games202-hw/hw2/prt/include/nori/accel.h

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/*
This file is part of Nori, a simple educational ray tracer
Copyright (c) 2015 by Wenzel Jakob
Nori is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License Version 3
as published by the Free Software Foundation.
Nori is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include <nori/mesh.h>
NORI_NAMESPACE_BEGIN
static constexpr uint32_t MAX_TRIANGLES_PER_NODE = 15;
static constexpr uint32_t MAX_RECURSION_DEPTH = 10;
static constexpr uint32_t MAX_NUM_MESHES = 32;
/**
* \brief Acceleration data structure for ray intersection queries
*
* The current implementation falls back to a brute force loop
* through the geometry.
*/
class Accel {
struct Node {
uint32_t num_triangles = 0;
BoundingBox3f bbox;
Node* next = nullptr;
Node* child = nullptr;
uint32_t* triangle_indices = nullptr;
uint32_t* mesh_indices = nullptr;
~Node() {
delete[] triangle_indices;
delete[] mesh_indices;
delete next;
delete child;
}
};
public:
~Accel() { delete m_root; }
/**
* \brief Register a triangle mesh for inclusion in the acceleration
* data structure
*
* This function can only be used before \ref build() is called
*/
void addMesh(Mesh *mesh);
/// Build the acceleration data structure (currently a no-op)
void build();
/// Return an axis-aligned box that bounds the scene
const BoundingBox3f &getBoundingBox() const { return m_bbox; }
/**
* \brief Intersect a ray against all triangles stored in the scene and
* return detailed intersection information
*
* \param ray
* A 3-dimensional ray data structure with minimum/maximum extent
* information
*
* \param its
* A detailed intersection record, which will be filled by the
* intersection query
*
* \param shadowRay
* \c true if this is a shadow ray query, i.e. a query that only aims to
* find out whether the ray is blocked or not without returning detailed
* intersection information.
*
* \return \c true if an intersection was found
*/
bool rayIntersect(const Ray3f &ray, Intersection &its, bool shadowRay) const;
private:
Node* buildRecursive(const BoundingBox3f& bbox, std::vector<uint32_t>& triangle_indices,
std::vector<uint32_t>& mesh_indices, uint32_t recursion_depth);
bool traverseRecursive(const Node& node, Ray3f &ray, Intersection &its, bool shadowRay, uint32_t& hit_idx) const;
static void subdivideBBox(const BoundingBox3f& parent, BoundingBox3f* bboxes);
Mesh* m_meshes[MAX_NUM_MESHES]; ///< Meshes (up to MAX_NUM_MESHES meshes)
BoundingBox3f m_bbox; ///< Bounding box of the entire scene
Node* m_root = nullptr; ///< Root node of Octree
uint32_t m_num_meshes = 0; ///< number of meshes in accel
// only statistics
uint32_t m_num_nonempty_leaf_nodes = 0;
uint32_t m_num_leaf_nodes = 0;
uint32_t m_num_nodes = 0;
uint32_t m_recursion_depth = 0;
uint32_t m_num_triangles_saved = 0;
};
NORI_NAMESPACE_END