This lets certain operations, especially matrix inversion, be quite a bit faster. And we don't need anything beyond affine transformations anyway.
324 lines
14 KiB
Rust
324 lines
14 KiB
Rust
#![allow(dead_code)]
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use kioku::Arena;
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use crate::{
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accel::BVH4,
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bbox::BBox,
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boundable::Boundable,
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lerp::lerp_slice,
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math::{cross, dot, Normal, Point, Transform},
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ray::{RayBatch, RayStack},
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shading::SurfaceShader,
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};
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use super::{triangle, Surface, SurfaceIntersection, SurfaceIntersectionData};
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const MAX_LEAF_TRIANGLE_COUNT: usize = 3;
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#[derive(Copy, Clone, Debug)]
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pub struct TriangleMesh<'a> {
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time_sample_count: usize,
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vertices: &'a [Point], // Vertices, with the time samples for each vertex stored contiguously
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normals: Option<&'a [Normal]>, // Vertex normals, organized the same as `vertices`
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indices: &'a [(u32, u32, u32, u32)], // (v0_idx, v1_idx, v2_idx, original_tri_idx)
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accel: BVH4<'a>,
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}
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impl<'a> TriangleMesh<'a> {
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pub fn from_verts_and_indices<'b>(
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arena: &'b Arena,
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verts: &[Vec<Point>],
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vert_normals: &Option<Vec<Vec<Normal>>>,
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tri_indices: &[(usize, usize, usize)],
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) -> TriangleMesh<'b> {
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let vert_count = verts[0].len();
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let time_sample_count = verts.len();
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// Copy verts over to a contiguous area of memory, reorganizing them
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// so that each vertices' time samples are contiguous in memory.
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let vertices = {
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let vertices = arena.alloc_array_uninit(vert_count * time_sample_count);
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for vi in 0..vert_count {
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for ti in 0..time_sample_count {
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unsafe {
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*vertices[(vi * time_sample_count) + ti].as_mut_ptr() = verts[ti][vi];
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}
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}
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}
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unsafe { std::mem::transmute(vertices) }
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};
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// Copy vertex normals, if any, organizing them the same as vertices
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// above.
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let normals = match vert_normals {
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Some(ref vnors) => {
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let normals = arena.alloc_array_uninit(vert_count * time_sample_count);
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for vi in 0..vert_count {
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for ti in 0..time_sample_count {
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unsafe {
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*normals[(vi * time_sample_count) + ti].as_mut_ptr() = vnors[ti][vi];
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}
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}
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}
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unsafe { Some(std::mem::transmute(&normals[..])) }
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}
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None => None,
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};
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// Copy triangle vertex indices over, appending the triangle index itself to the tuple
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let indices: &mut [(u32, u32, u32, u32)] = {
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let indices = arena.alloc_array_uninit(tri_indices.len());
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for (i, tri_i) in tri_indices.iter().enumerate() {
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unsafe {
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*indices[i].as_mut_ptr() =
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(tri_i.0 as u32, tri_i.2 as u32, tri_i.1 as u32, i as u32);
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}
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}
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unsafe { std::mem::transmute(indices) }
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};
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// Create bounds array for use during BVH construction
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let bounds = {
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let mut bounds = Vec::with_capacity(indices.len() * time_sample_count);
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for tri in tri_indices {
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for ti in 0..time_sample_count {
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let p0 = verts[ti][tri.0];
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let p1 = verts[ti][tri.1];
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let p2 = verts[ti][tri.2];
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let minimum = p0.min(p1.min(p2));
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let maximum = p0.max(p1.max(p2));
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bounds.push(BBox::from_points(minimum, maximum));
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}
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}
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bounds
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};
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// Build BVH
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let accel = BVH4::from_objects(arena, &mut indices[..], MAX_LEAF_TRIANGLE_COUNT, |tri| {
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&bounds
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[(tri.3 as usize * time_sample_count)..((tri.3 as usize + 1) * time_sample_count)]
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});
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TriangleMesh {
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time_sample_count: time_sample_count,
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vertices: vertices,
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normals: normals,
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indices: indices,
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accel: accel,
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}
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}
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}
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impl<'a> Boundable for TriangleMesh<'a> {
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fn bounds(&self) -> &[BBox] {
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self.accel.bounds()
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}
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}
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impl<'a> Surface for TriangleMesh<'a> {
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fn intersect_rays(
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&self,
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rays: &mut RayBatch,
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ray_stack: &mut RayStack,
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isects: &mut [SurfaceIntersection],
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shader: &dyn SurfaceShader,
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space: &[Transform],
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) {
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// Precalculate transform for non-motion blur cases
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let static_mat_space = if space.len() == 1 {
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lerp_slice(space, 0.0).inverse()
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} else {
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Transform::new()
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};
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self.accel
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.traverse(rays, ray_stack, |idx_range, rays, ray_stack| {
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let tri_count = idx_range.end - idx_range.start;
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// Build the triangle cache if we can!
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let is_cached = ray_stack.ray_count_in_next_task() >= tri_count
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&& self.time_sample_count == 1
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&& space.len() <= 1;
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let mut tri_cache = [std::mem::MaybeUninit::uninit(); MAX_LEAF_TRIANGLE_COUNT];
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if is_cached {
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for tri_idx in idx_range.clone() {
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let i = tri_idx - idx_range.start;
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let tri_indices = self.indices[tri_idx];
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// For static triangles with static transforms, cache them.
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unsafe {
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*tri_cache[i].as_mut_ptr() = (
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self.vertices[tri_indices.0 as usize],
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self.vertices[tri_indices.1 as usize],
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self.vertices[tri_indices.2 as usize],
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);
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if !space.is_empty() {
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(*tri_cache[i].as_mut_ptr()).0 =
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(*tri_cache[i].as_mut_ptr()).0 * static_mat_space;
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(*tri_cache[i].as_mut_ptr()).1 =
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(*tri_cache[i].as_mut_ptr()).1 * static_mat_space;
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(*tri_cache[i].as_mut_ptr()).2 =
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(*tri_cache[i].as_mut_ptr()).2 * static_mat_space;
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}
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}
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}
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}
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// Test each ray against the triangles.
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ray_stack.do_next_task(|ray_idx| {
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let ray_idx = ray_idx as usize;
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if rays.is_done(ray_idx) {
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return;
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}
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let ray_time = rays.time(ray_idx);
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// Calculate the ray space, if necessary.
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let mat_space = if space.len() > 1 {
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// Per-ray transform, for motion blur
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lerp_slice(space, ray_time).inverse()
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} else {
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static_mat_space
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};
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// Iterate through the triangles and test the ray against them.
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let mut non_shadow_hit = false;
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let mut hit_tri = std::mem::MaybeUninit::uninit();
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let mut hit_tri_indices = std::mem::MaybeUninit::uninit();
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let mut hit_tri_data = std::mem::MaybeUninit::uninit();
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let ray_pre = triangle::RayTriPrecompute::new(rays.dir(ray_idx));
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for tri_idx in idx_range.clone() {
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let tri_indices = self.indices[tri_idx];
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// Get triangle if necessary
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let tri = if is_cached {
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let i = tri_idx - idx_range.start;
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unsafe { tri_cache[i].assume_init() }
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} else {
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let mut tri = if self.time_sample_count == 1 {
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// No deformation motion blur, so fast-path it.
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(
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self.vertices[tri_indices.0 as usize],
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self.vertices[tri_indices.1 as usize],
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self.vertices[tri_indices.2 as usize],
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)
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} else {
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// Deformation motion blur, need to interpolate.
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let p0_slice = &self.vertices[(tri_indices.0 as usize
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* self.time_sample_count)
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..((tri_indices.0 as usize + 1) * self.time_sample_count)];
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let p1_slice = &self.vertices[(tri_indices.1 as usize
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* self.time_sample_count)
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..((tri_indices.1 as usize + 1) * self.time_sample_count)];
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let p2_slice = &self.vertices[(tri_indices.2 as usize
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* self.time_sample_count)
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..((tri_indices.2 as usize + 1) * self.time_sample_count)];
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let p0 = lerp_slice(p0_slice, ray_time);
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let p1 = lerp_slice(p1_slice, ray_time);
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let p2 = lerp_slice(p2_slice, ray_time);
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(p0, p1, p2)
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};
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if !space.is_empty() {
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tri.0 = tri.0 * mat_space;
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tri.1 = tri.1 * mat_space;
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tri.2 = tri.2 * mat_space;
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}
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tri
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};
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// Test ray against triangle
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if let Some((t, b0, b1, b2)) = triangle::intersect_ray(
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rays.orig(ray_idx),
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ray_pre,
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rays.max_t(ray_idx),
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tri,
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) {
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if rays.is_occlusion(ray_idx) {
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isects[ray_idx] = SurfaceIntersection::Occlude;
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rays.mark_done(ray_idx);
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break;
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} else {
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non_shadow_hit = true;
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rays.set_max_t(ray_idx, t);
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unsafe {
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*hit_tri.as_mut_ptr() = tri;
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*hit_tri_indices.as_mut_ptr() = tri_indices;
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*hit_tri_data.as_mut_ptr() = (t, b0, b1, b2);
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}
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}
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}
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}
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// Calculate intersection data if necessary.
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if non_shadow_hit {
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let hit_tri = unsafe { hit_tri.assume_init() };
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let (t, b0, b1, b2) = unsafe { hit_tri_data.assume_init() };
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// Calculate intersection point and error magnitudes
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let (pos, pos_err) = triangle::surface_point(hit_tri, (b0, b1, b2));
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// Calculate geometric surface normal
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let geo_normal =
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cross(hit_tri.0 - hit_tri.1, hit_tri.0 - hit_tri.2).into_normal();
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// Calculate interpolated surface normal, if any
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let shading_normal = if let Some(normals) = self.normals {
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let hit_tri_indices = unsafe { hit_tri_indices.assume_init() };
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let n0_slice = &normals[(hit_tri_indices.0 as usize
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* self.time_sample_count)
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..((hit_tri_indices.0 as usize + 1) * self.time_sample_count)];
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let n1_slice = &normals[(hit_tri_indices.1 as usize
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* self.time_sample_count)
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..((hit_tri_indices.1 as usize + 1) * self.time_sample_count)];
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let n2_slice = &normals[(hit_tri_indices.2 as usize
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* self.time_sample_count)
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..((hit_tri_indices.2 as usize + 1) * self.time_sample_count)];
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let n0 = lerp_slice(n0_slice, ray_time).normalized();
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let n1 = lerp_slice(n1_slice, ray_time).normalized();
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let n2 = lerp_slice(n2_slice, ray_time).normalized();
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let s_nor = ((n0 * b0) + (n1 * b1) + (n2 * b2)) * mat_space;
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if dot(s_nor, geo_normal) >= 0.0 {
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s_nor
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} else {
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-s_nor
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}
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} else {
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geo_normal
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};
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let intersection_data = SurfaceIntersectionData {
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incoming: rays.dir(ray_idx),
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t: t,
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pos: pos,
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pos_err: pos_err,
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nor: shading_normal,
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nor_g: geo_normal,
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local_space: mat_space,
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sample_pdf: 0.0,
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};
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// Fill in intersection data
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isects[ray_idx] = SurfaceIntersection::Hit {
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intersection_data: intersection_data,
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closure: shader.shade(&intersection_data, ray_time),
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};
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}
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});
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ray_stack.pop_task();
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});
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}
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}
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