[Add] Bounding interval hierarchy tree.
This commit is contained in:
parent
ee6ab61485
commit
e644c15e07
@ -32,5 +32,5 @@ LIBS="$LIBS $SDL_LIBS -lSDL_image"
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CXXFLAGS="$CFLAGS"
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AC_CONFIG_FILES([Makefile src/Makefile src/sbre/Makefile])
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AC_CONFIG_FILES([Makefile src/Makefile src/sbre/Makefile src/collider/Makefile])
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AC_OUTPUT
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@ -1,5 +1,5 @@
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## Process this file with automake to produce Makefile.in
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SUBDIRS = sbre/
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SUBDIRS = sbre/ collider/
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bin_PROGRAMS = Lephisto3D ModelViewer
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noinst_LIBRARIES = libgui.a
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@ -21,9 +21,9 @@ Lephisto3D_SOURCES = main.cpp glfreetype.cpp body.cpp space.cpp ship.cpp player.
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star_system.cpp sector.cpp system_info_view.cpp generic_system_view.cpp date.cpp space_station.cpp \
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space_station_view.cpp model_body.cpp ship_type.cpp info_view.cpp model_coll_mesh_data.cpp \
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object_viewer_view.cpp custom_starsystems.cpp serializer.cpp
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Lephisto3D_LDADD = sbre/libsbre.a libgui.a
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Lephisto3D_LDADD = sbre/libsbre.a collider/libcollider.a libgui.a
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ModelViewer_SOURCES = sbre_viewer.cpp glfreetype.cpp
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ModelViewer_LDADD = sbre/libsbre.a libgui.a
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ModelViewer_LDADD = sbre/libsbre.a collider/libcollider.a libgui.a
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src/collider/Makefile.am
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5
src/collider/Makefile.am
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@ -0,0 +1,5 @@
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noinst_LIBRARIES = libcollider.a
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libcollider_a_SOURCES = geom_tree.cpp
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include_HEADERS = geom_tree.h
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src/collider/geom_tree.cpp
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src/collider/geom_tree.cpp
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@ -0,0 +1,417 @@
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/*
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* Bounding interval hierarchy tree building algorithm.
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*
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* These things get used in interactive raytracers. They are nice because:
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* n log n builders are easy to write.
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* memory requirment is more predictable than kd-trees.
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* You don't need a 'mailbox' as objects only appear once in the hierarchy.
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* single ray traversal performance is comparable to kd-tree and way faster than bvh.
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*/
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#define MAX_LEAF_PRIMS 2
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#define MAX_DEPTH 20
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#define MAX_SPLITPOS_RETRIES 32
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#include <float.h>
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#include <stdio.h>
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#include <assert.h>
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#include <alloca.h>
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#include "../aabb.h"
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#include "geom_tree.h"
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#define DEBUG
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#define MIN(a,b) ((a)<(b) ? (a) : (b))
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#define MAX(a,b) ((a)>(b) ? (a) : (b))
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class DisplayList;
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struct tri_t {
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int triIdx;
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tri_t* next;
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tri_t* GetNext(void) { return next; }
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};
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class BIHNode {
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public:
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BIHNode(void) { m_isleaf = 1; m_axis = 0; m_list = 0; m_left = 0; }
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void Add(tri_t* tri) {
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tri->next = GetList();
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SetList(tri);
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}
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float FindNiceSplitPos(int splitAxis, int* numPoints, int* numPrims);
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void Dump(int depth, Aabb& box);
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void SetAxis(int axis) { m_axis = axis; }
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int GetAxis(void) const { return m_axis; }
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void SetSplitPos1(float p) { splitPos1 = p; }
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void SetSplitPos2(float p) { splitPos2 = p; }
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float GetSplitPos1(void) { return splitPos1; }
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float GetSplitPos2(void) { return splitPos2; }
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void AllocChild(GeomTree* geomTree);
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void SetLeaf(bool isLeaf) { m_isleaf = isLeaf; }
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bool IsLeaf(void) { return m_isleaf; }
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tri_t* GetList(void) { return m_list; }
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BIHNode* GetLeft(void) { return m_left; }
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BIHNode* GetRight(void) { return GetLeft() + 1; }
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void SetLeft(BIHNode* left) { m_left = left; }
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void SetList(tri_t* t) { m_list = t; }
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private:
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short m_axis;
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short m_isleaf;
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union {
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BIHNode* m_left;
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tri_t* m_list;
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};
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float splitPos1, splitPos2;
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};
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void BIHNode::AllocChild(GeomTree* geomTree) {
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m_left = geomTree->AllocNode();
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geomTree->AllocNode();
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/* Right child is implicitly lefet+1. */
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}
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BIHNode* GeomTree::AllocNode(void) {
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assert(m_nodesAllocPos+1 < m_nodesAllocSize);
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return &m_nodes[m_nodesAllocPos++];
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}
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GeomTree::~GeomTree(void) {
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delete [] m_nodes;
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delete [] m_triAlloc;
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}
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GeomTree::GeomTree(int numTris, float* vertices, int* indices) {
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m_vertices = vertices;
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m_indices = indices;
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m_aabb.min = vector3d(FLT_MAX, FLT_MAX, FLT_MAX);
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m_aabb.max = vector3d(FLT_MAX, FLT_MAX, FLT_MAX);
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m_triAlloc = new tri_t[numTris];
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for(int i = 0; i < numTris; i++) {
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m_aabb.Update(vector3d(vertices[3*i], vertices[3*i+1], vertices[3*i+2]));
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m_triAlloc[i].triIdx = 3*i;
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m_triAlloc[i].next = m_triAlloc+i+1;
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}
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m_triAlloc[numTris-1].next = 0;
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printf("Building BIHTree of %d triangles\n", numTris);
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printf("Aabb: %f,%f,%f -> %f,%f,%f\n",
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m_aabb.min.x,
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m_aabb.min.y,
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m_aabb.min.z,
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m_aabb.max.x,
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m_aabb.max.y,
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m_aabb.max.z);
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m_nodes = new BIHNode[numTris*2];
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m_nodesAllocSize = numTris*2;
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m_nodesAllocPos = 0;
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m_triAllocPos = 0;
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BIHNode* root = AllocNode();
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root->SetList(m_triAlloc);
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Aabb splitBox = m_aabb;
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BihTreeGhBuild(root, m_aabb, splitBox, 0, numTris);
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}
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void GeomTree::BihTreeGhBuild(BIHNode* a_node, Aabb& a_box, Aabb& a_splitBox, int a_depth, int a_prims) {
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tri_t** prim_lump = (tri_t**)alloca(sizeof(tri_t*)*a_prims);
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int num = 0;
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for(tri_t* kdprim = a_node->GetList(); kdprim != NULL; kdprim = kdprim->GetNext()) {
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prim_lump[num++] = kdprim;
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}
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/* Simple master split pos picking for the moment. */
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float splitPos;
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float splitPos1;
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float splitPos2;
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a_node->SetLeaf(false);
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a_node->AllocChild(this);
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BIHNode* left = a_node->GetLeft();
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BIHNode* right = a_node->GetRight();
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int s1count, s2count, splitAxis, attempt;
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attempt = 0;
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for(;;) {
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splitAxis = 0;
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vector3d splitBoxSize = a_splitBox.max - a_splitBox.min;
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if(splitBoxSize.y > splitBoxSize.x) splitAxis = 1;
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if((splitBoxSize.z > splitBoxSize.y) && (splitBoxSize.z > splitBoxSize.x)) splitAxis = 2;
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/* Split pos in middle of a_splitBox. */
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splitPos = 0.5f * (a_splitBox.min[splitAxis] + a_splitBox.max[splitAxis]);
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//printf("\n%d: %f ", attemt, splitPos);
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splitPos1 = a_box.min[splitAxis];
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splitPos2 = a_box.max[splitAxis];
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s1count = 0, s2count = 0;
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float fooSum = 0.0f;
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left->SetList(0);
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right->SetList(0);
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for(int i = 0; i < a_prims; i++) {
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const int v0 = m_indices[prim_lump[i]->triIdx];
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const int v1 = m_indices[prim_lump[i]->triIdx+1];
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const int v2 = m_indices[prim_lump[i]->triIdx+2];
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float p0, p1, p2;
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float mid;
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p0 = m_vertices[3*v0 + splitAxis];
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p1 = m_vertices[3*v1 + splitAxis];
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p2 = m_vertices[3*v2 + splitAxis];
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mid = (p0 + p1 + p2)*0.3333333333333333333f;
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float p_min, p_max;
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p_min = MIN(p0, MIN(p1, p2));
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p_max = MAX(p0, MAX(p1, p2));
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tri_t* foo = prim_lump[i];
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fooSum += mid;
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if(mid < splitPos) {
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left->Add(foo);
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s1count++;
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if(p_max > splitPos1) splitPos1 = p_max;
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} else {
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right->Add(foo);
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s2count++;
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if(p_min < splitPos2) splitPos2 = p_min;
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}
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}
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if(s1count == a_prims) {
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/*
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* If one side takes up the whole darn parent aabb then
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* just give up trying to split.
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*/
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if(splitPos1 >= a_box.max[splitAxis]) {
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if(attempt < MAX_SPLITPOS_RETRIES) {
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/* Try splitting at average point. */
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//printf("YES!!! %d, %f\n", attempt, splitPos);
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a_splitBox.max = splitPos;
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attempt++;
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continue;
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}
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printf("Warning: Fat node with %d primitives\n", a_prims);
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a_node->SetLeaf(true);
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a_node->SetList(left->GetList());
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return;
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}
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} else if(s2count == a_prims) {
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if(splitPos2 <= a_box.min[splitAxis]) {
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if(attempt < MAX_SPLITPOS_RETRIES) {
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/* Try splitting at average point. */
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//printf("YES!!! %d, %f\n", attempt, splitPos);
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a_splitBox.min[splitAxis] = splitPos;
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attempt++;
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continue;
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}
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printf("Warning: Fat node with %d primitives\n", a_prims);
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a_node->SetLeaf(true);
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a_node->SetList(right->GetList());
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return;
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}
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}
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break;
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}
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//printf(prims total %d, left %d, right %d\n", a_prims, s1count, s2count);
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a_node->SetLeaf(false);
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a_node->SetAxis(splitAxis);
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Aabb b1, b2;
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b1 = a_box;
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b1.max[splitAxis] = splitPos1;
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b2 = a_box;
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b2.min[splitAxis] = splitPos2;
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a_node->SetSplitPos1(splitPos1);
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a_node->SetSplitPos2(splitPos2);
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if(a_depth > MAX_DEPTH) return;
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if(s1count > MAX_LEAF_PRIMS) {
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Aabb splitBox = a_splitBox;
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splitBox.max[splitAxis] = splitPos;
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BihTreeGhBuild(left, b1, splitBox, a_depth+1, s1count);
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}
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else left->SetLeaf(true);
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if(s2count > MAX_LEAF_PRIMS) {
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Aabb splitBox = a_splitBox;
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splitBox.min[splitAxis] = splitPos;
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BihTreeGhBuild(right, b2, splitBox, a_depth+1, s2count);
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}
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else right->SetLeaf(true);
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}
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#define SIGN_OF(f) (*((unsigned int*)(&f)) >> 31)
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void GeomTree::TraceRay(vector3f& start, vector3f& dir, isect_t* isect) {
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float len = dir.Length();
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isect->dist = len;
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isect->triIdx = -1;
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vector3f normDir = dir*(1.0f/len);
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TraverseRay(start, normDir, isect);
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}
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void GeomTree::TraverseRay(vector3f& a_origin, vector3f& a_dir, isect_t* isect) {
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float entry_t = 0, exit_t = isect->dist;
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vector3f rcpD = vector3f(1.0f/a_dir.x, 1.0f/a_dir.y, 1.0f/a_dir.z);
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int Dneg[3];
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#ifdef DEBUG
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int num_raytri_tests = 0;
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#endif
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Dneg[0] = (a_dir.x < 0 ? 1 : 0);
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Dneg[1] = (a_dir.y < 0 ? 1 : 0);
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Dneg[2] = (a_dir.z < 0 ? 1 : 0);
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for(int i = 0; i < 3; i++) {
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if(Dneg[i]) {
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if(a_origin[i] < m_aabb.min[i]) return;
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}
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else if(a_origin[i] > m_aabb.max[i]) return;
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}
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/* Clip ray segment to box. */
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for(int i = 0; i < 3; i++) {
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float clip_min = (m_aabb.min[i] - a_origin[i]) * rcpD[i];
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float clip_max = (m_aabb.max[i] - a_origin[i]) * rcpD[i];
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if(a_dir[i] > 0.0f) {
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entry_t = MAX(entry_t, clip_min);
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exit_t = MIN(exit_t, clip_max);
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} else {
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entry_t = MAX(entry_t, clip_max);
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exit_t = MIN(exit_t, clip_min);
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}
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if(entry_t > exit_t) return;
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}
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#if 0
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/* From final kd-tree version. */
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/* Init stack. */
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int entrypoint = 0, exitpoint = 1;
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/* Init traversal. */
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KDNode* farchild, *currnode;
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currnode = obj.m_dlist->sceneTree;
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m_Stack[entrypoint].t = entry_t;
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m_Stack[entrypoint].pb = 0 + D * entry_t;
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m_Stack[exitpoint].t = exit_t;
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m_Stack[exitpoint].pb = 0 + D * exit_t;
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m_Stack[exitpoint].node = 0;
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#endif
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/* Init stack. */
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int stackpos = -1;
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/* Init traversal. */
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BIHNode* currnode = &m_nodes[0];
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struct bihstack {
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BIHNode* node;
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float entry_t, exit_t;
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} bihstack[32];
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/* Traverse bih-tree. */
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while(currnode) {
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while (!currnode->IsLeaf()) {
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#ifdef DEBUG
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//m_stats.treeNodeTraversals++;
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#endif
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const int axis = currnode->GetAxis();
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float d[2];
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d[0] = (currnode->GetSplitPos1() - a_origin[axis]) * rcpD[axis];
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d[1] = (currnode->GetSplitPos2() - a_origin[axis]) * rcpD[axis];
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const int dir = Dneg[axis];
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const int dir1 = 1-Dneg[axis];
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const float d1 = d[dir];
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const float d2 = d[dir1];
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if(d1 >= entry_t) {
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/* Front side. */
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if(d2 >= exit_t) {
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/* And not backside. */
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currnode = currnode->GetLeft()+dir;
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exit_t = MIN(d1, exit_t);
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continue;
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}
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/* Both. */
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stackpos++;
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bihstack[stackpos].node = currnode->GetLeft()+dir1;
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bihstack[stackpos].entry_t = MAX(d2, entry_t);
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bihstack[stackpos].exit_t = exit_t;
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currnode = currnode->GetLeft()+dir;
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exit_t = MIN(d1, exit_t);
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} else if(d2 < exit_t) {
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/* Back side only. */
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currnode = currnode->GetLeft() + dir1;
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entry_t = MAX(d2, entry_t);
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} else {
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goto pop_bstack;
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}
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}
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/* Early termination. */
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if(isect->dist < entry_t) goto pop_bstack;
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/* Woop, we are a leaf node. */
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for(tri_t* p = currnode->GetList(); p != NULL; p = p->next) {
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#ifdef DEBUG
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num_raytri_tests++;
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#endif
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RayTriIntersect(a_origin, a_dir, p->triIdx, isect);
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}
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pop_bstack:
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if(stackpos < 0) break;
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currnode = bihstack[stackpos].node;
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entry_t = bihstack[stackpos].entry_t;
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exit_t = bihstack[stackpos].exit_t;
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stackpos--;
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}
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}
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#define EPSILON 0.00001f
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void GeomTree::RayTriIntersect(vector3f& origin, vector3f& dir, int triIdx, isect_t* isect) {
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vector3f a(&m_vertices[3*m_indices[triIdx]]);
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vector3f b(&m_vertices[3*m_indices[triIdx+1]]);
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vector3f c(&m_vertices[3*m_indices[triIdx+2]]);
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vector3f v0_cross, v1_cross, v2_cross;
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const vector3f n = vector3f::Cross(c-a, b-a);
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v1_cross = vector3f::Cross(b-origin, a-origin);
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v2_cross = vector3f::Cross(a-origin, c-origin);
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v0_cross = vector3f::Cross(c-origin, b-origin);
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float nominator = vector3f::Dot(n, (a-origin));
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const float v0d = vector3f::Dot(v0_cross,dir);
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||||
const float v1d = vector3f::Dot(v1_cross,dir);
|
||||
const float v2d = vector3f::Dot(v2_cross,dir);
|
||||
|
||||
if(((v0d > 0) && (v1d > 0) && (v2d > 0)) ||
|
||||
((v0d < 0) && (v1d < 0 && v2d < 0))) {
|
||||
const float dist = nominator / vector3f::Dot(dir, n);
|
||||
if((dist > EPSILON) && (dist < isect->dist)) {
|
||||
isect->dist = dist;
|
||||
isect->triIdx = triIdx;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
38
src/collider/geom_tree.h
Normal file
38
src/collider/geom_tree.h
Normal file
@ -0,0 +1,38 @@
|
||||
#pragma once
|
||||
#include "../aabb.h"
|
||||
|
||||
class BIHNode;
|
||||
class tri_t;
|
||||
|
||||
struct isect_t {
|
||||
/* triIdx = -1 if no intersection. */
|
||||
int triIdx;
|
||||
float dist;
|
||||
};
|
||||
|
||||
class GeomTree {
|
||||
public:
|
||||
GeomTree(int numTris, float* vertices, int* indices);
|
||||
~GeomTree(void);
|
||||
Aabb GetAabb(void) { return m_aabb; }
|
||||
void TraceRay(vector3f& start, vector3f& dir, isect_t* isect);
|
||||
|
||||
private:
|
||||
friend class BIHNode;
|
||||
void RayTriIntersect(vector3f& a_origin, vector3f& a_dir, int triIdx, isect_t* isect);
|
||||
void TraverseRay(vector3f& a_origin, vector3f& a_dir, isect_t* isect);
|
||||
BIHNode* AllocNode(void);
|
||||
void BihTreeGhBuild(BIHNode* a_node, Aabb& a_box, Aabb& a_splitBox, int a_depth, int a_prims);
|
||||
|
||||
Aabb m_aabb;
|
||||
BIHNode* m_nodes;
|
||||
int m_nodesAllocPos;
|
||||
int m_nodesAllocSize;
|
||||
tri_t* m_triAlloc;
|
||||
int m_triAllocPos;
|
||||
int m_triAllocSize;
|
||||
|
||||
const float* m_vertices;
|
||||
const int* m_indices;
|
||||
};
|
||||
|
@ -2,6 +2,7 @@
|
||||
#include "sbre/sbre.h"
|
||||
#include "glfreetype.h"
|
||||
#include "gui.h"
|
||||
#include "collider/geom_tree.h"
|
||||
|
||||
static SDL_Surface* g_screen;
|
||||
static int g_width, g_height;
|
||||
@ -11,6 +12,7 @@ static int g_mouseButton[5];
|
||||
static int g_model = 0; /* sbre model number. Set with argc. */
|
||||
static float g_zbias;
|
||||
|
||||
static GLuint mytexture;
|
||||
|
||||
static void PollEvents(void) {
|
||||
SDL_Event event;
|
||||
@ -152,6 +154,78 @@ static void render_coll_mesh(const CollMesh* m) {
|
||||
glEnable(GL_LIGHTING);
|
||||
}
|
||||
|
||||
float foo[512][512];
|
||||
float aspectRatio = 1.0;
|
||||
float camera_zoom = 1.0;
|
||||
static void raytraceCollMesh(vector3f camPos, vector3f camera_up, vector3f camera_forward, GeomTree* geomtree) {
|
||||
memset(foo, 0, sizeof(float)*512*512);
|
||||
|
||||
vector3f toPoint, xMov, yMov;
|
||||
|
||||
vector3f topLeft, topRight, botRight, cross;
|
||||
topLeft = topRight = botRight = camera_forward + camera_zoom;
|
||||
cross = vector3f::Cross (camera_forward, camera_up) * aspectRatio;
|
||||
topLeft = topLeft + camera_up - cross;
|
||||
topRight = topRight + camera_up + cross;
|
||||
botRight = botRight - camera_up + cross;
|
||||
|
||||
xMov = topRight - topLeft;
|
||||
yMov = botRight - topRight;
|
||||
float xstep = 1.0f / 512;
|
||||
float ystep = 1.0f / 512;
|
||||
float xpos, ypos;
|
||||
ypos = 0.0f;
|
||||
|
||||
Uint32 t = SDL_GetTicks();
|
||||
for(int y = 0; y < 512; y++, ypos += ystep) {
|
||||
xpos = 0.0f;
|
||||
for(int x = 0; x < 512; x++, xpos += xstep) {
|
||||
toPoint = topLeft + (xMov * xpos) + (yMov*ypos);
|
||||
toPoint.Normalize();
|
||||
toPoint *= 10000;
|
||||
|
||||
isect_t isect;
|
||||
geomtree->TraceRay(camPos, toPoint, &isect);
|
||||
|
||||
if(isect.triIdx != -1) {
|
||||
foo[x][y] = 10.0/isect.dist;
|
||||
} else {
|
||||
foo[x][y] = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
printf("%3f million rays/sec\n", (512*512)/(1000.0*(SDL_GetTicks()-t)));
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 512, 512, 0, GL_LUMINANCE, GL_FLOAT, foo);
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_LIGHTING);
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
glOrtho(0, 1, 0, 1, -1, 1);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
glActiveTextureARB(GL_TEXTURE0_ARB);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glDisable(GL_LIGHTING);
|
||||
glBindTexture(GL_TEXTURE_2D, mytexture);
|
||||
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
||||
glBegin(GL_TRIANGLE_FAN);
|
||||
glTexCoord2i(1,1);
|
||||
glVertex3f(1,1,0);
|
||||
glTexCoord2i(0,1);
|
||||
glVertex3f(0,1,0);
|
||||
glTexCoord2i(0,0);
|
||||
glVertex3f(0,0,0);
|
||||
glTexCoord2i(1,0);
|
||||
glVertex3f(1,0,0);
|
||||
glEnd();
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
printf("done..\n");
|
||||
}
|
||||
|
||||
void Viewer::MainLoop(void) {
|
||||
matrix4x4d rot = matrix4x4d::Identity();
|
||||
float distance = 100;
|
||||
@ -160,6 +234,10 @@ void Viewer::MainLoop(void) {
|
||||
CollMesh* cmesh = (CollMesh*)calloc(1, sizeof(CollMesh));
|
||||
sbreGenCollMesh(cmesh, g_model, ¶ms, 1.0f);
|
||||
|
||||
Uint32 t= SDL_GetTicks();
|
||||
GeomTree* geomtree = new GeomTree(cmesh->ni/3, cmesh->pVertex, cmesh->pIndex);
|
||||
printf("Geom tree build in $dms\n", SDL_GetTicks() -t);
|
||||
|
||||
for(;;) {
|
||||
PollEvents();
|
||||
|
||||
@ -186,6 +264,7 @@ void Viewer::MainLoop(void) {
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glPushAttrib(GL_ALL_ATTRIB_BITS);
|
||||
if(!g_renderCollMesh) {
|
||||
SetSbreParams();
|
||||
sbreSetViewport(g_width, g_height, g_width*0.5, 1.0f, 10000.0f, 0.0f, 1.0f);
|
||||
sbreSetDirLight(lightCol, lightDir);
|
||||
@ -205,6 +284,15 @@ void Viewer::MainLoop(void) {
|
||||
//sbreRenderCollMesh(cmesh, &p, &m);
|
||||
}
|
||||
else sbreRenderModel(&p, &m, g_model, ¶ms);
|
||||
|
||||
} else {
|
||||
vector3d _p = rot * vector3d(0,0,-distance);
|
||||
vector3f camPos(_p.x, _p.y, _p.z);
|
||||
vector3f forward = -vector3f::Normalize(camPos);
|
||||
vector3f up = vector3f::Cross(vector3f(0,1,0), forward);
|
||||
up.Normalize();
|
||||
raytraceCollMesh(camPos, up, forward, geomtree);
|
||||
}
|
||||
glPopAttrib();
|
||||
|
||||
Gui::Draw();
|
||||
@ -213,6 +301,7 @@ void Viewer::MainLoop(void) {
|
||||
g_frameTime = (SDL_GetTicks() - lastFoo) * 0.001;
|
||||
lastFoo = SDL_GetTicks();
|
||||
}
|
||||
delete geomtree;
|
||||
}
|
||||
|
||||
int main(int argc, char** argv) {
|
||||
@ -272,6 +361,13 @@ int main(int argc, char** argv) {
|
||||
glEnable(GL_LIGHT0);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
glGenTextures(1, &mytexture);
|
||||
glBindTexture(GL_TEXTURE_2D, mytexture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
glClearColor(0,0,0,0);
|
||||
glViewport(0,0, g_width, g_height);
|
||||
GLFTInit();
|
||||
|
Loading…
Reference in New Issue
Block a user