/** * Iteratively intersect rays with the given nodes and returns the distance to * the closest intersection and stores the id of the intersected sphere in * sphereId. */ inline float ItrIntersect(const Ray charles, const vector<BVHNode>& nodes, const vector<Sphere> spheres, unsigned int &sphereId) { // cout << "=== ItrIntersect:" << charles.ToString() << " ===" << endl; sphereId = -1; float t = 1e30f; vector<std::pair<int, float> > stack(60); int i = 0; stack[i] = std::pair<int, float>(0, 0.0f); do { // cout << "\n----" << endl; // for (int j = i; j >= 0; --j) // cout << "| " << j << ": " << stack[j].second << " - " << nodes[stack[j].first].ToString() << endl; // cout << "----" << endl; std::pair<int, float> next = stack[i]; --i; if (t < next.second) { // cout << i << "discard: " << nodes[next.first].ToString() << endl; continue; } BVHNode currentNode = nodes[next.first]; if (currentNode.GetType() == BVHNode::LEAF) // Intersect leaf t = Exhaustive(charles, t, currentNode, spheres, sphereId); else { rayAABBCheck += 2; const BVHNode& left = nodes[currentNode.GetLeftChild()]; float tLeft; if (!left.aabb.ClosestIntersection(charles, tLeft)) tLeft = 1e32f; const BVHNode& right = nodes[currentNode.GetRightChild()]; float tRight; if (!right.aabb.ClosestIntersection(charles, tRight)) tRight = 1e32f; if (tLeft < tRight) { // Intersect left first if (tRight < t) stack[++i] = std::pair<int, float>(currentNode.GetRightChild(), tRight); if (tLeft < t) stack[++i] = std::pair<int, float>(currentNode.GetLeftChild(), tLeft); } else { // Intersect right first if (tLeft < t) stack[++i] = std::pair<int, float>(currentNode.GetLeftChild(), tLeft); if (tRight < t) stack[++i] = std::pair<int, float>(currentNode.GetRightChild(), tRight); } } } while (i >= 0); return t; }
/** * Recursively intersects Ray Charles with his node and returns the distance to * the closest intersection and a stores the id of the sphere in sphereId. */ inline float Intersect(const Ray charles, float t, const BVHNode& node, const vector<BVHNode>& nodes, const vector<Sphere> spheres, unsigned int &sphereId) { if (node.GetType() == BVHNode::LEAF) { // Intersect leaf return Exhaustive(charles, t, node, spheres, sphereId); } else { // Traverse further const BVHNode left = nodes[node.GetLeftChild()]; float tLeft; if (!left.aabb.ClosestIntersection(charles, tLeft)) tLeft = 1e32f; const BVHNode right = nodes[node.GetRightChild()]; float tRight; if (!right.aabb.ClosestIntersection(charles, tRight)) tRight = 1e32f; if (tLeft < tRight) { // Intersect left first if (tLeft < t) t = Intersect(charles, t, left, nodes, spheres, sphereId); if (tRight < t) t = Intersect(charles, t, right, nodes, spheres, sphereId); } else { // Intersect right first if (tRight < t) t = Intersect(charles, t, right, nodes, spheres, sphereId); if (tLeft < t) t = Intersect(charles, t, left, nodes, spheres, sphereId); } return t; } }