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tiny_bvh_anim.cpp
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#define FENSTER_APP_IMPLEMENTATION
#define SCRWIDTH 800
#define SCRHEIGHT 600
#define TILESIZE 20
#include "external/fenster.h" // https://github.com/zserge/fenster
#define GRIDSIZE 2
#define INSTCOUNT (GRIDSIZE * GRIDSIZE * GRIDSIZE)
#define TINYBVH_IMPLEMENTATION
#define TINYBVH_NO_SIMD
#define INST_IDX_BITS 8 // override default; space for 256 instances.
#include "tiny_bvh.h"
#include <fstream>
#include <thread>
using namespace tinybvh;
struct Sphere { bvhvec3 pos; float r; };
BVH sponza;
BVH obj; // custom geometry BVH must be regular BVH layout.
BVH tlas; // TLAS must for now be in regular BVH layout.
BVHBase* bvhList[] = { &sponza, &obj };
BLASInstance inst[INSTCOUNT + 1 /* one extra for sponza */];
int frameIdx = 0, verts = 0, bverts = 0;
bvhvec4* triangles = 0;
bvhvec4* bunny = 0;
Sphere* spheres = 0;
static std::atomic<int> tileIdx( 0 );
static unsigned threadCount = std::thread::hardware_concurrency();
// setup view pyramid for a pinhole camera
static bvhvec3 eye( -15.24f, 21.5f, 2.54f ), p1, p2, p3;
static bvhvec3 view = tinybvh_normalize( bvhvec3( 0.826f, -0.438f, -0.356f ) );
// callback for custom geometry: ray/sphere intersection
bool sphereIntersect( tinybvh::Ray& ray, const unsigned primID )
{
// Note: In TLAS/BLAS traversal, ray.D is not guaranteed to be normalized.
float mag = tinybvh_length( ray.D ), reciMag = 1.0f / mag;
bvhvec3 oc = ray.O - spheres[primID].pos;
float b = tinybvh_dot( oc, ray.D ) * reciMag, r = spheres[primID].r;
float c = tinybvh_dot( oc, oc ) - r * r, t, d = b * b - c;
if (d <= 0) return false; else d = sqrtf( d ), t = -b - d;
const bool hit = t < ray.hit.t * mag && t > 0;
if (hit) ray.hit.t = t * reciMag, ray.hit.prim = primID;
return hit;
}
bool sphereIsOccluded( const tinybvh::Ray& ray, const unsigned primID )
{
// Note: In TLAS/BLAS traversal, ray.D is not guaranteed to be normalized.
float mag = tinybvh_length( ray.D ), reciMag = 1.0f / mag;
bvhvec3 oc = ray.O - spheres[primID].pos;
float b = tinybvh_dot( oc, ray.D ) * reciMag, r = spheres[primID].r;
float c = tinybvh_dot( oc, oc ) - r * r, t, d = b * b - c;
if (d <= 0) return false; else d = sqrtf( d ), t = -b - d;
return t < ray.hit.t * mag && t > 0;
}
void sphereAABB( const unsigned primID, bvhvec3& boundsMin, bvhvec3& boundsMax )
{
boundsMin = spheres[primID].pos - bvhvec3( spheres[primID].r );
boundsMax = spheres[primID].pos + bvhvec3( spheres[primID].r );
}
void Init()
{
// load raw vertex data for Crytek's Sponza
std::fstream s{ "./testdata/cryteksponza.bin", s.binary | s.in };
s.read( (char*)&verts, 4 );
printf( "Loading triangle data (%i tris).\n", verts );
verts *= 3, triangles = (bvhvec4*)malloc64( verts * 16 );
s.read( (char*)triangles, verts * 16 );
sponza.Build( triangles, verts / 3 );
// load bunny
std::fstream b{ "./testdata/bunny.bin", s.binary | s.in };
b.read( (char*)&bverts, 4 );
bverts *= 3, bunny = (bvhvec4*)malloc64( bverts * 16 );
b.read( (char*)bunny, verts * 16 );
// turn bunny into spheres
spheres = new Sphere[bverts / 3];
for (int i = 0; i < bverts / 3; i++)
{
bvhvec3 v0 = bunny[i * 3];
bvhvec3 v1 = bunny[i * 3 + 1];
bvhvec3 v2 = bunny[i * 3 + 2];
spheres[i].r = tinybvh_min( 1.2f, 0.55f * tinybvh_min( tinybvh_length( v1 - v0 ), tinybvh_length( v2 - v0 ) ) );
spheres[i].pos = (v0 + v1 + v2) * 0.33333f;
}
// build a BLAS over the bunny spheres
obj.Build( &sphereAABB, bverts / 3 );
// set custom intersection callbacks
obj.customIntersect = &sphereIntersect;
obj.customIsOccluded = &sphereIsOccluded;
// build a TLAS
inst[0] = BLASInstance( 0 /* sponza */ );
for (int b = 1, x = 0; x < GRIDSIZE; x++) for (int y = 0; y < GRIDSIZE; y++) for (int z = 0; z < GRIDSIZE; z++, b++)
{
inst[b] = BLASInstance( 1 /* bunny */ );
inst[b].transform[0] = inst[b].transform[5] = inst[b].transform[10] = 0.6f; // scale
inst[b].transform[3] = (float)x * 5 - GRIDSIZE * 2.5f;
inst[b].transform[7] = (float)y * 5 - GRIDSIZE * 2.5f + 7;
inst[b].transform[11] = (float)z * 5 - GRIDSIZE * 2.5f + 1;
}
tlas.Build( inst, 1 + INSTCOUNT, bvhList, 2 ); // just move build to Tick if instance transforms are not static.
}
bool UpdateCamera( float delta_time_s, fenster& f )
{
bvhvec3 right = tinybvh_normalize( tinybvh_cross( bvhvec3( 0, 1, 0 ), view ) ), up = 0.8f * tinybvh_cross( view, right );
float moved = 0, spd = 10.0f * delta_time_s;
if (f.keys['A'] || f.keys['D']) eye += right * (f.keys['D'] ? spd : -spd), moved = 1;
if (f.keys['W'] || f.keys['S']) eye += view * (f.keys['W'] ? spd : -spd), moved = 1;
if (f.keys['R'] || f.keys['F']) eye += up * 2.0f * (f.keys['R'] ? spd : -spd), moved = 1;
if (f.keys[20]) view = tinybvh_normalize( view + right * -0.1f * spd ), moved = 1;
if (f.keys[19]) view = tinybvh_normalize( view + right * 0.1f * spd ), moved = 1;
if (f.keys[17]) view = tinybvh_normalize( view + up * -0.1f * spd ), moved = 1;
if (f.keys[18]) view = tinybvh_normalize( view + up * 0.1f * spd ), moved = 1;
// recalculate right, up
right = tinybvh_normalize( tinybvh_cross( bvhvec3( 0, 1, 0 ), view ) ), up = 0.8f * tinybvh_cross( view, right );
bvhvec3 C = eye + 1.2f * view;
p1 = C - right + up, p2 = C + right + up, p3 = C - right - up;
return moved > 0;
}
void TraceWorkerThread( uint32_t* buf, int threadIdx )
{
const int xtiles = SCRWIDTH / TILESIZE, ytiles = SCRHEIGHT / TILESIZE;
const int tiles = xtiles * ytiles;
int tile = threadIdx;
while (tile < tiles)
{
const int tx = tile % xtiles, ty = tile / xtiles;
unsigned seed = (tile + 17) * 171717 + frameIdx * 1023;
const bvhvec3 L = tinybvh_normalize( bvhvec3( 1, 2, 3 ) );
for (int y = 0; y < TILESIZE; y++) for (int x = 0; x < TILESIZE; x++)
{
const int pixel_x = tx * TILESIZE + x, pixel_y = ty * TILESIZE + y;
const int pixelIdx = pixel_x + pixel_y * SCRWIDTH;
// setup primary ray
const float u = (float)pixel_x / SCRWIDTH, v = (float)pixel_y / SCRHEIGHT;
const bvhvec3 D = tinybvh_normalize( p1 + u * (p2 - p1) + v * (p3 - p1) - eye );
Ray ray( eye, D );
tlas.Intersect( ray );
if (ray.hit.t < 10000)
{
uint32_t pixel_x = tx * 4 + x, pixel_y = ty * 4 + y;
#if INST_IDX_BITS == 32
// instance and primitive index are stored in separate fields
uint32_t primIdx = ray.hit.prim;
uint32_t instIdx = ray.hit.inst;
#else
// instance and primitive index are stored together for compactness
uint32_t primIdx = ray.hit.prim & PRIM_IDX_MASK;
uint32_t instIdx = (uint32_t)ray.hit.prim >> INST_IDX_SHFT;
#endif
BLASInstance& instance = inst[instIdx];
uint32_t blasIdx = instance.blasIdx;
bvhvec3 N;
if (blasIdx == 0)
{
// we hit the Sponza mesh, which consists of triangles
bvhvec3 v0 = triangles[primIdx * 3];
bvhvec3 v1 = triangles[primIdx * 3 + 1];
bvhvec3 v2 = triangles[primIdx * 3 + 2];
N = tinybvh_normalize( tinybvh_cross( v1 - v0, v2 - v0 ) );
// the next line is disabled because we know Sponza is used with an identity transform.
// N = tinybvh_transform_vector( N, instance.transform );
}
else
{
// we hit a sphere
bvhvec3 C = tinybvh_transform_point( spheres[primIdx].pos, instance.transform );
bvhvec3 I = ray.O + ray.hit.t * ray.D;
N = tinybvh_normalize( I - C );
}
int c = (int)(255.9f * fabs( tinybvh_dot( N, L ) ));
buf[pixelIdx] = c + (c << 8) + (c << 16);
}
}
tile = tileIdx++;
}
}
void Tick( float delta_time_s, fenster& f, uint32_t* buf )
{
// handle user input and update camera
bool moved = UpdateCamera( delta_time_s, f ) || frameIdx++ == 0;
// clear the screen with a debug-friendly color
for (int i = 0; i < SCRWIDTH * SCRHEIGHT; i++) buf[i] = 0xaaaaff;
// render tiles
tileIdx = threadCount;
std::vector<std::thread> threads;
for (uint32_t i = 0; i < threadCount; i++)
threads.emplace_back( &TraceWorkerThread, buf, i );
for (auto& thread : threads) thread.join();
}
void Shutdown() { /* nothing here. */ }