Bvh added
This commit is contained in:
@@ -1,8 +1,8 @@
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let scene = Scene();
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let scene = Scene();
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let material = Material(V(0.2,0.2,0.2), V(0.2, 0.2, 0.2), 10.0);
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let material = Material(V(0.9,0.2,0.7), V(0.7, 0.2, 0.7), 10.0);
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scene.addMaterial("material", material);
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scene.addMaterial("material", material);
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let material2 = Material(V(0.2,0.7,0.2), V(0.2, 0.2, 0.2), 10.0);
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let material2 = Material(V(0.2,0.7,0.2), V(0.7, 0.7, 0.7), 10.0);
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scene.addMaterial("mat2", material2);
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scene.addMaterial("mat2", material2);
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let camera = Camera(P(0.0,0.0,2.0), P(0.0,0.0,0.0), V(0.0,1.0,0.0));
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let camera = Camera(P(0.0,0.0,2.0), P(0.0,0.0,0.0), V(0.0,1.0,0.0));
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@@ -14,27 +14,27 @@ scene.addCamera("-Y Cam", camera);
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let camera = Camera( P(-distance,0.0,0.0), P(0.0,0.0,0.0), V(0.0,1.0,0.0));
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let camera = Camera( P(-distance,0.0,0.0), P(0.0,0.0,0.0), V(0.0,1.0,0.0));
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scene.addCamera("-X Cam", camera);
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scene.addCamera("-X Cam", camera);
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let material = Material(V(0.2,0.2,0.2), V(0.2, 0.8, 0.8), 10.0);
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let material = Material(V(0.2,0.9,0.8), V(0.3, 0.8, 0.8), 10.0);
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scene.addMaterial("bluegreen", material);
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scene.addMaterial("bluegreen", material);
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let light = Light(P(0.0,7.0,0.0), V(0.0,0.0,1.0), V(0.1, 0.01, 0.001));
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let light = Light(P(0.0,7.0,0.0), V(0.0,0.0,1.0), V(0.1, 0.01, 0.001));
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light.active(false);
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light.active(false);
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scene.addLight("blue", light);
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scene.addLight("blue", light);
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let light = Light( P(2.0,7.0,0.0), V(0.0,1.0,0.0), V(0.1, 0.01, 0.001));
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// let light = Light( P(2.0,7.0,0.0), V(0.0,1.0,0.0), V(0.1, 0.01, 0.001));
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light.active(false);
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// light.active(false);
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scene.addLight("green", light);
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// scene.addLight("green", light);
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let light = Light( P(2.0,7.0,2.0), V(1.0,0.0,0.0), V(0.1, 0.01, 0.001));
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// let light = Light( P(2.0,7.0,2.0), V(1.0,0.5,0.5), V(0.0, 0.00, 0.001));
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scene.addLight("red", light);
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// scene.addLight("red", light);
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let light = Ambient(V(0.1,0.1,0.1));
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let light = Ambient(V(0.1,0.1,0.1));
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scene.addLight("ambient", light);
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scene.addLight("ambient", light);
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let sphere = Sphere(P(0.0,0.0,0.0), 1.0 );
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// let sphere = Sphere(P(0.0,0.0,0.0), 1.0 );
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let sphere_node = Node(sphere, material);
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// let sphere_node = Node( sphere, material);
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scene.addNode("sphere", sphere_node);
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// scene.addNode("sphere",sphere_node);
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//let mesh = Mesh("obj/cow.obj" );
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//let mesh = Mesh("obj/cow.obj" );
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//let mesh_node = Node(mesh);
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//let mesh_node = Node(mesh);
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@@ -42,7 +42,7 @@ let sphere_node = Node(sphere, material);
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for i in 0..6 {
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for i in 0..6 {
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let sphere = Sphere(P(0.0,0.0,0.0), 2.0 );
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let sphere = Sphere(P(0.0,0.0,0.0), 2.0 );
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let sphere_node = Node(sphere, material);
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let sphere_node = Node( sphere, material);
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sphere_node.translate(4.0*cos(i.to_float()), -4.0, 4.0*sin(i.to_float()));
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sphere_node.translate(4.0*cos(i.to_float()), -4.0, 4.0*sin(i.to_float()));
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scene.addNode(i.to_string(), sphere_node);
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scene.addNode(i.to_string(), sphere_node);
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}
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}
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@@ -51,8 +51,8 @@ for i in 0..6 {
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//scene.addNode(child);
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//scene.addNode(child);
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let cube = CubeUnit();
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let cube = CubeUnit();
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let cube_node = Node(cube, material);
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let cube_node = Node( cube, material);
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scene.addNode("cube", cube_node);
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scene.addNode("cube", cube_node);
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//let gnonom = Gnonom();
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//let gnonom = Gnonom();
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//let gnonom_node = Node(gnonom);
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//let gnonom_node = Node(gnonom);
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419
src/bvh.rs
419
src/bvh.rs
@@ -1,7 +1,14 @@
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use crate::{node::Node, ray::*, EPSILON};
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use crate::{node::Node, ray::*, EPSILON};
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use nalgebra::{Point3, Vector3};
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use nalgebra::{distance, point, Matrix4, Point3, Vector3};
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use std::collections::HashMap;
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use std::collections::HashMap;
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use std::ops::Index;
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use std::fmt;
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// Debuging statics
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static mut STATIC0: i32 = 0;
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static mut STATIC1: i32 = 0;
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static mut STATIC2: i32 = 0;
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static mut STATIC3: i32 = 0;
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static mut STATIC4: i32 = 0;
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// BOUNDING BOX -----------------------------------------------------------------
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// BOUNDING BOX -----------------------------------------------------------------
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#[derive(Clone)]
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#[derive(Clone)]
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@@ -16,18 +23,28 @@ impl AABB {
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pub fn new(bln: Point3<f64>, trf: Point3<f64>) -> AABB {
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pub fn new(bln: Point3<f64>, trf: Point3<f64>) -> AABB {
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let bln = bln + Vector3::new(EPSILON, EPSILON, EPSILON);
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let bln = bln + Vector3::new(EPSILON, EPSILON, EPSILON);
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let trf = trf - Vector3::new(EPSILON, EPSILON, EPSILON);
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let trf = trf - Vector3::new(EPSILON, EPSILON, EPSILON);
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let centroid = bln + (bln - trf) / 2.0;
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let centroid = bln + (trf - bln) / 2.0;
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AABB { bln, trf, centroid }
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AABB { bln, trf, centroid }
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}
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}
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//Empty box
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pub fn empty() -> AABB {
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pub fn empty() -> AABB {
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AABB {
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AABB {
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bln: Point3::new(0.0, 0.0, 0.0),
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bln: Point3::new(f64::MAX, f64::MAX, f64::MAX),
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trf: Point3::new(0.0, 0.0, 0.0),
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trf: Point3::new(f64::MIN, f64::MIN, f64::MIN),
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centroid: Point3::new(0.0, 0.0, 0.0),
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centroid: Point3::new(0.0, 0.0, 0.0),
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}
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}
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}
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}
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//Apply a matrix transformation to a box
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pub fn transform_mut(&mut self, mat: &Matrix4<f64>) {
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let bln = &mut self.bln;
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let trf = &mut self.trf;
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let centroid = &mut self.centroid;
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self.bln = mat.transform_point(bln);
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self.trf = mat.transform_point(trf);
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self.centroid = mat.transform_point(centroid);
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}
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// Intersect bounding box exactly
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// Intersect bounding box exactly
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pub fn intersect_bounding_box(&self, ray: &Ray) -> bool {
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pub fn intersect_ray(&self, ray: &Ray) -> bool {
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let bln = &self.bln;
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let bln = &self.bln;
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let trf = &self.trf;
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let trf = &self.trf;
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let t1 = (bln - ray.a).component_div(&ray.b);
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let t1 = (bln - ray.a).component_div(&ray.b);
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@@ -53,7 +70,7 @@ impl AABB {
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false
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false
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}
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}
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// Intersect way with some epsilon term
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// Intersect way with some epsilon term
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pub fn intersect_bounding_box_aprox(&self, ray: &Ray) -> bool {
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pub fn intersect_ray_aprox(&self, ray: &Ray) -> bool {
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let bln = &self.bln;
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let bln = &self.bln;
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let trf = &self.trf;
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let trf = &self.trf;
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let t1 = (bln - ray.a).component_div(&ray.b);
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let t1 = (bln - ray.a).component_div(&ray.b);
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@@ -146,91 +163,26 @@ impl AABB {
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let size = self.size();
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let size = self.size();
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2.0 * (size.x * size.y + size.x * size.z + size.y * size.z)
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2.0 * (size.x * size.y + size.x * size.z + size.y * size.z)
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}
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}
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pub fn area(&self) -> f64 {
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let extent = self.trf - self.bln;
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return extent.x * extent.y + extent.y * extent.z + extent.z * extent.x;
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}
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// Volume of the AABB
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// Volume of the AABB
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pub fn volume(&self) -> f64 {
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pub fn volume(&self) -> f64 {
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let size = self.size();
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let size = self.size();
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size.x * size.y * size.z
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size.x * size.y * size.z
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}
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}
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}
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}
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impl fmt::Display for AABB {
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// Index implemntation of the BVH tree
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fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
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// pub enum BVHNode {
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if self.bln[0] == f64::MAX || self.trf[0] == f64::MIN {
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// Leaf {
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writeln!(f, "Empty aabb")
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// p_idx: usize, //Parent index
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} else {
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// depth: usize, //Depth in BVH tree
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writeln!(f, "bln: {}\ntrf: {}", self.bln, self.trf)
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// n_idx: usize, //Node index in corrosponding Vec<Node>
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}
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// },
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}
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// Node {
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}
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// p_idx: usize, //Parent index
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#[derive(Clone)]
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// l_idx: usize, //Left child index
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// l_aabb: AABB, //Left AABB
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// r_idx: usize, //Right child index
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// r_aabb: AABB, //Right AABB
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// depth: usize, //Depth in BVH tree
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// },
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// }
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// impl BVHNode {
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// //Get parent
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// fn get_parent(&self) -> usize {
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// match *self {
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// BVHNode::Node { p_idx, .. } | BVHNode::Leaf { p_idx, .. } => p_idx,
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// }
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// }
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// //Get the left child of a node
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// fn get_child_l(&self) -> usize {
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// match *self {
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// BVHNode::Leaf { .. } => panic!("Cannot get child of leaf node"),
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// BVHNode::Node { l_idx, .. } => l_idx,
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// }
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// }
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// // Get right child
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// fn get_child_r(&self) -> usize {
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// match *self {
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// BVHNode::Leaf { .. } => panic!("Cannot get child of leaf node"),
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// BVHNode::Node { r_idx, .. } => r_idx,
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// }
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// }
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// // Get the depth of selected node
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// pub fn depth(&self) -> usize {
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// match *self {
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// BVHNode::Node { depth, .. } | BVHNode::Leaf { depth, .. } => depth,
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// }
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// }
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// // Get the aabb of the current node, if leaf return the primitives aabb
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// // If node return the join of the two child nodes
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// pub fn get_node_aabb(&self, nodes: &Vec<Node>) -> AABB {
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// match *self {
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// BVHNode::Node { l_aabb, r_aabb, .. } => l_aabb.join(&r_aabb),
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// BVHNode::Leaf { aabb, .. } => aabb,
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// }
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// }
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// }
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// //Implementation of the BVH
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// pub struct BVHTree<'a> {
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// pub nodes: &'a HashMap<String, Node>,
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// pub bvh_nodes: Vec<BVHNode>,
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// }
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// impl<'a> BVHTree<'a> {
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// //Generate a BVH tree given a vector of nodes
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// pub fn new(nodes: &HashMap<String, Node>) -> BVHTree {
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// //We will make an aabb that bounds all shapes
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// let mut root_aabb = AABB::empty();
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// let mut root_centroid = AABB::empty();
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// for (_, node) in nodes {
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// let node_aabb = node.primitive.get_aabb();
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// root_aabb.join_mut(&node_aabb);
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// root_centroid.grow_mut(&node_aabb.get_centroid());
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// }
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// //We will make an aabb that bounds all centroids
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// return BVHTree {
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// nodes: &HashMap::new(),
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// bvh_nodes: vec![],
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// };
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// }
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// }
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pub struct BVHNode {
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pub struct BVHNode {
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aabb: AABB, //The nodes bounding box
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aabb: AABB, //The nodes bounding box
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l_idx: usize, //Child node l, the right node is alway l_idx + 1
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l_idx: usize, //Child node l, the right node is alway l_idx + 1
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@@ -238,129 +190,282 @@ pub struct BVHNode {
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prim_count: usize, //Number of primitives the node encapsulates
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prim_count: usize, //Number of primitives the node encapsulates
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}
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}
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impl BVHNode {
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pub fn default() -> BVHNode {
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BVHNode {
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aabb: AABB::empty(),
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l_idx: 0,
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first_prim: 0,
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prim_count: 0,
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}
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}
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}
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impl fmt::Display for BVHNode {
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fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
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writeln!(f, "l_idx: {}", self.l_idx)?;
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writeln!(f, "First Prim: {}", self.first_prim)?;
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writeln!(f, "Prim Count: {}", self.prim_count)?;
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writeln!(f, "aabb: {}", self.aabb)
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}
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}
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pub struct BVH {
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pub struct BVH {
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bvh_nodes: Vec<BVHNode>, //BVH nodes with AABBs
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bvh_nodes: Vec<BVHNode>, //BVH nodes with AABBs
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nodes: Vec<Node>, //Nodes with primitives
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nodes: Vec<Node>, //Nodes with primitives
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nodes_used: usize,
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nodes_used: usize,
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root_node_index: usize,
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}
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}
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impl BVH {
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impl BVH {
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//Build a bvh by subdividing recursively
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//Build a bvh by subdividing recursively
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fn build(in_nodes: HashMap<String, Node>) -> BVH {
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pub fn build(in_nodes: &HashMap<String, Node>) -> BVH {
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//Make our own vec of nodes so that we can refer to it by index
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/*
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//Might be long to copy scene, so alternative methods may be prefered
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Make our own vec of nodes so that we can refer to it by index
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let nodes = vec![];
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This might be expensive so another method is preferred
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*/
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let mut nodes = vec![];
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for (_, node) in in_nodes {
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for (_, node) in in_nodes {
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nodes.push(node);
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nodes.push(node.clone());
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}
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}
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//A BVH tree will be maximum size of 2*n + 1
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//A BVH tree will be maximum size of 2*n + 1
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//Initialise an empty BVHNode with empty AABB
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let n = nodes.len();
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let n = nodes.len();
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let mut bvh_nodes: Vec<BVHNode> = Vec::with_capacity(2 * n + 1);
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let bvh_nodes: Vec<BVHNode> = vec![BVHNode::default(); 2 * n + 1];
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//Begin constructing our BVH tree
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//Begin constructing our BVH tree
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let root_node_index = 0;
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//One node used to begin with (The root node)
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let nodes_used = 1;
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let nodes_used = 1;
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let tree = BVH {
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let mut tree = BVH {
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nodes,
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nodes,
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bvh_nodes,
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bvh_nodes,
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root_node_index,
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nodes_used,
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nodes_used,
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};
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};
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// Get the root node at index 0
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// Get the root node and assign it to index 0
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let root = &mut tree.bvh_nodes[0];
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let mut root = &bvh_nodes[root_node_index];
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root.l_idx = 0; //Root node has no left or right child to begin
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root.l_idx = 0; //Root node has no children to begin with
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(root.first_prim, root.prim_count) = (0, n); //Make root include all n nodes
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(root.first_prim, root.prim_count) = (0, n); //Make root include all n nodes
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tree.update_bvh_node_aabb(root_node_index); //Fit the root nodes AABB
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tree.update_bvh_node_aabb(0); //Create the root nodes AABB on the n primitives
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tree.subdivide(root_node_index);
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tree.subdivide(0); //Sub divide the root node
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tree
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tree
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}
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}
|
||||||
// Will update the node's AABB at bvh[index]
|
// Will update the node's AABB at bvh_nodes[index]
|
||||||
fn update_bvh_node_aabb(&mut self, index: usize) {
|
fn update_bvh_node_aabb(&mut self, index: usize) {
|
||||||
// We will make his node bound all its primitives
|
// We will make his node bound all its primitives
|
||||||
let bvh_node = &self.bvh_nodes[index]; //Get the BVHNode we are working
|
let bvh_node = &mut self.bvh_nodes[index]; // Current BVHNode
|
||||||
let bvh_node_aabb = AABB::empty(); //Create the BVHNode's AABB
|
let bvh_node_aabb = &mut bvh_node.aabb; //Current node AABB
|
||||||
|
|
||||||
let start_index = bvh_node.first_prim; //Start index of the first primitive the node contains
|
let first_prim = bvh_node.first_prim; //Start index of prim
|
||||||
let count = bvh_node.prim_count; //Number of primitives within the nodes aabb
|
let prim_count = bvh_node.prim_count; //Number of primitives within the nodes aabb
|
||||||
|
|
||||||
for i in 0..count {
|
for i in 0..prim_count {
|
||||||
let primitive = &self.nodes[start_index + i].primitive; //Get the primitive from the Vec<Node>
|
let node = &self.nodes[first_prim + i]; //Get the node from the Vec<Node>
|
||||||
let node_aabb = primitive.get_aabb(); //Get the primitives aabb
|
let mut node_aabb = node.primitive.get_aabb(); //Get the primitive's AABB
|
||||||
bvh_node_aabb.join_mut(&node_aabb); //Join it with the bvh_nodes aabb
|
node_aabb.transform_mut(&node.model); //Transform the AABB to world coordinates
|
||||||
|
bvh_node_aabb.join_mut(&node_aabb); //Join it with the BVH node's AABB
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
|
// unsafe {
|
||||||
|
// println!("UPDATE TO AABB ---- {STATIC0}");
|
||||||
|
// STATIC0 += 1;
|
||||||
|
// let bvh_node = &mut self.bvh_nodes[index]; //Get the BVHNode we are working on
|
||||||
|
// println!("{bvh_node}");
|
||||||
|
// }
|
||||||
|
}
|
||||||
|
// Subdivision, will subdivide a split
|
||||||
fn subdivide(&mut self, index: usize) {
|
fn subdivide(&mut self, index: usize) {
|
||||||
|
//Get the bvh_node we will be altering
|
||||||
// Determine the axis and position of the split plane
|
// Determine the axis and position of the split plane
|
||||||
// Split the group of primitives in two halves using the split plane
|
// Split the group of primitives in two halves using the split plane
|
||||||
// Create child nodes for each half
|
// Create child nodes for each half
|
||||||
// Recurse into each of the child nodes.
|
// Recurse into each of the child nodes.
|
||||||
|
|
||||||
// Get information about the node we want to subdivide
|
//Leaf node case, we cannot sub-divide any more
|
||||||
let bvh_node = &self.bvh_nodes[index]; //Get the BVHNode we are working
|
if self.bvh_nodes[index].prim_count == 1 {
|
||||||
|
return;
|
||||||
/* ----------------- SUBDIVIDE BY CENTROID --------------------- */
|
};
|
||||||
// let bvh_node_centroid_aabb = AABB::empty(); //Create the BVHNode's AABB
|
|
||||||
// let start_index = bvh_node.first_prim; //Start index of the first primitive the node contains
|
|
||||||
// let count = bvh_node.prim_count; //Number of primitives within the nodes aabb
|
|
||||||
// for i in 0..count {
|
|
||||||
// let primitive = &self.nodes[start_index + i].primitive; //Get the primitive from the Vec<Node>
|
|
||||||
// let node_aabb_centroid = primitive.get_aabb().get_centroid(); //Get the primitives aabb centroid
|
|
||||||
// bvh_node_centroid_aabb.grow_mut(&node_aabb_centroid); // Grow the aabb to include the all centroids
|
|
||||||
// }
|
|
||||||
|
|
||||||
/* ------------ SUBDIVIDE BY LONGEST AXIS ------------ */
|
/* ------------ SUBDIVIDE BY LONGEST AXIS ------------ */
|
||||||
|
//Get information about the node we want to subdivide
|
||||||
let (bln, trf) = (bvh_node.aabb.bln, bvh_node.aabb.trf);
|
let (bln, trf) = (
|
||||||
|
self.bvh_nodes[index].aabb.bln,
|
||||||
|
self.bvh_nodes[index].aabb.trf,
|
||||||
|
);
|
||||||
let extent = trf - bln;
|
let extent = trf - bln;
|
||||||
let axis = 0; // Assume that x is longest
|
let mut axis = 0; // Assume that x is longest
|
||||||
if extent.y > extent.x {
|
if extent.y > extent.x {
|
||||||
axis = 1 // Split y if longer
|
axis = 1; // Split y if longest
|
||||||
};
|
};
|
||||||
if extent.z > extent[axis] {
|
if extent.z > extent[axis] {
|
||||||
axis = 2 // Split z if loner
|
axis = 2; // Split z if longest
|
||||||
};
|
};
|
||||||
let split_pos = bln[axis] + extent[axis] * 0.5; //Final split along this axis
|
let split_pos = bln[axis] + extent[axis] * 0.5; // Final split down the middle of AABB
|
||||||
|
|
||||||
//Perform a quicksort our nodes
|
/* --------- SUBDIVIDE BY Surface Area Heuristic ---------*/
|
||||||
let i = bvh_node.first_prim;
|
// let mut best_axis: Option<usize> = None;
|
||||||
let j = i + bvh_node.prim_count - 1;
|
// let mut best_pos = 0.0;
|
||||||
while i <= j {
|
// let mut best_cost = 1e30;
|
||||||
let centroid = self.nodes[i].primitive.get_aabb().get_centroid();
|
// let first_prim_idx = self.bvh_nodes[index].first_prim;
|
||||||
if centroid[axis] < split_pos {
|
// for axis in 0..2 {
|
||||||
i += 1; //If it is on left split remain in place
|
// for i in 0..self.bvh_nodes[index].prim_count {
|
||||||
} else {
|
// let node = &self.nodes[first_prim_idx + i];
|
||||||
self.nodes.swap(i, j); //Move to right split
|
// //Get the centroid of the bounding box
|
||||||
j -= 1;
|
// let centroid = node.primitive.get_aabb().get_centroid();
|
||||||
|
// //Place the centroid into world coordinates
|
||||||
|
// let world_centroid = node.model.transform_point(¢roid);
|
||||||
|
// //Get the candidate position
|
||||||
|
// let candidate_pos = world_centroid[axis];
|
||||||
|
// let cost = self.evaluate_sah(&self.bvh_nodes[index], axis, candidate_pos);
|
||||||
|
// if cost < best_cost {
|
||||||
|
// best_pos = candidate_pos;
|
||||||
|
// best_axis = Some(axis);
|
||||||
|
// best_cost = cost;
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
// let axis = match best_axis {
|
||||||
|
// Some(axis) => axis,
|
||||||
|
// None => 0,
|
||||||
|
// };
|
||||||
|
// let split_pos = best_pos;
|
||||||
|
|
||||||
|
let left_count;
|
||||||
|
let right_count;
|
||||||
|
let mut i;
|
||||||
|
let mut j;
|
||||||
|
{
|
||||||
|
let bvh_node = &mut self.bvh_nodes[index];
|
||||||
|
i = bvh_node.first_prim; //Start of array
|
||||||
|
j = i + bvh_node.prim_count - 1; //End of array
|
||||||
|
while i <= j {
|
||||||
|
//Perform a quicksort dependent on location
|
||||||
|
let node = &self.nodes[i]; // Node we would like to sort
|
||||||
|
let centroid = node.primitive.get_aabb().get_centroid(); //Centroid of node we would like to sort
|
||||||
|
let centroid = node.model.transform_point(¢roid); //Transform to world coordinates
|
||||||
|
if centroid[axis] < split_pos {
|
||||||
|
i += 1; // On Left-Hand-Side
|
||||||
|
} else {
|
||||||
|
self.nodes.swap(i, j);
|
||||||
|
j -= 1; // On Right-Hand-Side
|
||||||
|
}
|
||||||
|
}
|
||||||
|
//Now we have two splits
|
||||||
|
//The lhs of the array is in the left split 0..left_count
|
||||||
|
//The rhs of the array is on the right split left_count + 1..n
|
||||||
|
left_count = i - bvh_node.first_prim; //Number of prims on lhs
|
||||||
|
right_count = bvh_node.prim_count - left_count;
|
||||||
|
//println!("SPLIT INTO: {left_count} {right_count}");
|
||||||
|
if left_count == 0 || left_count == bvh_node.prim_count {
|
||||||
|
//Split did nothing
|
||||||
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
//Now we have two children, the lhs of the array is in the left split, and the rhs of the array is on the right split
|
// unsafe {
|
||||||
let left_count = i - bvh_node.first_prim; //Number of prims on lhs
|
// println!("SUBDIVIDE: {STATIC1}");
|
||||||
if left_count == 0 || left_count == bvh_node.prim_count {
|
// println!("SPLIT INTO: {left_count} ");
|
||||||
return; //If we have no more on the left, disregard
|
// STATIC1 += 1;
|
||||||
}
|
// }
|
||||||
|
|
||||||
let l_idx = self.nodes_used; //Left child
|
let l_idx = self.nodes_used; //Left child
|
||||||
self.nodes_used += 1;
|
self.bvh_nodes[index].l_idx = l_idx;
|
||||||
let r_idx = self.nodes_used; //Right child
|
self.nodes_used = self.nodes_used + 2;
|
||||||
self.nodes_used += 1;
|
|
||||||
|
|
||||||
bvh_node.l_idx = l_idx;
|
//Set left node information
|
||||||
|
self.bvh_nodes[l_idx].first_prim = self.bvh_nodes[index].first_prim; //Left split begins at parent split
|
||||||
|
self.bvh_nodes[l_idx].prim_count = left_count; // Left prims
|
||||||
|
|
||||||
self.bvh_nodes[l_idx].first_prim = bvh_node.first_prim; //Set left split
|
//Set right node information
|
||||||
self.bvh_nodes[l_idx].prim_count = left_count; //We know this info from our quicksort
|
self.bvh_nodes[l_idx + 1].first_prim = i; // Right split start index
|
||||||
|
self.bvh_nodes[l_idx + 1].prim_count = right_count;
|
||||||
|
|
||||||
self.bvh_nodes[r_idx].first_prim = i; //Set right split information
|
//Current node is not a leaf node
|
||||||
self.bvh_nodes[r_idx].prim_count = bvh_node.prim_count - left_count;
|
self.bvh_nodes[index].prim_count = 0;
|
||||||
bvh_node.prim_count = 0;
|
|
||||||
|
|
||||||
self.update_bvh_node_aabb(l_idx); //Update AABB for left of split
|
self.update_bvh_node_aabb(l_idx); //Update AABB for left of split
|
||||||
self.update_bvh_node_aabb(r_idx); //Update AABB for right of split
|
self.update_bvh_node_aabb(l_idx + 1); //Update AABB for right of split
|
||||||
|
|
||||||
//Recurse
|
//Recurse
|
||||||
self.subdivide(l_idx);
|
self.subdivide(l_idx); // Subdivide left index
|
||||||
self.subdivide(r_idx);
|
self.subdivide(l_idx + 1); // SUbdivide right index
|
||||||
|
}
|
||||||
|
// Traverse the BVH, 0 will be needed to start at root node
|
||||||
|
pub fn traverse(&self, ray: &Ray, idx: usize) -> Option<(&Node, Intersection)> {
|
||||||
|
let bvh_node = &self.bvh_nodes[idx];
|
||||||
|
if !bvh_node.aabb.intersect_ray(ray) {
|
||||||
|
// No intersection with BVH in world coordinates
|
||||||
|
return None;
|
||||||
|
}
|
||||||
|
if bvh_node.prim_count > 0 {
|
||||||
|
// Leaf node intersection
|
||||||
|
let node_idx = bvh_node.first_prim;
|
||||||
|
let node = &self.nodes[node_idx];
|
||||||
|
if !node.active {
|
||||||
|
return None;
|
||||||
|
}
|
||||||
|
let ray = ray.transform(&node.inv_model); //Transform ray to model coords
|
||||||
|
if let Some(intersect) = node.primitive.intersect_ray(&ray) {
|
||||||
|
if intersect.distance < EPSILON {
|
||||||
|
return None;
|
||||||
|
} else {
|
||||||
|
// Convert intersect back to world coords
|
||||||
|
let intersect = intersect.transform(&node.model, &node.inv_model);
|
||||||
|
return Some((node, intersect));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return None;
|
||||||
|
} else {
|
||||||
|
//Recurse down the BVH
|
||||||
|
//Recurse down the BVH right node
|
||||||
|
let intersect_l = self.traverse(ray, bvh_node.l_idx);
|
||||||
|
let intersect_r = self.traverse(ray, bvh_node.l_idx + 1);
|
||||||
|
|
||||||
|
match (intersect_l, intersect_r) {
|
||||||
|
(None, None) => return None,
|
||||||
|
(Some(intersect), None) => return Some(intersect),
|
||||||
|
(None, Some(intersect)) => return Some(intersect),
|
||||||
|
(Some((node_l, inter_l)), Some((node_r, inter_r))) => {
|
||||||
|
//Compare intersect distance
|
||||||
|
let dist_l = distance(&ray.a, &inter_l.point);
|
||||||
|
let dist_r = distance(&ray.a, &inter_r.point);
|
||||||
|
if dist_l < dist_r {
|
||||||
|
return Some((node_l, inter_l));
|
||||||
|
} else {
|
||||||
|
return Some((node_r, inter_r));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
fn evaluate_sah(&self, node: &BVHNode, axis: usize, pos: f64) -> f64 {
|
||||||
|
// determine triangle counts and bounds for this split candidate
|
||||||
|
let mut l_aabb = AABB::empty();
|
||||||
|
let mut r_aabb = AABB::empty();
|
||||||
|
let mut l_count = 0;
|
||||||
|
let mut r_count = 0;
|
||||||
|
for i in 0..node.prim_count {
|
||||||
|
let aabb = self.nodes[node.first_prim + i].primitive.get_aabb();
|
||||||
|
if aabb.trf[axis] < pos {
|
||||||
|
l_count += 1;
|
||||||
|
l_aabb.grow_mut(&aabb.trf);
|
||||||
|
} else {
|
||||||
|
r_count += 1;
|
||||||
|
r_aabb.grow_mut(&aabb.bln);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
let cost = l_count as f64 * l_aabb.area() + r_count as f64 * r_aabb.area();
|
||||||
|
match cost > 0.0 {
|
||||||
|
true => 0.0,
|
||||||
|
false => 1e30,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
impl fmt::Display for BVH {
|
||||||
|
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
|
||||||
|
for (i, node) in self.bvh_nodes.iter().enumerate() {
|
||||||
|
writeln!(f, "Node: {i}")?;
|
||||||
|
writeln!(f, "{node}")?;
|
||||||
|
}
|
||||||
|
write!(f, "")
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
126
src/gui.rs
126
src/gui.rs
@@ -5,7 +5,7 @@ use crate::{
|
|||||||
node::*,
|
node::*,
|
||||||
primitive::*,
|
primitive::*,
|
||||||
scene::*,
|
scene::*,
|
||||||
state::{INIT_FILE, SAVE_FILE},
|
state::{RaytracingOption, INIT_FILE, SAVE_FILE},
|
||||||
};
|
};
|
||||||
use imgui::*;
|
use imgui::*;
|
||||||
use nalgebra::{Point3, Vector3};
|
use nalgebra::{Point3, Vector3};
|
||||||
@@ -14,14 +14,24 @@ use rhai::Engine;
|
|||||||
use std::time::Instant;
|
use std::time::Instant;
|
||||||
|
|
||||||
//BUFFER CONSTANTS
|
//BUFFER CONSTANTS
|
||||||
const BUFFER_PROPORTION_INIT: f32 = 0.2;
|
|
||||||
const BUFFER_PROPORTION_MIN: f32 = 0.1;
|
const BUFFER_PROPORTION_MIN: f32 = 0.1;
|
||||||
const BUFFER_PROPORTION_MAX: f32 = 1.0;
|
const BUFFER_PROPORTION_MAX: f32 = 1.0;
|
||||||
|
|
||||||
//RAY CONSTANTS
|
//RAY CONSTANTS
|
||||||
const RAYS_INIT: i32 = 100;
|
const RAYS_MIN: u32 = 100;
|
||||||
const RAYS_MIN: i32 = 100;
|
const RAYS_MAX: u32 = 10000;
|
||||||
const RAYS_MAX: i32 = 10000;
|
const MIN_DEPTH: u8 = 5;
|
||||||
|
const MAX_DEPTH: u8 = 100;
|
||||||
|
const MIN_SAMPLES: u32 = 5;
|
||||||
|
const MAX_SAMPLES: u32 = 100;
|
||||||
|
const MIN_RANDOM: f64 = 100.0;
|
||||||
|
const MAX_RANDOM: f64 = 1000.0;
|
||||||
|
|
||||||
|
//DIFFUSE CONSTANTS
|
||||||
|
const MIN_DIFFUSE_RAYS: u8 = 5;
|
||||||
|
const MAX_DIFFUSE_RAYS: u8 = 100;
|
||||||
|
const MIN_DIFFUSE_COEFFICIENT: f32 = 0.0;
|
||||||
|
const MAX_DIFFUSE_COEFFICIENT: f32 = 1.0;
|
||||||
|
|
||||||
//MATERIAL CONSTANTS
|
//MATERIAL CONSTANTS
|
||||||
const MIN_D: f32 = 0.0;
|
const MIN_D: f32 = 0.0;
|
||||||
@@ -47,14 +57,14 @@ const MAX_ROTATION: f64 = 180.0;
|
|||||||
const MAX_TRANSLATE: f64 = 10.0;
|
const MAX_TRANSLATE: f64 = 10.0;
|
||||||
|
|
||||||
// CAMERA CONSTANTS
|
// CAMERA CONSTANTS
|
||||||
const MIN_FOV: f32 = 10.0;
|
const MIN_FOV: f64 = 10.0;
|
||||||
const MAX_FOV: f32 = 160.0;
|
const MAX_FOV: f64 = 160.0;
|
||||||
//const CAMERA_INIT: f32 = 5.0;
|
//const CAMERA_INIT: f32 = 5.0;
|
||||||
|
|
||||||
/// Manages all state required for rendering Dear ImGui over `Pixels`test.
|
/// Manages all state required for rendering Dear ImGui over `Pixels`test.
|
||||||
pub enum GuiEvent {
|
pub enum GuiEvent {
|
||||||
BufferResize(f32, f32),
|
RaytracerOption(RaytracingOption),
|
||||||
CameraUpdate(Camera, f32),
|
CameraUpdate(Camera),
|
||||||
SceneLoad(Scene),
|
SceneLoad(Scene),
|
||||||
SaveImage(String),
|
SaveImage(String),
|
||||||
}
|
}
|
||||||
@@ -72,12 +82,9 @@ pub struct Gui {
|
|||||||
engine: Engine,
|
engine: Engine,
|
||||||
scene: Scene,
|
scene: Scene,
|
||||||
|
|
||||||
pub ray_num: i32,
|
raytracing_option: RaytracingOption,
|
||||||
|
|
||||||
buffer_proportion: f32,
|
|
||||||
|
|
||||||
camera: Camera,
|
camera: Camera,
|
||||||
camera_fov: f32,
|
|
||||||
|
|
||||||
image_filename: String,
|
image_filename: String,
|
||||||
}
|
}
|
||||||
@@ -122,7 +129,7 @@ impl Gui {
|
|||||||
let renderer = imgui_wgpu::Renderer::new(&mut imgui, device, queue, config);
|
let renderer = imgui_wgpu::Renderer::new(&mut imgui, device, queue, config);
|
||||||
|
|
||||||
// Return GUI context
|
// Return GUI context
|
||||||
Self {
|
let mut gui = Self {
|
||||||
imgui,
|
imgui,
|
||||||
platform,
|
platform,
|
||||||
renderer,
|
renderer,
|
||||||
@@ -135,14 +142,29 @@ impl Gui {
|
|||||||
engine: init_engine(),
|
engine: init_engine(),
|
||||||
scene: Scene::empty(),
|
scene: Scene::empty(),
|
||||||
|
|
||||||
ray_num: RAYS_INIT,
|
raytracing_option: RaytracingOption::default(),
|
||||||
buffer_proportion: BUFFER_PROPORTION_INIT,
|
|
||||||
|
|
||||||
camera: Camera::unit(),
|
camera: Camera::unit(),
|
||||||
camera_fov: 110.0,
|
|
||||||
|
|
||||||
image_filename: String::from(SAVE_FILE),
|
image_filename: String::from(SAVE_FILE),
|
||||||
|
};
|
||||||
|
|
||||||
|
// ------------ TESTING CODE (LOAD SCENE ON START) -----------------
|
||||||
|
match std::fs::read_to_string(&mut gui.script_filename) {
|
||||||
|
Ok(script) => {
|
||||||
|
gui.script = script;
|
||||||
|
}
|
||||||
|
Err(e) => println!("{}", e),
|
||||||
}
|
}
|
||||||
|
match gui.engine.eval(&gui.script) {
|
||||||
|
Ok(scene) => {
|
||||||
|
gui.scene = scene;
|
||||||
|
gui.event = Some(GuiEvent::SceneLoad(gui.scene.clone()));
|
||||||
|
}
|
||||||
|
Err(e) => println!("{e}"),
|
||||||
|
}
|
||||||
|
// ------------ TESTING CODE (LOAD SCENE ON START) -----------------
|
||||||
|
gui
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Prepare Dear ImGui.
|
/// Prepare Dear ImGui.
|
||||||
@@ -183,23 +205,73 @@ impl Gui {
|
|||||||
|
|
||||||
//Raytracing options -------------------------------------------
|
//Raytracing options -------------------------------------------
|
||||||
if CollapsingHeader::new("Raytracer").build(ui) {
|
if CollapsingHeader::new("Raytracer").build(ui) {
|
||||||
// Numbers of rays to render
|
// Numbers of rays to render per pass
|
||||||
ui.slider("# Rays: ", RAYS_MIN, RAYS_MAX, &mut self.ray_num);
|
ui.slider(
|
||||||
|
"Rays Per Pass",
|
||||||
|
RAYS_MIN,
|
||||||
|
RAYS_MAX,
|
||||||
|
&mut self.raytracing_option.rays_per_pass,
|
||||||
|
);
|
||||||
// Proportion of the window the buffer occupies
|
// Proportion of the window the buffer occupies
|
||||||
ui.slider(
|
ui.slider(
|
||||||
"% Buffer: ",
|
"% Buffer: ",
|
||||||
BUFFER_PROPORTION_MIN,
|
BUFFER_PROPORTION_MIN,
|
||||||
BUFFER_PROPORTION_MAX,
|
BUFFER_PROPORTION_MAX,
|
||||||
&mut self.buffer_proportion,
|
&mut self.raytracing_option.buffer_proportion,
|
||||||
|
);
|
||||||
|
//Clear colour for scene
|
||||||
|
ui.slider_config("Clear Colour", 0, 255)
|
||||||
|
.build_array(&mut self.raytracing_option.clear_color);
|
||||||
|
//Clear colour if no intersect
|
||||||
|
ui.slider_config("Pixel Clear Colour", 0, 255)
|
||||||
|
.build_array(&mut self.raytracing_option.pixel_clear);
|
||||||
|
//Ray depth slider
|
||||||
|
ui.slider(
|
||||||
|
"Ray Depth",
|
||||||
|
MIN_DEPTH,
|
||||||
|
MAX_DEPTH,
|
||||||
|
&mut self.raytracing_option.ray_depth,
|
||||||
|
);
|
||||||
|
//Ray samples slider
|
||||||
|
ui.slider(
|
||||||
|
"Ray Samples",
|
||||||
|
MIN_SAMPLES,
|
||||||
|
MAX_SAMPLES,
|
||||||
|
&mut self.raytracing_option.ray_samples,
|
||||||
|
);
|
||||||
|
//Ray randomness
|
||||||
|
ui.slider(
|
||||||
|
"Ray Randomness",
|
||||||
|
MIN_RANDOM,
|
||||||
|
MAX_RANDOM,
|
||||||
|
&mut self.raytracing_option.ray_randomness,
|
||||||
|
);
|
||||||
|
//Number of diffuse rays
|
||||||
|
ui.slider(
|
||||||
|
"Diffuse Rays",
|
||||||
|
MIN_DIFFUSE_RAYS,
|
||||||
|
MAX_DIFFUSE_RAYS,
|
||||||
|
&mut self.raytracing_option.diffuse_rays,
|
||||||
|
);
|
||||||
|
//Diffuse Coefficient
|
||||||
|
ui.slider(
|
||||||
|
"Diffuse Coefficient",
|
||||||
|
MIN_DIFFUSE_COEFFICIENT,
|
||||||
|
MAX_DIFFUSE_COEFFICIENT,
|
||||||
|
&mut self.raytracing_option.diffuse_coefficient,
|
||||||
);
|
);
|
||||||
// Fov of the buffer
|
// Fov of the buffer
|
||||||
ui.slider("fov", MIN_FOV, MAX_FOV, &mut self.camera_fov);
|
ui.slider(
|
||||||
|
"fov",
|
||||||
|
MIN_FOV,
|
||||||
|
MAX_FOV,
|
||||||
|
&mut self.raytracing_option.buffer_fov,
|
||||||
|
);
|
||||||
|
// Enable BVH
|
||||||
|
ui.checkbox("Enable BVH", &mut self.raytracing_option.bvh_active);
|
||||||
// Apply stored changes
|
// Apply stored changes
|
||||||
if ui.button("Apply") {
|
if ui.button("Apply") {
|
||||||
self.event = Some(GuiEvent::BufferResize(
|
self.event = Some(GuiEvent::RaytracerOption(self.raytracing_option.clone()));
|
||||||
self.buffer_proportion,
|
|
||||||
self.camera_fov,
|
|
||||||
));
|
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
// CAMERA OPTIONS ----------------------------------------
|
// CAMERA OPTIONS ----------------------------------------
|
||||||
@@ -214,7 +286,7 @@ impl Gui {
|
|||||||
.build_array(self.camera.up.as_mut_slice());
|
.build_array(self.camera.up.as_mut_slice());
|
||||||
if ui.button("Apply Camera") {
|
if ui.button("Apply Camera") {
|
||||||
println!("Camera changed");
|
println!("Camera changed");
|
||||||
self.event = Some(GuiEvent::CameraUpdate(self.camera.clone(), self.camera_fov));
|
self.event = Some(GuiEvent::CameraUpdate(self.camera.clone()));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
// SCRIPTING --------------------------------------------
|
// SCRIPTING --------------------------------------------
|
||||||
@@ -318,7 +390,7 @@ impl Gui {
|
|||||||
for (label, camera) in &self.scene.cameras {
|
for (label, camera) in &self.scene.cameras {
|
||||||
if ui.button(label) {
|
if ui.button(label) {
|
||||||
self.camera = camera.clone();
|
self.camera = camera.clone();
|
||||||
self.event = Some(GuiEvent::CameraUpdate(camera.clone(), self.camera_fov));
|
self.event = Some(GuiEvent::CameraUpdate(camera.clone()));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -14,7 +14,7 @@ pub struct Node {
|
|||||||
//Model matricies
|
//Model matricies
|
||||||
pub model: Matrix4<f64>,
|
pub model: Matrix4<f64>,
|
||||||
pub inv_model: Matrix4<f64>,
|
pub inv_model: Matrix4<f64>,
|
||||||
|
//If the node is active
|
||||||
pub active: bool,
|
pub active: bool,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
99
src/ray.rs
99
src/ray.rs
@@ -1,11 +1,7 @@
|
|||||||
use crate::{node::Node, scene::Scene, EPSILON};
|
use crate::{bvh::BVH, node::Node, scene::Scene, state::RaytracingOption, EPSILON};
|
||||||
use nalgebra::{distance, Matrix4, Point3, Vector3};
|
use nalgebra::{distance, Matrix4, Point3, Vector3};
|
||||||
use rand;
|
use rand;
|
||||||
|
|
||||||
const MAX_DEPTH: u8 = 5;
|
|
||||||
const DIFFUSE_RAYS: i8 = 5;
|
|
||||||
const DIFFUSE_COEFFICIENT: f32 = 0.5;
|
|
||||||
|
|
||||||
fn random_vec() -> Vector3<f64> {
|
fn random_vec() -> Vector3<f64> {
|
||||||
Vector3::new(rand::random(), rand::random(), rand::random())
|
Vector3::new(rand::random(), rand::random(), rand::random())
|
||||||
}
|
}
|
||||||
@@ -67,6 +63,7 @@ impl Ray {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
//This function will determine if the ray hits an object in the scene
|
//This function will determine if the ray hits an object in the scene
|
||||||
|
//This is not optimised as it does not include bounding boxes
|
||||||
pub fn hit_scene(&self, scene: &Scene) -> bool {
|
pub fn hit_scene(&self, scene: &Scene) -> bool {
|
||||||
for (_, node) in &scene.nodes {
|
for (_, node) in &scene.nodes {
|
||||||
if !node.active {
|
if !node.active {
|
||||||
@@ -74,17 +71,14 @@ impl Ray {
|
|||||||
}
|
}
|
||||||
// Transform ray into local model cordinates
|
// Transform ray into local model cordinates
|
||||||
let ray = self.transform(&node.inv_model);
|
let ray = self.transform(&node.inv_model);
|
||||||
// Check bounding box intersection
|
if node.primitive.intersect_ray(&ray).is_some() {
|
||||||
if node.primitive.intersect_bounding_box(&ray) {
|
return true;
|
||||||
// Check primitive intersection
|
|
||||||
if node.primitive.intersect_ray(&ray).is_some() {
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
false
|
false
|
||||||
}
|
}
|
||||||
//This function find the closest intersection point of a ray with an object in the scene
|
//This function find the closest intersection point of a ray with an object in the scene
|
||||||
|
//Also not optimised, as it does not include bounding boxes
|
||||||
pub fn closest_intersect<'a>(&'a self, scene: &'a Scene) -> Option<(&Node, Intersection)> {
|
pub fn closest_intersect<'a>(&'a self, scene: &'a Scene) -> Option<(&Node, Intersection)> {
|
||||||
let mut closest_distance = f64::MAX;
|
let mut closest_distance = f64::MAX;
|
||||||
let mut closest_intersect: Option<(&Node, Intersection)> = None;
|
let mut closest_intersect: Option<(&Node, Intersection)> = None;
|
||||||
@@ -94,38 +88,55 @@ impl Ray {
|
|||||||
}
|
}
|
||||||
// Transform ray into local model cordinates
|
// Transform ray into local model cordinates
|
||||||
let ray = self.transform(&node.inv_model);
|
let ray = self.transform(&node.inv_model);
|
||||||
// Check bounding box intersection
|
// Check primitive intersection
|
||||||
if node.primitive.intersect_bounding_box(&ray) {
|
if let Some(intersect) = node.primitive.intersect_ray(&ray) {
|
||||||
// Check primitive intersection
|
// Dont intersect with itself
|
||||||
if let Some(intersect) = node.primitive.intersect_ray(&ray) {
|
if intersect.distance < EPSILON {
|
||||||
// Dont intersect with itself
|
continue;
|
||||||
if intersect.distance < EPSILON {
|
}
|
||||||
continue;
|
// Check for closest distance by converting to world coords
|
||||||
}
|
let intersect = intersect.transform(&node.model, &node.inv_model);
|
||||||
// Check for closest distance by converting to world coords
|
let distance = distance(&ray.a, &intersect.point);
|
||||||
let intersect = intersect.transform(&node.model, &node.inv_model);
|
if distance < closest_distance {
|
||||||
let distance = distance(&ray.a, &intersect.point);
|
closest_distance = distance;
|
||||||
if distance < closest_distance {
|
closest_intersect = Some((node, intersect));
|
||||||
closest_distance = distance;
|
|
||||||
closest_intersect = Some((node, intersect));
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
closest_intersect
|
closest_intersect
|
||||||
}
|
}
|
||||||
// This function takes a scene and returns the color of the point where the ray intersects the scene
|
// This function takes a scene and returns the color of the point where the ray intersects the scene
|
||||||
pub fn shade_ray(&self, scene: &Scene, depth: u8) -> Option<Vector3<f32>> {
|
pub fn shade_ray(
|
||||||
if depth == MAX_DEPTH {
|
&self,
|
||||||
|
scene: &Scene,
|
||||||
|
depth: u8,
|
||||||
|
options: &RaytracingOption,
|
||||||
|
sbvh: &Option<BVH>,
|
||||||
|
) -> Option<Vector3<f32>> {
|
||||||
|
if depth == options.ray_depth {
|
||||||
return None;
|
return None;
|
||||||
}
|
}
|
||||||
match self.closest_intersect(scene) {
|
match sbvh {
|
||||||
Some((node, intersect)) => {
|
Some(bvh) => {
|
||||||
Some(Ray::phong_shade_point(
|
//Intersect the scene with the bvh
|
||||||
&scene, &self, &node, &intersect, depth,
|
if let Some((node, intersect)) = bvh.traverse(&self, 0) {
|
||||||
)) // If there is an intersection, shade it
|
return Some(Ray::phong_shade_point(
|
||||||
|
&scene, &self, &node, &intersect, depth, options, sbvh,
|
||||||
|
));
|
||||||
|
}
|
||||||
|
return None;
|
||||||
|
}
|
||||||
|
None => {
|
||||||
|
//No BVH given so intersect normally
|
||||||
|
match self.closest_intersect(scene) {
|
||||||
|
Some((node, intersect)) => {
|
||||||
|
Some(Ray::phong_shade_point(
|
||||||
|
&scene, &self, &node, &intersect, depth, options, sbvh,
|
||||||
|
)) // If there is an intersection, shade it
|
||||||
|
}
|
||||||
|
None => None, // If there is no intersection, return None
|
||||||
|
}
|
||||||
}
|
}
|
||||||
None => None, // If there is no intersection, return None
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -136,9 +147,11 @@ impl Ray {
|
|||||||
node: &Node,
|
node: &Node,
|
||||||
intersect: &Intersection,
|
intersect: &Intersection,
|
||||||
depth: u8,
|
depth: u8,
|
||||||
|
options: &RaytracingOption,
|
||||||
|
bvh: &Option<BVH>,
|
||||||
) -> Vector3<f32> {
|
) -> Vector3<f32> {
|
||||||
let normal = &intersect.normal;
|
let normal = &intersect.normal;
|
||||||
let point = intersect.point;
|
let point = intersect.point + normal * 0.0001;
|
||||||
let incidence = &ray.b;
|
let incidence = &ray.b;
|
||||||
|
|
||||||
let material = &node.material;
|
let material = &node.material;
|
||||||
@@ -172,18 +185,18 @@ impl Ray {
|
|||||||
let mut reflect = Vector3::zeros();
|
let mut reflect = Vector3::zeros();
|
||||||
let reflect_dir = incidence - 2.0 * incidence.dot(&normal) * normal;
|
let reflect_dir = incidence - 2.0 * incidence.dot(&normal) * normal;
|
||||||
let reflect_ray = Ray::new(point, reflect_dir);
|
let reflect_ray = Ray::new(point, reflect_dir);
|
||||||
if let Some(col) = reflect_ray.shade_ray(scene, depth + 1) {
|
if let Some(col) = reflect_ray.shade_ray(scene, depth + 1, options, bvh) {
|
||||||
reflect += col.component_mul(&material.kr)
|
reflect += col.component_mul(&material.kr)
|
||||||
}
|
}
|
||||||
|
|
||||||
//Diffuse component (Lambertian)
|
//Diffuse component (Lambertian)
|
||||||
let mut diffuse = Vector3::zeros();
|
let mut diffuse = Vector3::zeros();
|
||||||
diffuse += material.kd * n_dot_l;
|
diffuse += material.kd * n_dot_l;
|
||||||
for _ in 0..DIFFUSE_RAYS {
|
for _ in 0..options.diffuse_rays {
|
||||||
let diffuse_dir = random_unit_vec();
|
let diffuse_dir = random_unit_vec();
|
||||||
let diffuse_ray = Ray::new(point.clone(), diffuse_dir + normal);
|
let diffuse_ray = Ray::new(point.clone(), diffuse_dir + normal);
|
||||||
if let Some(col) = diffuse_ray.shade_ray(scene, depth + 1) {
|
if let Some(col) = diffuse_ray.shade_ray(scene, depth + 1, options, bvh) {
|
||||||
diffuse += col * DIFFUSE_COEFFICIENT;
|
diffuse += col * options.diffuse_coefficient;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -215,13 +228,11 @@ impl Ray {
|
|||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
let ray = self.transform(&node.inv_model);
|
let ray = self.transform(&node.inv_model);
|
||||||
if node.primitive.intersect_bounding_box(&ray) {
|
if node.primitive.intersect_ray(&ray).is_some() {
|
||||||
if node.primitive.intersect_ray(&ray).is_some() {
|
return true;
|
||||||
return true;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
false
|
return false;
|
||||||
}
|
}
|
||||||
//Cast a set of rays
|
//Cast a set of rays
|
||||||
pub fn cast_rays(
|
pub fn cast_rays(
|
||||||
|
|||||||
95
src/state.rs
95
src/state.rs
@@ -1,5 +1,6 @@
|
|||||||
//Use linear algebra module
|
//Use linear algebra module
|
||||||
|
|
||||||
|
use crate::bvh::BVH;
|
||||||
use crate::camera::Camera;
|
use crate::camera::Camera;
|
||||||
use crate::ray::Ray;
|
use crate::ray::Ray;
|
||||||
use crate::{gui::Gui, scene::Scene};
|
use crate::{gui::Gui, scene::Scene};
|
||||||
@@ -21,16 +22,45 @@ use winit::window::{Window, WindowBuilder};
|
|||||||
|
|
||||||
const START_WIDTH: i32 = 1200;
|
const START_WIDTH: i32 = 1200;
|
||||||
const START_HEIGHT: i32 = 700;
|
const START_HEIGHT: i32 = 700;
|
||||||
const RAY_SAMPLES: i8 = 5;
|
|
||||||
const RAY_RANDOMNESS: f64 = 100.0;
|
|
||||||
const COLOUR_CLEAR: [u8; 4] = [0x22, 0x00, 0x11, 0x55];
|
|
||||||
const PIXEL_CLEAR: [u8; 4] = [0x55, 0x00, 0x22, 0x55];
|
|
||||||
|
|
||||||
pub const INIT_FILE: &str = "rhai/scene.rhai";
|
pub const INIT_FILE: &str = "rhai/scene.rhai";
|
||||||
pub const SAVE_FILE: &str = "img.png";
|
pub const SAVE_FILE: &str = "img.png";
|
||||||
|
|
||||||
|
#[derive(Clone)]
|
||||||
|
pub struct RaytracingOption {
|
||||||
|
pub ray_samples: u32,
|
||||||
|
pub ray_randomness: f64,
|
||||||
|
pub clear_color: [u8; 4],
|
||||||
|
pub pixel_clear: [u8; 4],
|
||||||
|
pub rays_per_pass: u32,
|
||||||
|
pub buffer_proportion: f32,
|
||||||
|
pub buffer_fov: f64,
|
||||||
|
pub ray_depth: u8,
|
||||||
|
pub diffuse_rays: u8,
|
||||||
|
pub diffuse_coefficient: f32,
|
||||||
|
pub bvh_active: bool,
|
||||||
|
}
|
||||||
|
impl RaytracingOption {
|
||||||
|
pub fn default() -> RaytracingOption {
|
||||||
|
RaytracingOption {
|
||||||
|
ray_samples: 10,
|
||||||
|
ray_randomness: 100.0,
|
||||||
|
clear_color: [0x22, 0x00, 0x11, 0x55],
|
||||||
|
pixel_clear: [0x55, 0x00, 0x22, 0x55],
|
||||||
|
rays_per_pass: 200,
|
||||||
|
buffer_proportion: 1.0,
|
||||||
|
buffer_fov: 110.0,
|
||||||
|
ray_depth: 5,
|
||||||
|
diffuse_rays: 5,
|
||||||
|
diffuse_coefficient: 0.5,
|
||||||
|
bvh_active: false,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
pub struct State {
|
pub struct State {
|
||||||
scene: Scene,
|
scene: Scene,
|
||||||
|
bvh: Option<BVH>,
|
||||||
camera: Camera,
|
camera: Camera,
|
||||||
window: Window,
|
window: Window,
|
||||||
|
|
||||||
@@ -42,6 +72,7 @@ pub struct State {
|
|||||||
|
|
||||||
rays: Vec<Ray>,
|
rays: Vec<Ray>,
|
||||||
ray_queue: Vec<usize>,
|
ray_queue: Vec<usize>,
|
||||||
|
raytracing_options: RaytracingOption,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl State {
|
impl State {
|
||||||
@@ -53,39 +84,46 @@ impl State {
|
|||||||
|
|
||||||
Self {
|
Self {
|
||||||
scene,
|
scene,
|
||||||
|
bvh: None,
|
||||||
camera,
|
camera,
|
||||||
window,
|
window,
|
||||||
buffer_width: window_size.width as u32,
|
buffer_width: window_size.width as u32,
|
||||||
buffer_height: window_size.height as u32,
|
buffer_height: window_size.height as u32,
|
||||||
pixels: pixels,
|
pixels,
|
||||||
gui,
|
gui,
|
||||||
rays,
|
rays,
|
||||||
ray_queue: Vec::new(),
|
ray_queue: Vec::new(),
|
||||||
|
raytracing_options: RaytracingOption::default(),
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
fn update(&mut self) -> Result<(), Box<dyn Error>> {
|
fn update(&mut self) -> Result<(), Box<dyn Error>> {
|
||||||
if let Some(event) = self.gui.event.take() {
|
if let Some(event) = self.gui.event.take() {
|
||||||
match event {
|
match event {
|
||||||
GuiEvent::BufferResize(proportion, fov) => {
|
GuiEvent::RaytracerOption(options) => {
|
||||||
self.resize_buffer(proportion, fov as f64)?
|
self.raytracing_options = options;
|
||||||
|
match self.raytracing_options.bvh_active {
|
||||||
|
true => self.bvh = Some(BVH::build(&mut self.scene.nodes)),
|
||||||
|
false => self.bvh = None,
|
||||||
|
}
|
||||||
|
self.resize_buffer()?
|
||||||
}
|
}
|
||||||
GuiEvent::CameraUpdate(camera, fovy) => {
|
GuiEvent::CameraUpdate(camera) => {
|
||||||
self.rays = Ray::cast_rays(
|
self.rays = Ray::cast_rays(
|
||||||
&camera.eye,
|
&camera.eye,
|
||||||
&camera.target,
|
&camera.target,
|
||||||
&camera.up,
|
&camera.up,
|
||||||
fovy as f64,
|
self.raytracing_options.buffer_fov,
|
||||||
self.buffer_width,
|
self.buffer_width,
|
||||||
self.buffer_height,
|
self.buffer_height,
|
||||||
);
|
);
|
||||||
self.camera = camera;
|
self.camera = camera;
|
||||||
self.clear()?;
|
self.clear_buffer()?;
|
||||||
self.reset_queue();
|
self.reset_queue();
|
||||||
}
|
}
|
||||||
GuiEvent::SceneLoad(scene) => {
|
GuiEvent::SceneLoad(scene) => {
|
||||||
self.scene = scene;
|
self.scene = scene;
|
||||||
self.clear()?;
|
self.clear_buffer()?;
|
||||||
self.reset_queue();
|
self.reset_queue();
|
||||||
}
|
}
|
||||||
GuiEvent::SaveImage(filename) => {
|
GuiEvent::SaveImage(filename) => {
|
||||||
@@ -103,14 +141,16 @@ impl State {
|
|||||||
Ok(())
|
Ok(())
|
||||||
}
|
}
|
||||||
|
|
||||||
fn resize_buffer(&mut self, proportion: f32, fovy: f64) -> Result<(), Box<dyn Error>> {
|
fn resize_buffer(&mut self) -> Result<(), Box<dyn Error>> {
|
||||||
// Calculate new buffer dimensions based on proportion
|
// Calculate new buffer dimensions based on proportion
|
||||||
let size = self.window.inner_size();
|
let size = self.window.inner_size();
|
||||||
|
let proportion = &self.raytracing_options.buffer_proportion;
|
||||||
|
let fovy = self.raytracing_options.buffer_fov;
|
||||||
self.buffer_width = (size.width as f32 * proportion) as u32;
|
self.buffer_width = (size.width as f32 * proportion) as u32;
|
||||||
self.buffer_height = (size.height as f32 * proportion) as u32;
|
self.buffer_height = (size.height as f32 * proportion) as u32;
|
||||||
|
|
||||||
// Clear the buffer and reset the ray queue
|
// Clear the buffer and reset the ray queue
|
||||||
self.clear()?;
|
self.clear_buffer()?;
|
||||||
self.reset_queue();
|
self.reset_queue();
|
||||||
|
|
||||||
// Recalculate rays with new buffer dimensions
|
// Recalculate rays with new buffer dimensions
|
||||||
@@ -149,7 +189,10 @@ impl State {
|
|||||||
fn draw(&mut self) -> Result<(), Box<dyn Error>> {
|
fn draw(&mut self) -> Result<(), Box<dyn Error>> {
|
||||||
//Draw ray_num in a block
|
//Draw ray_num in a block
|
||||||
let frame = self.pixels.frame_mut();
|
let frame = self.pixels.frame_mut();
|
||||||
for _ in 0..self.gui.ray_num {
|
let randomness = &self.raytracing_options.ray_randomness;
|
||||||
|
let samples = &self.raytracing_options.ray_samples;
|
||||||
|
let samples_f32 = *samples as f32;
|
||||||
|
for _ in 0..self.raytracing_options.rays_per_pass {
|
||||||
//Get random index from queue
|
//Get random index from queue
|
||||||
let index = match self.ray_queue.pop() {
|
let index = match self.ray_queue.pop() {
|
||||||
Some(index) => index,
|
Some(index) => index,
|
||||||
@@ -157,39 +200,45 @@ impl State {
|
|||||||
};
|
};
|
||||||
//Shade colour for selected ray
|
//Shade colour for selected ray
|
||||||
let mut colour = Vector3::zeros();
|
let mut colour = Vector3::zeros();
|
||||||
for _ in 0..RAY_SAMPLES {
|
for _ in 0..*samples {
|
||||||
let ray = &self.rays[index];
|
let ray = &self.rays[index];
|
||||||
let point = ray.a;
|
let point = ray.a;
|
||||||
let dir = ray.b;
|
let dir = ray.b;
|
||||||
let rx = (random::<f64>() - 0.5) / RAY_RANDOMNESS;
|
let rx = (random::<f64>() - 0.5) / randomness;
|
||||||
let ry = (random::<f64>() - 0.5) / RAY_RANDOMNESS;
|
let ry = (random::<f64>() - 0.5) / randomness;
|
||||||
let rz = (random::<f64>() - 0.5) / RAY_RANDOMNESS;
|
let rz = (random::<f64>() - 0.5) / randomness;
|
||||||
let nx = dir.x + rx;
|
let nx = dir.x + rx;
|
||||||
let ny = dir.y + ry;
|
let ny = dir.y + ry;
|
||||||
let nz = dir.z + rz;
|
let nz = dir.z + rz;
|
||||||
|
|
||||||
let rand_ray = Ray::new(point, Vector3::new(nx, ny, nz));
|
let rand_ray = Ray::new(point, Vector3::new(nx, ny, nz));
|
||||||
|
|
||||||
if let Some(ray_colour) = rand_ray.shade_ray(&self.scene, 0) {
|
if let Some(ray_colour) =
|
||||||
|
rand_ray.shade_ray(&self.scene, 0, &self.raytracing_options, &self.bvh)
|
||||||
|
{
|
||||||
colour += ray_colour;
|
colour += ray_colour;
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
colour = (colour / RAY_SAMPLES as f32) * 255.0;
|
colour = (colour / samples_f32) * 255.0;
|
||||||
let rgba = [colour.x as u8, colour.y as u8, colour.z as u8, 0xff];
|
let rgba = [colour.x as u8, colour.y as u8, colour.z as u8, 0xff];
|
||||||
frame[index * 4..(index + 1) * 4].copy_from_slice(&rgba);
|
frame[index * 4..(index + 1) * 4].copy_from_slice(&rgba);
|
||||||
}
|
}
|
||||||
Ok(())
|
Ok(())
|
||||||
}
|
}
|
||||||
|
|
||||||
fn clear(&mut self) -> Result<(), Box<dyn Error>> {
|
fn clear_buffer(&mut self) -> Result<(), Box<dyn Error>> {
|
||||||
let frame = self.pixels.frame_mut();
|
let frame = self.pixels.frame_mut();
|
||||||
for pixel in frame.chunks_exact_mut(4) {
|
for pixel in frame.chunks_exact_mut(4) {
|
||||||
pixel.copy_from_slice(&COLOUR_CLEAR);
|
pixel.copy_from_slice(&self.raytracing_options.pixel_clear);
|
||||||
}
|
}
|
||||||
Ok(())
|
Ok(())
|
||||||
}
|
}
|
||||||
|
|
||||||
fn reset_queue(&mut self) {
|
fn reset_queue(&mut self) {
|
||||||
|
match self.raytracing_options.bvh_active {
|
||||||
|
true => self.bvh = Some(BVH::build(&mut self.scene.nodes)),
|
||||||
|
false => self.bvh = None,
|
||||||
|
}
|
||||||
let size = self.buffer_height as usize * self.buffer_width as usize;
|
let size = self.buffer_height as usize * self.buffer_width as usize;
|
||||||
let mut ray_queue: Vec<usize> = (0..size).collect();
|
let mut ray_queue: Vec<usize> = (0..size).collect();
|
||||||
ray_queue.shuffle(&mut thread_rng());
|
ray_queue.shuffle(&mut thread_rng());
|
||||||
@@ -234,7 +283,7 @@ pub fn run() -> Result<(), Box<dyn Error>> {
|
|||||||
let gui = Gui::new(&window, &pixels);
|
let gui = Gui::new(&window, &pixels);
|
||||||
|
|
||||||
let mut state = State::new(window, pixels, gui);
|
let mut state = State::new(window, pixels, gui);
|
||||||
state.resize_buffer(1.0, 90.0)?;
|
state.resize_buffer()?;
|
||||||
|
|
||||||
event_loop.run(move |event, _, control_flow| {
|
event_loop.run(move |event, _, control_flow| {
|
||||||
state.gui.handle_event(&state.window, &event);
|
state.gui.handle_event(&state.window, &event);
|
||||||
|
|||||||
Reference in New Issue
Block a user