ADD: BVH Selection ongoing
This commit is contained in:
@@ -78,6 +78,8 @@ add_executable (vulkan_engine
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scene/vk_scene.h
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scene/vk_scene.cpp
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scene/vk_scene_picking.cpp
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scene/mesh_bvh.h
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scene/mesh_bvh.cpp
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scene/vk_loader.h
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scene/vk_loader.cpp
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scene/tangent_space.h
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@@ -466,6 +466,7 @@ void VulkanEngine::draw()
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_lastPick.mesh = picked.sourceMesh;
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_lastPick.scene = picked.sourceScene;
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_lastPick.worldPos = fallbackPos;
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_lastPick.worldTransform = picked.transform;
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_lastPick.firstIndex = picked.firstIndex;
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_lastPick.indexCount = picked.indexCount;
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_lastPick.surfaceIndex = picked.surfaceIndex;
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@@ -496,6 +497,7 @@ void VulkanEngine::draw()
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_hoverPick.mesh = hoverObj.sourceMesh;
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_hoverPick.scene = hoverObj.sourceScene;
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_hoverPick.worldPos = hoverPos;
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_hoverPick.worldTransform = hoverObj.transform;
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_hoverPick.firstIndex = hoverObj.firstIndex;
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_hoverPick.indexCount = hoverObj.indexCount;
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_hoverPick.surfaceIndex = hoverObj.surfaceIndex;
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@@ -816,6 +818,7 @@ void VulkanEngine::run()
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_lastPick.mesh = hitObject.sourceMesh;
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_lastPick.scene = hitObject.sourceScene;
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_lastPick.worldPos = hitPos;
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_lastPick.worldTransform = hitObject.transform;
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_lastPick.firstIndex = hitObject.firstIndex;
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_lastPick.indexCount = hitObject.indexCount;
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_lastPick.surfaceIndex = hitObject.surfaceIndex;
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@@ -851,6 +854,7 @@ void VulkanEngine::run()
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// Use bounds origin transformed to world as a representative point.
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glm::vec3 centerWorld = glm::vec3(obj.transform * glm::vec4(obj.bounds.origin, 1.0f));
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info.worldPos = centerWorld;
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info.worldTransform = obj.transform;
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info.firstIndex = obj.firstIndex;
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info.indexCount = obj.indexCount;
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info.surfaceIndex = obj.surfaceIndex;
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@@ -121,6 +121,7 @@ public:
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MeshAsset *mesh = nullptr;
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LoadedGLTF *scene = nullptr;
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glm::vec3 worldPos{0.0f};
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glm::mat4 worldTransform{1.0f};
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uint32_t indexCount = 0;
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uint32_t firstIndex = 0;
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uint32_t surfaceIndex = 0;
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@@ -151,6 +152,8 @@ public:
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// Toggle to enable/disable ID-buffer picking in addition to raycast
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bool _useIdBufferPicking = false;
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// Debug: draw mesh BVH boxes for last pick
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bool _debugDrawBVH = false;
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// Debug: persistent pass enable overrides (by pass name)
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std::unordered_map<std::string, bool> _rgPassToggles;
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@@ -19,6 +19,8 @@
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#include "engine_context.h"
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#include <vk_types.h>
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#include "mesh_bvh.h"
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namespace {
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// Background / compute playground
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@@ -538,7 +540,9 @@ static void ui_scene(VulkanEngine *eng)
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ImGui::Text("Opaque draws: %zu", dc.OpaqueSurfaces.size());
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ImGui::Text("Transp draws: %zu", dc.TransparentSurfaces.size());
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ImGui::Checkbox("Use ID-buffer picking", &eng->_useIdBufferPicking);
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ImGui::Checkbox("Debug draw mesh BVH (last pick)", &eng->_debugDrawBVH);
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ImGui::Separator();
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if (eng->_lastPick.valid)
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{
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const char *meshName = eng->_lastPick.mesh ? eng->_lastPick.mesh->name.c_str() : "<unknown>";
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@@ -556,6 +560,21 @@ static void ui_scene(VulkanEngine *eng)
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ImGui::Text("Indices: first=%u count=%u",
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eng->_lastPick.firstIndex,
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eng->_lastPick.indexCount);
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if (eng->_sceneManager)
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{
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const SceneManager::PickingDebug &dbg = eng->_sceneManager->getPickingDebug();
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ImGui::Text("Mesh BVH used: %s, hit: %s, fallback box: %s",
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dbg.usedMeshBVH ? "yes" : "no",
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dbg.meshBVHHit ? "yes" : "no",
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dbg.meshBVHFallbackBox ? "yes" : "no");
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if (dbg.meshBVHPrimCount > 0)
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{
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ImGui::Text("Mesh BVH stats: prims=%u, nodes=%u",
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dbg.meshBVHPrimCount,
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dbg.meshBVHNodeCount);
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}
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}
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}
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else
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{
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@@ -18,6 +18,7 @@
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#include <fastgltf/util.hpp>
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#include <optional>
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#include "tangent_space.h"
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#include "mesh_bvh.h"
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//> loadimg
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std::optional<AllocatedImage> load_image(VulkanEngine *engine, fastgltf::Asset &asset, fastgltf::Image &image, bool srgb)
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{
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@@ -592,18 +593,25 @@ std::optional<std::shared_ptr<LoadedGLTF> > loadGltf(VulkanEngine *engine, std::
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newSurface.bounds.origin = (maxpos + minpos) / 2.f;
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newSurface.bounds.extents = (maxpos - minpos) / 2.f;
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newSurface.bounds.sphereRadius = glm::length(newSurface.bounds.extents);
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newSurface.bounds.type = BoundsType::Box;
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newSurface.bounds.type = BoundsType::Mesh;
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}
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else
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{
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newSurface.bounds.origin = glm::vec3(0.0f);
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newSurface.bounds.extents = glm::vec3(0.5f);
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newSurface.bounds.sphereRadius = glm::length(newSurface.bounds.extents);
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newSurface.bounds.type = BoundsType::Box;
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newSurface.bounds.type = BoundsType::Mesh;
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}
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newmesh->surfaces.push_back(newSurface);
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}
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// Build CPU BVH for precise picking over this mesh (triangle-level).
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{
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std::span<const Vertex> vSpan(vertices.data(), vertices.size());
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std::span<const uint32_t> iSpan(indices.data(), indices.size());
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newmesh->bvh = build_mesh_bvh(*newmesh, vSpan, iSpan);
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}
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newmesh->meshBuffers = engine->_resourceManager->uploadMesh(indices, vertices);
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// If CPU vectors ballooned for this mesh, release capacity back to the OS
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auto shrink_if_huge = [](auto &vec, size_t elemSizeBytes) {
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@@ -45,6 +45,8 @@ struct GeoSurface
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std::shared_ptr<GLTFMaterial> material;
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};
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struct MeshBVH;
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struct MeshAsset
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{
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std::string name;
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@@ -52,6 +54,9 @@ struct MeshAsset
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std::vector<GeoSurface> surfaces;
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GPUMeshBuffers meshBuffers;
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// Optional CPU BVH for precise picking / queries.
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std::shared_ptr<MeshBVH> bvh;
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};
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struct LoadedGLTF : public IRenderable
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@@ -115,6 +115,17 @@ public:
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float scene_update_time = 0.f;
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} stats;
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struct PickingDebug
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{
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bool usedMeshBVH = false;
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bool meshBVHHit = false;
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bool meshBVHFallbackBox = false;
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uint32_t meshBVHPrimCount = 0;
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uint32_t meshBVHNodeCount = 0;
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};
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const PickingDebug &getPickingDebug() const { return pickingDebug; }
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private:
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EngineContext *_context = nullptr;
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@@ -126,4 +137,6 @@ private:
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std::unordered_map<std::string, std::shared_ptr<Node> > loadedNodes;
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std::unordered_map<std::string, MeshInstance> dynamicMeshInstances;
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std::unordered_map<std::string, GLTFInstance> dynamicGLTFInstances;
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PickingDebug pickingDebug{};
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};
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@@ -2,6 +2,7 @@
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#include "vk_swapchain.h"
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#include "core/engine_context.h"
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#include "mesh_bvh.h"
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#include "glm/gtx/transform.hpp"
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#include <glm/gtc/matrix_transform.hpp>
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@@ -14,6 +15,13 @@
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namespace
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{
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struct BoundsHitDebug
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{
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bool usedBVH = false;
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bool bvhHit = false;
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bool fallbackBox = false;
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};
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// Ray / oriented-box intersection in world space using object-local AABB.
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// Returns true when hit; outWorldHit is the closest hit point in world space.
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bool intersect_ray_box(const glm::vec3 &rayOrigin,
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@@ -262,14 +270,18 @@ namespace
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}
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// Ray / oriented-bounds intersection in world space using object-local shape.
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// Uses a quick sphere test first; on success refines based on BoundsType.
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// For non-mesh shapes we use a quick world-space bounding-sphere pretest;
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// for mesh bounds we go directly to the mesh BVH (which already has a root AABB).
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// Returns true when hit; outWorldHit is the closest hit point in world space.
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bool intersect_ray_bounds(const glm::vec3 &rayOrigin,
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const glm::vec3 &rayDir,
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const Bounds &bounds,
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const glm::mat4 &worldTransform,
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glm::vec3 &outWorldHit)
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const RenderObject &obj,
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glm::vec3 &outWorldHit,
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BoundsHitDebug *debug)
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{
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const Bounds &bounds = obj.bounds;
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const glm::mat4 &worldTransform = obj.transform;
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// Non-pickable object.
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if (bounds.type == BoundsType::None)
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{
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@@ -281,32 +293,63 @@ namespace
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return false;
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}
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// Early reject using bounding sphere in world space.
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float sphereT = 0.0f;
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if (!intersect_ray_sphere(rayOrigin, rayDir, bounds, worldTransform, sphereT))
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{
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return false;
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}
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// Shape-specific refinement after the conservative sphere test.
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switch (bounds.type)
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{
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case BoundsType::Sphere:
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{
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// Early reject using bounding sphere in world space.
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float sphereT = 0.0f;
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if (!intersect_ray_sphere(rayOrigin, rayDir, bounds, worldTransform, sphereT))
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{
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return false;
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}
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// We already have the hit distance along the ray from the sphere test.
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outWorldHit = rayOrigin + rayDir * sphereT;
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return true;
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}
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case BoundsType::Capsule:
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{
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float sphereT = 0.0f;
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if (!intersect_ray_sphere(rayOrigin, rayDir, bounds, worldTransform, sphereT))
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{
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return false;
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}
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return intersect_ray_capsule(rayOrigin, rayDir, bounds, worldTransform, outWorldHit);
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}
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case BoundsType::Mesh:
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{
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// Try high-precision mesh BVH first when available, then fall back to box.
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if (obj.sourceMesh && obj.sourceMesh->bvh)
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{
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if (debug)
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{
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debug->usedBVH = true;
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}
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MeshBVHPickHit meshHit{};
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if (intersect_ray_mesh_bvh(*obj.sourceMesh->bvh, worldTransform, rayOrigin, rayDir, meshHit))
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{
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if (debug)
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{
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debug->bvhHit = true;
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}
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outWorldHit = meshHit.worldPos;
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return true;
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}
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if (debug)
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{
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debug->fallbackBox = true;
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}
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}
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// return intersect_ray_box(rayOrigin, rayDir, bounds, worldTransform, outWorldHit);
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}
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case BoundsType::Box:
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case BoundsType::Mesh: // TODO: replace with BVH/mesh query; box is a safe fallback.
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default:
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{
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// For Capsule and Mesh we currently fall back to the oriented box;
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// this still benefits from tighter AABBs if you author them.
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float sphereT = 0.0f;
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if (!intersect_ray_sphere(rayOrigin, rayDir, bounds, worldTransform, sphereT))
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{
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return false;
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}
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return intersect_ray_box(rayOrigin, rayDir, bounds, worldTransform, outWorldHit);
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}
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}
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@@ -397,12 +440,16 @@ bool SceneManager::pick(const glm::vec2 &mousePosPixels, RenderObject &outObject
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float bestDist2 = std::numeric_limits<float>::max();
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glm::vec3 bestHitPos{};
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// Reset debug info for this pick.
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pickingDebug = {};
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auto testList = [&](const std::vector<RenderObject> &list)
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{
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for (const RenderObject &obj: list)
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{
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glm::vec3 hitPos{};
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if (!intersect_ray_bounds(rayOrigin, rayDir, obj.bounds, obj.transform, hitPos))
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BoundsHitDebug localDebug{};
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if (!intersect_ray_bounds(rayOrigin, rayDir, obj, hitPos, &localDebug))
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{
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continue;
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}
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@@ -414,6 +461,23 @@ bool SceneManager::pick(const glm::vec2 &mousePosPixels, RenderObject &outObject
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bestHitPos = hitPos;
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outObject = obj;
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anyHit = true;
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// Capture debug info for the best hit so far.
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pickingDebug.usedMeshBVH = localDebug.usedBVH;
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pickingDebug.meshBVHHit = localDebug.bvhHit;
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pickingDebug.meshBVHFallbackBox = localDebug.fallbackBox;
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if (obj.sourceMesh && obj.sourceMesh->bvh)
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{
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pickingDebug.meshBVHPrimCount =
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static_cast<uint32_t>(obj.sourceMesh->bvh->primitives.size());
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pickingDebug.meshBVHNodeCount =
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static_cast<uint32_t>(obj.sourceMesh->bvh->nodes.size());
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}
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else
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{
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pickingDebug.meshBVHPrimCount = 0;
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pickingDebug.meshBVHNodeCount = 0;
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}
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}
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}
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};
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