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