rtiow: implement triangle renderer that uses BVH internally.
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rtiow/renderer/src/bvh_triangles.rs
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294
rtiow/renderer/src/bvh_triangles.rs
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/// Implementation based on blog post @
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/// https://jacco.ompf2.com/2022/04/13/how-to-build-a-bvh-part-1-basics/
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use std::f32::EPSILON;
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use stl::STL;
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use crate::{
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aabb::AABB,
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hitable::{Hit, HitRecord},
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material::Material,
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ray::Ray,
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vec3::{cross, dot, Vec3},
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};
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#[derive(Debug)]
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struct BVHNode {
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aabb: AABB,
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left_child: usize,
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right_child: usize,
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first_prim: usize,
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prim_count: usize,
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}
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impl BVHNode {
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fn is_leaf(&self) -> bool {
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self.prim_count > 0
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}
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}
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#[derive(Debug)]
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pub struct Triangle {
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centroid: Vec3,
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verts: [Vec3; 3],
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}
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#[derive(Debug)]
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pub struct BVHTriangles<M>
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where
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M: Material,
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{
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pub triangles: Vec<Triangle>,
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material: M,
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bvh_nodes: Vec<BVHNode>,
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}
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const ROOT_NODE_IDX: usize = 0;
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impl<M> BVHTriangles<M>
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where
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M: Material,
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{
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pub fn new(stl: &STL, material: M) -> BVHTriangles<M> {
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let triangles: Vec<_> = stl
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.triangles
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.iter()
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.map(|t| {
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let v0 = t.verts[0];
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let v1 = t.verts[1];
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let v2 = t.verts[2];
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let centroid = (v0 + v1 + v2) * 0.3333;
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Triangle {
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centroid,
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verts: [v0, v1, v2],
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}
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})
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.collect();
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let n = 2 * triangles.len() - 2;
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let bvh_nodes = Vec::with_capacity(n);
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let mut bvh = BVHTriangles {
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triangles,
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bvh_nodes,
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material,
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};
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bvh.build_bvh();
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bvh
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}
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fn build_bvh(&mut self) {
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// assign all triangles to root node
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let root = BVHNode {
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aabb: AABB::new(0f32.into(), 0f32.into()),
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left_child: 0,
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right_child: 0,
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first_prim: 0,
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prim_count: self.triangles.len() - 1,
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};
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self.bvh_nodes.push(root);
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self.update_node_bounds(ROOT_NODE_IDX);
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// subdivide recursively
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self.subdivide(ROOT_NODE_IDX);
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}
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fn update_node_bounds(&mut self, node_idx: usize) {
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let node = &mut self.bvh_nodes[node_idx];
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let mut aabb_min: Vec3 = f32::MAX.into();
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let mut aabb_max: Vec3 = f32::MIN.into();
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for i in node.first_prim..node.prim_count {
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let leaf_tri = &self.triangles[i];
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aabb_min = vec3::min(aabb_min, leaf_tri.verts[0]);
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aabb_min = vec3::min(aabb_min, leaf_tri.verts[1]);
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aabb_min = vec3::min(aabb_min, leaf_tri.verts[2]);
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aabb_max = vec3::max(aabb_max, leaf_tri.verts[0]);
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aabb_max = vec3::max(aabb_max, leaf_tri.verts[1]);
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aabb_max = vec3::max(aabb_max, leaf_tri.verts[2]);
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}
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node.aabb = AABB::new(aabb_min, aabb_max);
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}
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fn subdivide(&mut self, idx: usize) {
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// Early out if we're down to just 2 or less triangles
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if self.bvh_nodes[idx].prim_count <= 2 {
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return;
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}
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let (first_prim, prim_count, left_count, i) = {
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let node = &self.bvh_nodes[idx];
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// Compute split plane and position.
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let extent = node.aabb.min() - node.aabb.max();
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let axis = node.aabb.longest_axis();
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let split_pos = node.aabb.min()[axis] + extent[axis] * 0.5;
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// Split the group in two halves.
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let mut i = node.first_prim as isize;
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let mut j = i + node.prim_count as isize - 1;
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while i <= j {
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if self.triangles[i as usize].centroid[axis] < split_pos {
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i += 1;
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} else {
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self.triangles.swap(i as usize, j as usize);
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j -= 1;
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}
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}
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// Create child nodes for each half.
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let left_count = i as usize - node.first_prim;
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if left_count == 0 || left_count == node.prim_count {
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return;
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}
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(node.first_prim, node.prim_count, left_count, i)
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};
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// create child nodes
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let left_child_idx = self.bvh_nodes.len();
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let right_child_idx = self.bvh_nodes.len() + 1;
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let left = BVHNode {
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aabb: AABB::new(0f32.into(), 0f32.into()),
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left_child: 0,
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right_child: 0,
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first_prim: first_prim,
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prim_count: left_count,
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};
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let right = BVHNode {
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aabb: AABB::new(0f32.into(), 0f32.into()),
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left_child: 0,
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right_child: 0,
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first_prim: i as usize,
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prim_count: prim_count - left_count,
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};
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self.bvh_nodes.push(left);
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self.bvh_nodes.push(right);
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let node = &mut self.bvh_nodes[idx];
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node.left_child = left_child_idx;
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node.right_child = right_child_idx;
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node.prim_count = 0;
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// Recurse
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self.update_node_bounds(left_child_idx);
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self.update_node_bounds(right_child_idx);
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self.subdivide(left_child_idx);
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self.subdivide(right_child_idx);
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}
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fn intersect_bvh(&self, r: Ray, node_idx: usize, t_min: f32, t_max: f32) -> Option<HitRecord> {
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let node = &self.bvh_nodes[node_idx];
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if !node.aabb.hit(r, t_min, t_max) {
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return None;
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}
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if node.is_leaf() {
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for tri in &self.triangles {
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if let Some(RayTriangleResult { t, p }) =
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ray_triangle_intersect_moller_trumbore(r, tri)
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{
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//if let Some(RayTriangleResult { t, p }) = ray_triangle_intersect_geometric(r, tri) {
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// We don't support UV (yet?).
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let uv = (0.5, 0.5);
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let v0 = tri.verts[0];
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let v1 = tri.verts[1];
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let v2 = tri.verts[2];
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let v0v1 = v1 - v0;
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let v0v2 = v2 - v0;
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let normal = cross(v0v1, v0v2);
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return Some(HitRecord {
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t,
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uv,
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p,
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normal,
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material: &self.material,
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});
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}
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}
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} else {
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let hr = self.intersect_bvh(r, node.left_child, t_min, t_max);
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if hr.is_some() {
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return hr;
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}
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let hr = self.intersect_bvh(r, node.left_child + 1, t_min, t_max);
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if hr.is_some() {
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return hr;
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}
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}
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None
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}
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}
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impl<M> Hit for BVHTriangles<M>
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where
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M: Material,
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{
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fn hit(&self, r: Ray, t_min: f32, t_max: f32) -> Option<HitRecord> {
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self.intersect_bvh(r, 0, t_min, t_max)
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}
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fn bounding_box(&self, _t_min: f32, _t_max: f32) -> Option<AABB> {
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Some(self.bvh_nodes[0].aabb)
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}
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}
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struct RayTriangleResult {
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t: f32,
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p: Vec3,
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}
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///
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/// Based on https://www.scratchapixel.com/lessons/3d-basic-rendering/ray-tracing-rendering-a-triangle/moller-trumbore-ray-triangle-intersection.html
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fn ray_triangle_intersect_moller_trumbore(r: Ray, tri: &Triangle) -> Option<RayTriangleResult> {
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// #ifdef MOLLER_TRUMBORE
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// Vec3f v0v1 = v1 - v0;
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// Vec3f v0v2 = v2 - v0;
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// Vec3f pvec = dir.crossProduct(v0v2);
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// float det = v0v1.dotProduct(pvec);
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// #ifdef CULLING
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// // if the determinant is negative, the triangle is 'back facing'
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// // if the determinant is close to 0, the ray misses the triangle
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// if (det < kEpsilon) return false;
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// #else
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// // ray and triangle are parallel if det is close to 0
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// if (fabs(det) < kEpsilon) return false;
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// #endif
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// float invDet = 1 / det;
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//
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// Vec3f tvec = orig - v0;
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// u = tvec.dotProduct(pvec) * invDet;
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// if (u < 0 || u > 1) return false;
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//
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// Vec3f qvec = tvec.crossProduct(v0v1);
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// v = dir.dotProduct(qvec) * invDet;
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// if (v < 0 || u + v > 1) return false;
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//
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// t = v0v2.dotProduct(qvec) * invDet;
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//
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let v0 = tri.verts[0];
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let v1 = tri.verts[1];
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let v2 = tri.verts[2];
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let v0v1 = v1 - v0;
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let v0v2 = v2 - v0;
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let p = cross(r.direction, v0v2);
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let det = dot(v0v1, p);
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if det < EPSILON {
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return None;
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}
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let inv_det = 1. / det;
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let t = r.origin - v0;
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let u = dot(t, p) * inv_det;
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if u < 0. || u > 1. {
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return None;
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}
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let q = cross(t, v0v1);
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let v = dot(r.direction, q) * inv_det;
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if v < 0. || u + v > 1. {
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return None;
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}
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let t = dot(v0v2, q) * inv_det;
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if t > EPSILON {
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return Some(RayTriangleResult {
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t,
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p: r.origin + r.direction * t,
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});
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}
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None
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}
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@ -1,5 +1,6 @@
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pub mod aabb;
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pub mod bvh;
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pub mod bvh_triangles;
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pub mod camera;
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pub mod constant_medium;
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pub mod cuboid;
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@ -2,6 +2,7 @@ use std::io::{BufReader, Cursor};
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use stl::STL;
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use crate::{
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bvh_triangles::BVHTriangles,
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camera::Camera,
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hitable::Hit,
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hitable_list::HitableList,
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@ -12,7 +13,6 @@ use crate::{
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scale::Scale,
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sphere::Sphere,
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texture::ConstantTexture,
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triangles::Triangles,
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vec3::Vec3,
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};
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@ -102,12 +102,11 @@ pub fn new(opt: &Opt) -> Scene {
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)),
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// STL Mesh
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Box::new(Scale::new(
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Triangles::new(
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BVHTriangles::new(
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&stl_cube,
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Lambertian::new(ConstantTexture::new(Vec3::new(0.6, 0.6, 0.6))),
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1.,
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),
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0.5,
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200.,
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)),
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];
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let world: Box<dyn Hit> = if opt.use_accel {
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