack<BvhNode *> tStack;
|
---|
1034 | tStack.push(node);
|
---|
1035 |
|
---|
1036 | while (!tStack.empty())
|
---|
1037 | {
|
---|
1038 | BvhNode *node = tStack.top();
|
---|
1039 | tStack.pop();
|
---|
1040 |
|
---|
1041 | if (node->mIsVirtualLeaf)
|
---|
1042 | {
|
---|
1043 | leaves.push_back(node);
|
---|
1044 | }
|
---|
1045 | else if (!node->IsLeaf())
|
---|
1046 | {
|
---|
1047 | BvhInterior *interior = static_cast<BvhInterior *>(node);
|
---|
1048 |
|
---|
1049 | tStack.push(interior->mFront);
|
---|
1050 | tStack.push(interior->mBack);
|
---|
1051 | }
|
---|
1052 | }
|
---|
1053 | }
|
---|
1054 |
|
---|
1055 |
|
---|
1056 | void Bvh::SetVirtualLeaves(int numTriangles)
|
---|
1057 | {
|
---|
1058 | // first invalidate old virtual leaves
|
---|
1059 | BvhNodeContainer leaves;
|
---|
1060 | CollectVirtualLeaves(mRoot, leaves);
|
---|
1061 |
|
---|
1062 | BvhNodeContainer::const_iterator bit, bit_end = leaves.end();
|
---|
1063 |
|
---|
1064 | for (bit = leaves.begin(); bit != bit_end; ++ bit)
|
---|
1065 | {
|
---|
1066 | (*bit)->mIsVirtualLeaf = false;
|
---|
1067 | }
|
---|
1068 |
|
---|
1069 | mNumVirtualNodes = 0;
|
---|
1070 | // assign new virtual leaves based on specified #triangles per leaf
|
---|
1071 | std::stack<BvhNode *> nodeStack;
|
---|
1072 | nodeStack.push(mRoot);
|
---|
1073 |
|
---|
1074 | while (!nodeStack.empty())
|
---|
1075 | {
|
---|
1076 | BvhNode *node = nodeStack.top();
|
---|
1077 | nodeStack.pop();
|
---|
1078 |
|
---|
1079 | ++ mNumVirtualNodes;
|
---|
1080 |
|
---|
1081 | if (node->IsLeaf())
|
---|
1082 | {
|
---|
1083 | BvhLeaf *leaf = static_cast<BvhLeaf *>(node);
|
---|
1084 | leaf->mIsVirtualLeaf = true;
|
---|
1085 | }
|
---|
1086 | else
|
---|
1087 | {
|
---|
1088 | BvhInterior *interior = static_cast<BvhInterior *>(node);
|
---|
1089 |
|
---|
1090 | BvhNode *f = interior->mFront;
|
---|
1091 | BvhNode *b = interior->mBack;
|
---|
1092 |
|
---|
1093 | if (node->mIsMaxDepthForVirtualLeaf ||
|
---|
1094 | (CountTriangles(node) <= numTriangles))
|
---|
1095 | {
|
---|
1096 | node->mIsVirtualLeaf = true;
|
---|
1097 | }
|
---|
1098 | else
|
---|
1099 | {
|
---|
1100 | nodeStack.push(interior->mBack);
|
---|
1101 | nodeStack.push(interior->mFront);
|
---|
1102 | }
|
---|
1103 | }
|
---|
1104 | }
|
---|
1105 |
|
---|
1106 | /// Reset the node states
|
---|
1107 | ResetNodeClassifications();
|
---|
1108 | }
|
---|
1109 |
|
---|
1110 |
|
---|
1111 | void Bvh::ComputeMaxDepthForVirtualLeaves()
|
---|
1112 | {
|
---|
1113 | // We initialize the maximal depth for virtual leaves
|
---|
1114 | // of this bvh, i.e., the nodes that are used as
|
---|
1115 | // leaves of the hierarchy during traversal.
|
---|
1116 |
|
---|
1117 | // Initially they are set either
|
---|
1118 | // a) to the real leaves of the hierarchy or
|
---|
1119 | // b) the point where the subdivision on object level ends
|
---|
1120 | // and the subsequent nodes are just used to provide tighter bounds
|
---|
1121 | // (see article for the notations)
|
---|
1122 |
|
---|
1123 | std::stack<BvhNode *> nodeStack;
|
---|
1124 | nodeStack.push(mRoot);
|
---|
1125 |
|
---|
1126 | while (!nodeStack.empty())
|
---|
1127 | {
|
---|
1128 | BvhNode *node = nodeStack.top();
|
---|
1129 | nodeStack.pop();
|
---|
1130 |
|
---|
1131 | if (node->IsLeaf())
|
---|
1132 | {
|
---|
1133 | node->mIsMaxDepthForVirtualLeaf = true;
|
---|
1134 | }
|
---|
1135 | else
|
---|
1136 | {
|
---|
1137 | BvhInterior *interior = static_cast<BvhInterior *>(node);
|
---|
1138 |
|
---|
1139 | BvhNode *f = interior->mFront;
|
---|
1140 | BvhNode *b = interior->mBack;
|
---|
1141 |
|
---|
1142 | if ((f->mFirst == b->mFirst) && (f->mLast == b->mLast))
|
---|
1143 | {
|
---|
1144 | // point reached where beyond there would be no further reduction
|
---|
1145 | // as both subtrees contain the same objects => stop here
|
---|
1146 | // The tree beyond the current node is used to describe
|
---|
1147 | // tighter bounds on the geometry contained in it
|
---|
1148 | node->mIsMaxDepthForVirtualLeaf = true;
|
---|
1149 | }
|
---|
1150 | else
|
---|
1151 | {
|
---|
1152 | nodeStack.push(f);
|
---|
1153 | nodeStack.push(b);
|
---|
1154 | }
|
---|
1155 | }
|
---|
1156 | }
|
---|
1157 | }
|
---|
1158 |
|
---|
1159 |
|
---|
1160 | // this function must be called once after hierarchy creation
|
---|
1161 | void Bvh::PostProcess()
|
---|
1162 | {
|
---|
1163 | CreateRoot();
|
---|
1164 |
|
---|
1165 | ComputeMaxDepthForVirtualLeaves();
|
---|
1166 | // set virtual leaves for specified number of triangles
|
---|
1167 | SetVirtualLeaves(INITIAL_TRIANGLES_PER_VIRTUAL_LEAVES);
|
---|
1168 | /// for each node compute the number of leaves under this node
|
---|
1169 | UpdateNumLeaves(mRoot);
|
---|
1170 | // compute new ids
|
---|
1171 | ComputeIds();
|
---|
1172 | // specify bounds for occlusion tests
|
---|
1173 | RecomputeBounds();
|
---|
1174 |
|
---|
1175 | mBox = mRoot->GetBox();
|
---|
1176 |
|
---|
1177 | // compute and print stats
|
---|
1178 | ComputeBvhStats(mRoot, mBvhStats);
|
---|
1179 | PrintBvhStats(mBvhStats);
|
---|
1180 |
|
---|
1181 | if (mDynamicGeometrySize)
|
---|
1182 | {
|
---|
1183 | BvhStats bvhStats;
|
---|
1184 | ComputeBvhStats(mDynamicRoot, bvhStats);
|
---|
1185 |
|
---|
1186 | cout << "\n=========== Dynamic BVH statistics: =========" << endl;
|
---|
1187 | cout << "leaves = " << bvhStats.mLeaves << endl;
|
---|
1188 | cout << "interiorNodesSA = " << bvhStats.mInteriorSA << endl;
|
---|
1189 | cout << "leafNodesSA = " << bvhStats.mLeafSA << endl;
|
---|
1190 | cout << "interiorNodesVolume = " << bvhStats.mInteriorVol << endl;
|
---|
1191 | cout << "leafNodesVolume = " << bvhStats.mLeafVol << endl;
|
---|
1192 |
|
---|
1193 | cout << "geometry per leaf: " << bvhStats.mGeometryRatio << endl;
|
---|
1194 | cout << "triangles per leaf: " << bvhStats.mTriangleRatio << endl;
|
---|
1195 | cout << "=============================================" << endl << endl;
|
---|
1196 | }
|
---|
1197 | }
|
---|
1198 |
|
---|
1199 |
|
---|
1200 | void Bvh::RenderBoundingBoxImmediate(const AxisAlignedBox3 &box)
|
---|
1201 | {
|
---|
1202 | const Vector3 l = box.Min();
|
---|
1203 | const Vector3 u = box.Max();
|
---|
1204 |
|
---|
1205 | ///////////
|
---|
1206 | //-- render AABB as triangle strips
|
---|
1207 |
|
---|
1208 | glBegin(GL_TRIANGLE_STRIP);
|
---|
1209 |
|
---|
1210 | // render first half of AABB
|
---|
1211 | glVertex3f(l.x, l.y, u.z);
|
---|
1212 | glVertex3f(u.x, l.y, u.z);
|
---|
1213 | glVertex3f(l.x, u.y, u.z);
|
---|
1214 | glVertex3f(u.x, u.y, u.z);
|
---|
1215 | glVertex3f(l.x, u.y, l.z);
|
---|
1216 | glVertex3f(u.x, u.y, l.z);
|
---|
1217 | glVertex3f(l.x, l.y, l.z);
|
---|
1218 | glVertex3f(u.x, l.y, l.z);
|
---|
1219 |
|
---|
1220 | glPrimitiveRestartNV();
|
---|
1221 |
|
---|
1222 | // render second half of AABB
|
---|
1223 | glVertex3f(l.x, u.y, u.z);
|
---|
1224 | glVertex3f(l.x, u.y, l.z);
|
---|
1225 | glVertex3f(l.x, l.y, u.z);
|
---|
1226 | glVertex3f(l.x, l.y, l.z);
|
---|
1227 | glVertex3f(u.x, l.y, u.z);
|
---|
1228 | glVertex3f(u.x, l.y, l.z);
|
---|
1229 | glVertex3f(u.x, u.y, u.z);
|
---|
1230 | glVertex3f(u.x, u.y, l.z);
|
---|
1231 |
|
---|
1232 | glEnd();
|
---|
1233 | }
|
---|
1234 |
|
---|
1235 |
|
---|
1236 | static void RenderBoxForViz(const AxisAlignedBox3 &box)
|
---|
1237 | {
|
---|
1238 | glBegin(GL_LINE_LOOP);
|
---|
1239 | glVertex3d(box.Min().x, box.Max().y, box.Min().z);
|
---|
1240 | glVertex3d(box.Max().x, box.Max().y, box.Min().z);
|
---|
1241 | glVertex3d(box.Max().x, box.Min().y, box.Min().z);
|
---|
1242 | glVertex3d(box.Min().x, box.Min().y, box.Min().z);
|
---|
1243 | glEnd();
|
---|
1244 |
|
---|
1245 | glBegin(GL_LINE_LOOP);
|
---|
1246 | glVertex3d(box.Min().x, box.Min().y, box.Max().z);
|
---|
1247 | glVertex3d(box.Max().x, box.Min().y, box.Max().z);
|
---|
1248 | glVertex3d(box.Max().x, box.Max().y, box.Max().z);
|
---|
1249 | glVertex3d(box.Min().x, box.Max().y, box.Max().z);
|
---|
1250 | glEnd();
|
---|
1251 |
|
---|
1252 | glBegin(GL_LINE_LOOP);
|
---|
1253 | glVertex3d(box.Max().x, box.Min().y, box.Min().z);
|
---|
1254 | glVertex3d(box.Max().x, box.Min().y, box.Max().z);
|
---|
1255 | glVertex3d(box.Max().x, box.Max().y, box.Max().z);
|
---|
1256 | glVertex3d(box.Max().x, box.Max().y, box.Min().z);
|
---|
1257 | glEnd();
|
---|
1258 |
|
---|
1259 | glBegin(GL_LINE_LOOP);
|
---|
1260 | glVertex3d(box.Min().x, box.Min().y, box.Min().z);
|
---|
1261 | glVertex3d(box.Min().x, box.Min().y, box.Max().z);
|
---|
1262 | glVertex3d(box.Min().x, box.Max().y, box.Max().z);
|
---|
1263 | glVertex3d(box.Min().x, box.Max().y, box.Min().z);
|
---|
1264 | glEnd();
|
---|
1265 |
|
---|
1266 | glBegin(GL_LINE_LOOP);
|
---|
1267 | glVertex3d(box.Min().x, box.Min().y, box.Min().z);
|
---|
1268 | glVertex3d(box.Max().x, box.Min().y, box.Min().z);
|
---|
1269 | glVertex3d(box.Max().x, box.Min().y, box.Max().z);
|
---|
1270 | glVertex3d(box.Min().x, box.Min().y, box.Max().z);
|
---|
1271 | glEnd();
|
---|
1272 |
|
---|
1273 | glBegin(GL_LINE_LOOP);
|
---|
1274 | glVertex3d(box.Min().x, box.Max().y, box.Min().z);
|
---|
1275 | glVertex3d(box.Max().x, box.Max().y, box.Min().z);
|
---|
1276 | glVertex3d(box.Max().x, box.Max().y, box.Max().z);
|
---|
1277 | glVertex3d(box.Min().x, box.Max().y, box.Max().z);
|
---|
1278 |
|
---|
1279 | glEnd();
|
---|
1280 | }
|
---|
1281 |
|
---|
1282 |
|
---|
1283 | static Technique GetVizTechnique()
|
---|
1284 | {
|
---|
1285 | Technique tech;
|
---|
1286 | tech.Init();
|
---|
1287 |
|
---|
1288 | //tech.SetLightingEnabled(false);
|
---|
1289 | //tech.SetDepthWriteEnabled(false);
|
---|
1290 |
|
---|
1291 | tech.SetEmmisive(RgbaColor(1.0f, 1.0f, 1.0f, 1.0f));
|
---|
1292 | tech.SetDiffuse(RgbaColor(1.0f, 1.0f, 1.0f, 1.0f));
|
---|
1293 | tech.SetAmbient(RgbaColor(1.0f, 1.0f, 1.0f, 1.0f));
|
---|
1294 |
|
---|
1295 | return tech;
|
---|
1296 | }
|
---|
1297 |
|
---|
1298 |
|
---|
1299 | void Bvh::RenderBoundsForViz(BvhNode *node,
|
---|
1300 | RenderState *state,
|
---|
1301 | bool useTightBounds)
|
---|
1302 | {
|
---|
1303 | Technique *oldTech = state->GetState();
|
---|
1304 | // we set a simple material
|
---|
1305 | static Technique boxMat = GetVizTechnique();
|
---|
1306 | boxMat.Render(state);
|
---|
1307 |
|
---|
1308 | if (!useTightBounds)
|
---|
1309 | {
|
---|
1310 | RenderBoxForViz(node->GetBox());
|
---|
1311 | /*glPolygonMode(GL_FRONT, GL_LINE);
|
---|
1312 | RenderBoundingBoxImmediate(node->GetBox());
|
---|
1313 | glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);*/
|
---|
1314 | }
|
---|
1315 | else
|
---|
1316 | {
|
---|
1317 | glPolygonMode(GL_FRONT, GL_LINE);
|
---|
1318 | BvhNodeContainer nodes;
|
---|
1319 | nodes.push_back(node);
|
---|
1320 | int renderedBoxes = PrepareBoundsWithDrawArrays(nodes);
|
---|
1321 | RenderBoundsWithDrawArrays(renderedBoxes, state);
|
---|
1322 | glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
---|
1323 |
|
---|
1324 | /*for (int i = 0; i < node->mNumTestNodes; ++ i)
|
---|
1325 | {
|
---|
1326 | RenderBoxForViz(mTestNodes[node->mTestNodesIdx + i]->GetBox());
|
---|
1327 | }*/
|
---|
1328 | }
|
---|
1329 |
|
---|
1330 | if (oldTech) oldTech->Render(state);
|
---|
1331 | }
|
---|
1332 |
|
---|
1333 |
|
---|
1334 |
|
---|
1335 | ////////////////////////
|
---|
1336 | //-- functions for construction of the dynamic hierarchy
|
---|
1337 |
|
---|
1338 | int Bvh::SortTriangles(BvhLeaf *leaf,
|
---|
1339 | int axis,
|
---|
1340 | float position
|
---|
1341 | )
|
---|
1342 | {
|
---|
1343 | int i = leaf->mFirst;
|
---|
1344 | int j = leaf->mLast;
|
---|
1345 |
|
---|
1346 | while (1)
|
---|
1347 | {
|
---|
1348 | while (mGeometry[i]->GetWorldCenter()[axis] < position) ++ i;
|
---|
1349 | while (position < mGeometry[j]->GetWorldCenter()[axis]) -- j;
|
---|
1350 |
|
---|
1351 | // sorting finished
|
---|
1352 | if (i >= j) break;
|
---|
1353 |
|
---|
1354 | // swap entities
|
---|
1355 | swap(mGeometry[i], mGeometry[j]);
|
---|
1356 |
|
---|
1357 | ++ i;
|
---|
1358 | -- j;
|
---|
1359 | }
|
---|
1360 |
|
---|
1361 | return j;
|
---|
1362 | }
|
---|
1363 |
|
---|
1364 |
|
---|
1365 | int Bvh::SortTrianglesSpatialMedian(BvhLeaf *leaf,
|
---|
1366 | int axis
|
---|
1367 | )
|
---|
1368 | {
|
---|
1369 | // spatial median
|
---|
1370 | float m = leaf->mBox.Center()[axis];
|
---|
1371 | return SortTriangles(leaf, axis, m);
|
---|
1372 | }
|
---|
1373 |
|
---|
1374 |
|
---|
1375 | BvhNode *Bvh::SubdivideLeaf(BvhLeaf *leaf,
|
---|
1376 | int parentAxis
|
---|
1377 | )
|
---|
1378 | {
|
---|
1379 | if (TerminationCriteriaMet(leaf))
|
---|
1380 | {
|
---|
1381 | //cout << "leaf constructed:" << leaf->mBox << " " << leaf->mFirst << " " << leaf->mLast << endl;
|
---|
1382 | return leaf;
|
---|
1383 | }
|
---|
1384 |
|
---|
1385 | //const int axis = (parentAxis + 1) % 3;
|
---|
1386 | const int axis = leaf->mBox.MajorAxis();
|
---|
1387 |
|
---|
1388 | const int scale = 20;
|
---|
1389 |
|
---|
1390 | // position of the split in the partailly sorted array of triangles
|
---|
1391 | // corresponding to this leaf
|
---|
1392 | int split = -1;
|
---|
1393 | float pos = -1.0f;
|
---|
1394 |
|
---|
1395 | // Spatial median subdivision
|
---|
1396 | split = SortTrianglesSpatialMedian(leaf, axis);
|
---|
1397 | pos = leaf->mBox.Center()[axis];
|
---|
1398 |
|
---|
1399 | if (split == leaf->mLast)
|
---|
1400 | {
|
---|
1401 | // no split could be achieved => just halve number of objects
|
---|
1402 | split = (leaf->mLast - leaf->mFirst) / 2;
|
---|
1403 | cerr << "no reduction " << leaf->CountPrimitives() << " " << leaf->mFirst << " " << leaf->mLast << endl;
|
---|
1404 | }
|
---|
1405 |
|
---|
1406 | // create two more nodes
|
---|
1407 | mNumNodes += 2;
|
---|
1408 | BvhInterior *parent = new BvhInterior(leaf->GetParent());
|
---|
1409 | parent->mFirst = leaf->mFirst;
|
---|
1410 | parent->mLast = leaf->mLast;
|
---|
1411 |
|
---|
1412 | parent->mAxis = axis;
|
---|
1413 | parent->mBox = leaf->mBox;
|
---|
1414 | parent->mDepth = leaf->mDepth;
|
---|
1415 |
|
---|
1416 | BvhLeaf *front = new BvhLeaf(parent);
|
---|
1417 |
|
---|
1418 | parent->mBack = leaf;
|
---|
1419 | parent->mFront = front;
|
---|
1420 |
|
---|
1421 | // now assign the triangles to the subnodes
|
---|
1422 | front->mFirst = split + 1;
|
---|
1423 | front->mLast = leaf->mLast;
|
---|
1424 | front->mDepth = leaf->mDepth + 1;
|
---|
1425 |
|
---|
1426 | leaf->mLast = split;
|
---|
1427 | leaf->mDepth = front->mDepth;
|
---|
1428 | leaf->mParent = parent;
|
---|
1429 |
|
---|
1430 | front->mBox = ComputeBoundingBox(mGeometry + front->mFirst, front->CountPrimitives());
|
---|
1431 | leaf->mBox = ComputeBoundingBox(mGeometry + leaf->mFirst, leaf->CountPrimitives());
|
---|
1432 |
|
---|
1433 | // recursively continue subdivision
|
---|
1434 | parent->mBack = SubdivideLeaf(static_cast<BvhLeaf *>(parent->mBack), axis);
|
---|
1435 | parent->mFront = SubdivideLeaf(static_cast<BvhLeaf *>(parent->mFront), axis);
|
---|
1436 |
|
---|
1437 | return parent;
|
---|
1438 | }
|
---|
1439 |
|
---|
1440 |
|
---|
1441 | bool Bvh::TerminationCriteriaMet(BvhLeaf *leaf) const
|
---|
1442 | {
|
---|
1443 | const bool criteriaMet =
|
---|
1444 | (leaf->mDepth > mMaxDepthForDynamicBranch) ||
|
---|
1445 | (leaf->CountPrimitives() == 1);
|
---|
1446 |
|
---|
1447 | return criteriaMet;
|
---|
1448 | }
|
---|
1449 |
|
---|
1450 |
|
---|
1451 | void Bvh::UpdateDynamicBranch(BvhNode *node)
|
---|
1452 | {
|
---|
1453 | if (node->IsLeaf())
|
---|
1454 | {
|
---|
1455 | int numEntities;
|
---|
1456 | SceneEntity **entities = GetGeometry(node, numEntities);
|
---|
1457 |
|
---|
1458 | node->mBox = ComputeBoundingBox(entities, numEntities);
|
---|
1459 | //cout << "box: " << node->mBox << endl;
|
---|
1460 | }
|
---|
1461 | else
|
---|
1462 | {
|
---|
1463 | BvhNode *f = static_cast<BvhInterior *>(node)->GetFront();
|
---|
1464 | BvhNode *b = static_cast<BvhInterior *>(node)->GetBack();
|
---|
1465 |
|
---|
1466 | UpdateDynamicBranch(f);
|
---|
1467 | UpdateDynamicBranch(b);
|
---|
1468 |
|
---|
1469 | node->mBox = f->mBox;
|
---|
1470 | node->mBox.Include(b->mBox);
|
---|
1471 | }
|
---|
1472 | }
|
---|
1473 |
|
---|
1474 |
|
---|
1475 | void Bvh::CreateDynamicBranch()
|
---|
1476 | {
|
---|
1477 | // the bvh has two main branches
|
---|
1478 | // a static branch (the old root), and adynamic branch
|
---|
1479 | // we create a 'dynamic' leaf which basically is a container
|
---|
1480 | // for all dynamic objects underneath
|
---|
1481 |
|
---|
1482 | // the bounding boxes of the dynamic tree must be updated
|
---|
1483 | // once each frame in order to be able to incorporate
|
---|
1484 | // the movements of the objects within
|
---|
1485 |
|
---|
1486 | DEL_PTR(mDynamicRoot);
|
---|
1487 |
|
---|
1488 | BvhLeaf *l = new BvhLeaf(mRoot);
|
---|
1489 | mDynamicRoot = l;
|
---|
1490 |
|
---|
1491 | l->mBox = ComputeBoundingBox(mGeometry + mStaticGeometrySize, (int)mDynamicGeometrySize);
|
---|
1492 |
|
---|
1493 | l->mFirst = (int)mStaticGeometrySize;
|
---|
1494 | l->mLast = (int)mGeometrySize - 1;
|
---|
1495 | l->mArea = l->mBox.SurfaceArea();
|
---|
1496 |
|
---|
1497 | cout << "updating dynamic branch " << l->mFirst << " " << l->mLast << endl;
|
---|
1498 |
|
---|
1499 | if (mDynamicGeometrySize)
|
---|
1500 | mDynamicRoot = SubdivideLeaf(l, 0);
|
---|
1501 | }
|
---|
1502 |
|
---|
1503 |
|
---|
1504 | bool Bvh::IntersectsNearPlane(BvhNode *node) const
|
---|
1505 | {
|
---|
1506 | // note: we have problems with large scale object penetrating the near plane
|
---|
1507 | // (e.g., objects in the distance which are always handled to be visible)
|
---|
1508 | // especially annoying is this problem when using the frustum
|
---|
1509 | // fitting on the visible objects for shadow mapping
|
---|
1510 | // but don't see how to solve this issue without using costly calculations
|
---|
1511 |
|
---|
1512 | // we stored the near plane distance => we can use it also here
|
---|
1513 | float distanceToNearPlane = node->GetDistance();
|
---|
1514 | //float distanceToNearPlane = node->GetBox().GetMinDistance(sNearPlane);
|
---|
1515 |
|
---|
1516 | return (distanceToNearPlane < sNear);
|
---|
1517 | }
|
---|
1518 |
|
---|
1519 |
|
---|
1520 | void Bvh::CreateRoot()
|
---|
1521 | {
|
---|
1522 | // create new root
|
---|
1523 | mRoot = new BvhInterior(NULL);
|
---|
1524 |
|
---|
1525 | // the separation is a purely logical one
|
---|
1526 | // the bounding boxes of the child nodes are
|
---|
1527 | // identical to those of the root node
|
---|
1528 |
|
---|
1529 | mRoot->mBox = mStaticRoot->mBox;
|
---|
1530 | mRoot->mBox.Include(mDynamicRoot->mBox);
|
---|
1531 |
|
---|
1532 | mRoot->mArea = mRoot->mBox.SurfaceArea();
|
---|
1533 |
|
---|
1534 | mRoot->mFirst = 0;
|
---|
1535 | mRoot->mLast = (int)mGeometrySize - 1;
|
---|
1536 |
|
---|
1537 | //cout<<"f: " << mRoot->mFirst<< " l: " <<mRoot->mLast << endl;
|
---|
1538 | // add static root on left subtree
|
---|
1539 | mRoot->mFront = mStaticRoot;
|
---|
1540 | mStaticRoot->mParent = mRoot;
|
---|
1541 |
|
---|
1542 | // add dynamic root on left subtree
|
---|
1543 | mRoot->mBack = mDynamicRoot;
|
---|
1544 | mDynamicRoot->mParent = mRoot;
|
---|
1545 | }
|
---|
1546 |
|
---|
1547 |
|
---|
1548 | } |
---|