aurora-rendering-engine/include/are/acceleration/bvh.h

110 lines
2.6 KiB
C++

/**
* @file bvh.h
* @brief BVH interface and traversal
*/
#ifndef ARE_INCLUDE_ACCELERATION_BVH_H
#define ARE_INCLUDE_ACCELERATION_BVH_H
#include <are/core/types.h>
#include <are/acceleration/bvh_node.h>
#include <are/acceleration/bvh_builder.h>
#include <are/geometry/triangle.h>
#include <are/raytracer/ray.h>
#include <are/raytracer/hit_record.h>
#include <vector>
namespace are {
/**
* @class BVH
* @brief Bounding Volume Hierarchy for ray tracing acceleration
*/
class BVH {
public:
/**
* @brief Constructor
*/
BVH();
/**
* @brief Destructor
*/
~BVH();
/**
* @brief Build BVH from triangle list
* @param triangles Triangle list
* @param config Build configuration
* @return true if build succeeded
*/
bool build(const std::vector<Triangle>& triangles,
const BVHBuildConfig& config = BVHBuildConfig());
/**
* @brief Traverse BVH and find closest intersection
* @param ray Ray to trace
* @param hit Output hit record
* @return true if intersection found
*/
bool intersect(const Ray& ray, HitRecord& hit) const;
/**
* @brief Fast occlusion test (any hit)
* @param ray Ray to trace
* @param t_max Maximum t value
* @return true if any intersection found
*/
bool intersect_any(const Ray& ray, Real t_max) const;
/**
* @brief Check if BVH is built
* @return true if built
*/
bool is_built() const { return !nodes_.empty(); }
/**
* @brief Get BVH nodes (for GPU upload)
* @return Node array
*/
const std::vector<BVHNode>& get_nodes() const { return nodes_; }
/**
* @brief Get primitive indices
* @return Index array
*/
const std::vector<uint32_t>& get_primitive_indices() const {
return primitive_indices_;
}
/**
* @brief Get triangles
* @return Triangle array
*/
const std::vector<Triangle>& get_triangles() const { return triangles_; }
/**
* @brief Get memory usage in bytes
* @return Memory usage
*/
size_t get_memory_usage() const;
/**
* @brief Clear BVH data
*/
void clear();
private:
bool intersect_recursive(uint32_t node_index, const Ray& ray, HitRecord& hit) const;
bool intersect_any_recursive(uint32_t node_index, const Ray& ray, Real t_max) const;
std::vector<BVHNode> nodes_; ///< BVH nodes
std::vector<uint32_t> primitive_indices_; ///< Primitive index array
std::vector<Triangle> triangles_; ///< Triangle data
uint32_t root_index_; ///< Root node index
};
} // namespace are
#endif // ARE_INCLUDE_ACCELERATION_BVH_H