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BVH.h
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BVH.h
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/*
* Copyright (c) 2009-2011, NVIDIA Corporation
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of NVIDIA Corporation nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL <COPYRIGHT HOLDER> BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#pragma once
#include "Scene.h"
#include "BVHNode.h"
#include <cstdio>
#include <string>
typedef float F32;
struct RayStats
{
RayStats() { clear(); }
void clear() { memset(this, 0, sizeof(RayStats)); } /// platform.getName().getPtr
void print() const { if (numRays>0) printf("Ray stats: (%s) %d rays, %.1f tris/ray, %.1f nodes/ray (cost=%.2f) %.2f treelets/ray\n", platform.getName().c_str(), numRays, 1.f*numTriangleTests / numRays, 1.f*numNodeTests / numRays, (platform.getSAHTriangleCost()*numTriangleTests / numRays + platform.getSAHNodeCost()*numNodeTests / numRays), 1.f*numTreelets / numRays); }
S32 numRays;
S32 numTriangleTests;
S32 numNodeTests;
S32 numTreelets;
Platform platform; // set by whoever sets the stats
};
class BVH
{
public:
struct Stats
{
Stats() { clear(); }
void clear() { memset(this, 0, sizeof(Stats)); }
void print() const {} //printf("Tree stats: [bfactor=%d] %d nodes (%d+%d), %.2f SAHCost, %.1f children/inner, %.1f tris/leaf\n", branchingFactor, numLeafNodes + numInnerNodes, numLeafNodes, numInnerNodes, SAHCost, 1.f*numChildNodes / max1i(numInnerNodes, 1), 1.f*numTris / max1i(numLeafNodes, 1)); }
F32 SAHCost; // Surface Area Heuristic cost
S32 branchingFactor;
S32 numInnerNodes;
S32 numLeafNodes;
S32 numChildNodes;
S32 numTris;
};
struct BuildParams
{
Stats* stats;
bool enablePrints;
F32 splitAlpha; // spatial split area threshold, see Nvidia paper on SBVH by Martin Stich, usually 0.05
BuildParams(void)
{
stats = NULL;
enablePrints = true;
splitAlpha = 1.0e-5f;
}
};
public:
BVH(Scene* scene, const Platform& platform, const BuildParams& params);
~BVH(void) { if (m_root) m_root->deleteSubtree(); }
Scene* getScene(void) const { return m_scene; }
const Platform& getPlatform(void) const { return m_platform; }
BVHNode* getRoot(void) const { return m_root; }
Array<S32>& getTriIndices(void) { return m_triIndices; }
const Array<S32>& getTriIndices(void) const { return m_triIndices; }
private:
Scene* m_scene;
Platform m_platform;
BVHNode* m_root;
Array<S32> m_triIndices;
};