use rand::seq::SliceRandom; use ray_tracing_core::{ prelude::*, scene::{Intersection, LightSample, Scene}, }; use sampling::sample_triangle; use std::sync::Arc; type Index = u32; #[derive(Debug)] pub struct TriangleBVH { vertices: Vec, triangles: Vec, materials: Arc<[BVHMaterial]>, bvh: Vec, lights: Vec, } impl Clone for TriangleBVH { fn clone(&self) -> Self { Self { vertices: self.vertices.clone(), triangles: self.triangles.clone(), materials: Arc::clone(&self.materials), bvh: self.bvh.clone(), lights: self.lights.clone(), } } } #[derive(Debug)] pub struct BVHMaterial { pub material: Option>>, pub light: Option>>, } impl BVHMaterial { pub fn new_material + 'static>(material: M) -> Self { Self { material: Some(Box::new(material)), light: None, } } pub fn new_light + 'static>(light: L) -> Self { Self { material: None, light: Some(Box::new(light)), } } pub fn new_material_light + 'static, L: Light + 'static>( material: M, light: L, ) -> Self { Self { material: Some(Box::new(material)), light: Some(Box::new(light)), } } pub fn new_empty() -> Self { Self { material: None, light: None, } } } #[derive(Debug, Clone, Copy)] enum Node { Inner { left: Index, left_aabb: AABB, right: Index, right_aabb: AABB, }, Leaf { start: Index, count: Index, }, } #[derive(Debug, Clone, Copy)] pub struct Triangle { vertices: [Index; 3], material: Index, } impl Triangle { pub fn new(vertices: [Index; 3], material: Index) -> Self { Triangle { vertices, material } } } fn triangle_intersection(ray: Ray, v: [Pos3; 3]) -> Option { let e1 = v[1] - v[0]; let e2 = v[2] - v[0]; let ray_cross_e2 = Dir3::cross(ray.dir(), e2); let det = e1.dot(ray_cross_e2); if det > -f32::EPSILON && det < f32::EPSILON { return None; // This ray is parallel to this triangle. } let inv_det = 1.0 / det; let s = ray.start() - v[0]; let u = inv_det * s.dot(ray_cross_e2); if !(0.0..=1.0).contains(&u) { return None; } let s_cross_e1 = s.cross(e1); let v = inv_det * Dir3::dot(ray.dir(), s_cross_e1); if v < 0.0 || u + v > 1.0 { return None; } // At this stage we can compute t to find out where the intersection point is on the line. let t = inv_det * e2.dot(s_cross_e1); if t > Float::EPSILON { // ray intersection Some(t) } else { // This means that there is a line intersection but not a ray intersection. None } } fn triangle_normal(v: [Pos3; 3]) -> Dir3 { let e1 = v[1] - v[0]; let e2 = v[2] - v[0]; Dir3::cross(e1, e2) } fn calculate_aabb(vertices: &[Pos3], triangles: &[Triangle]) -> AABB { let mut aabb = AABB::new( vertices[triangles[0].vertices[0] as usize], vertices[triangles[0].vertices[1] as usize], ); aabb = aabb.extend(vertices[triangles[0].vertices[2] as usize]); for t in triangles.iter().skip(1) { for v in t.vertices { aabb = aabb.extend(vertices[v as usize]); } } aabb } fn build_bvh( vertices: &[Pos3], triangles: &mut [Triangle], bvh: &mut Vec, node: usize, aabb: AABB, ) { let (start, count) = if let Node::Leaf { start, count } = bvh[node] { (start, count) } else { unreachable!() }; if count < 8 { return; } let size = aabb.size(); let dim = if size.x() > Float::max(size.y(), size.z()) { 0 } else if size.y() > Float::max(size.x(), size.z()) { 1 } else { 2 }; let get_key = |t: &Triangle| { t.vertices .iter() .map(|&v| vertices[v as usize][dim]) .sum::() / 3.0 }; triangles.sort_by(|a, b| get_key(a).partial_cmp(&get_key(b)).unwrap()); let (left_range, right_range) = triangles.split_at_mut((count / 2) as usize); let left_aabb = calculate_aabb(vertices, left_range); let right_aabb = calculate_aabb(vertices, right_range); let i = bvh.len() as Index; bvh[node] = Node::Inner { left: i, left_aabb, right: i + 1, right_aabb, }; bvh.push(Node::Leaf { start, count: left_range.len() as Index, }); bvh.push(Node::Leaf { start: start + left_range.len() as Index, count: right_range.len() as Index, }); build_bvh(vertices, left_range, bvh, i as usize, left_aabb); build_bvh(vertices, right_range, bvh, i as usize + 1, right_aabb); } impl TriangleBVH { pub fn new( vertices: Vec, mut triangles: Vec, materials: Vec>, ) -> Self { let mut bvh = vec![Node::Leaf { start: 0, count: triangles.len() as Index, }]; let aabb = calculate_aabb(&vertices, &triangles); let lights: Vec<_> = triangles .iter() .filter(|f| materials[f.material as usize].light.is_some()) .map(Triangle::clone) .collect(); build_bvh(&vertices, &mut triangles, &mut bvh, 0, aabb); Self { vertices, bvh, triangles, materials: materials.into(), lights, } } fn get_vertices_from_index(&self, triangle: Index) -> [Pos3; 3] { self.get_vertices(&self.triangles[triangle as usize]) } fn get_vertices(&self, triangle: &Triangle) -> [Pos3; 3] { [ self.vertices[triangle.vertices[0] as usize], self.vertices[triangle.vertices[1] as usize], self.vertices[triangle.vertices[2] as usize], ] } fn intersect_bvh( &self, node: Index, ray: Ray, min: Float, max: Float, ) -> Option<(Index, Float)> { match self.bvh[node as usize] { Node::Inner { left, left_aabb, right, right_aabb, } => { let left_intersect = left_aabb.intersect_ray(ray, min, max); let right_intersect = right_aabb.intersect_ray(ray, min, max); match (left_intersect, right_intersect) { (None, None) => None, (None, Some(_)) => self.intersect_bvh(right, ray, min, max), (Some(_), None) => self.intersect_bvh(left, ray, min, max), (Some(l), Some(r)) => { let close; let far; if l < r { close = left; far = right; } else { close = right; far = left; } if let Some(close_intersect) = self.intersect_bvh(close, ray, min, max) { if let Some(far_intersect) = self .intersect_bvh(far, ray, min, Float::min(max, close_intersect.1)) .filter(|far_intersect| far_intersect.1 < close_intersect.1) { Some(far_intersect) } else { Some(close_intersect) } } else { self.intersect_bvh(far, ray, min, max) } } } } Node::Leaf { start, count } => { let mut intersection = None; for i in start..(start + count) { if let Some(t) = triangle_intersection(ray, self.get_vertices_from_index(i)) { if min <= t && t <= max && !intersection.is_some_and(|(_, old_t)| t > old_t) { intersection.replace((i, t)); } } } intersection } } } } impl Scene for TriangleBVH { fn intersect( &self, ray: Ray, min: Float, max: Float, ) -> Option> { let (i, t) = self.intersect_bvh(0, ray, min, max)?; let triangle = self.triangles[i as usize]; let material = &self.materials[triangle.material as usize]; let n = triangle_normal(self.get_vertices_from_index(i)); let area = n.length() * 0.5; Some(Intersection::new( t, n.normalize(), material.material.as_deref(), material.light.as_deref(), 1.0 / ((self.lights.len() as Float) * area), )) } fn sample_light( &self, _w_in: Dir3, _intersection: &Intersection<'_, R>, rng: &mut R, ) -> Option> { let t = self.lights.choose(rng); if let Some(t) = t { let light = self.materials[t.material as usize] .light .as_ref() .unwrap() .as_ref(); let b = sample_triangle(rng.gen()); let n = triangle_normal(self.get_vertices(t)); let area = n.length() * 0.5; Some(LightSample::new( Pos3::from_barycentric(self.get_vertices(t), b), 1.0 / ((self.lights.len() as Float) * area), n.normalize(), light, )) } else { None } } }