Add kdtree -> Lines conversion

The kdtree can now be drawn!
This commit is contained in:
karl 2021-01-12 18:38:37 +01:00
parent 7cbaaf84f7
commit af019d3318
3 changed files with 86 additions and 15 deletions

View File

@ -1,23 +1,28 @@
#ifndef ECSGAME_LINES_H
#define ECSGAME_LINES_H
#include "../../Util/geometry.h"
#include <GLFW/glfw3.h>
#include <glad/glad.h>
#include <glm/fwd.hpp>
#include <vector>
struct Lines {
explicit Lines() {
GLfloat lineSeg[] = {
0.0f, 0.0f, 0.0f, // first vertex
2.0f, 2.0f, 2.0f // second vertex
};
explicit Lines(std::vector<Vector> lines) : vertex_count(lines.size()) {
GLfloat linearray[vertex_count * 3];
int pos = 0;
for (const Vector &vec : lines) {
linearray[pos++] = vec[0];
linearray[pos++] = vec[1];
linearray[pos++] = vec[2];
}
glGenVertexArrays(1, &lineVAO);
glGenBuffers(1, &lineVBO);
glBindVertexArray(lineVAO);
glBindBuffer(GL_ARRAY_BUFFER, lineVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(lineSeg), &lineSeg, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, sizeof(linearray), &linearray, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (void *)0);
}
@ -27,12 +32,13 @@ struct Lines {
// glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glBindVertexArray(lineVAO);
glLineWidth(3.3f);
glDrawArrays(GL_LINES, 0, 2);
glDrawArrays(GL_LINES, 0, vertex_count);
glLineWidth(1.0f);
}
private:
GLuint lineVAO, lineVBO;
int vertex_count;
};
#endif // ECSGAME_LINES_H

View File

@ -11,7 +11,7 @@ class KDTree {
~KDTree() = default; // TODO: Delete all allocated Nodes
Triangle *intersect_ray(Ray ray) { return intersect_ray_recurse(ray, root, 1000.0); }
Triangle *intersect_ray(Ray ray) { return intersect_ray_recurse(ray, root, 1000.0, 0); }
std::string to_string() {
std::string str = "";
@ -19,6 +19,16 @@ class KDTree {
return str;
}
std::vector<Vector> get_lines() {
std::vector<Vector> lines;
float mins[3] = {-1000, -1000, -1000};
float maxs[3] = {1000, 1000, 1000};
get_lines_recursive(lines, root, mins, maxs);
return lines;
}
private:
Node *root;
@ -75,7 +85,7 @@ class KDTree {
build(right_of_median, depth + 1));
}
Triangle *intersect_ray_recurse(Ray ray, Node *node, float max_distance) {
Triangle *intersect_ray_recurse(Ray ray, Node *node, float max_distance, int depth) {
// Exit condition: There was no collision
if (node == nullptr) { return nullptr; }
@ -84,9 +94,6 @@ class KDTree {
ray.origin[node->axis] > node->point->pos[node->axis] ? node->right : node->left;
Node *far = near == node->right ? node->left : node->right;
std::cout << "Checking " << node->point->pos[0] << ", " << node->point->pos[1] << ", "
<< node->point->pos[2] << std::endl;
// Check for collisions in this order (stopping if an intersection is found):
// 1. In the nearer section
// 2. With the point in this current node
@ -98,7 +105,7 @@ class KDTree {
? (node->point->pos[node->axis] - ray.origin[node->axis]) /
ray.direction[node->axis]
: max_distance;
Triangle *near_result = intersect_ray_recurse(ray, near, t);
Triangle *near_result = intersect_ray_recurse(ray, near, t, depth + 1);
// If the nearer segment had a collision, we're done! We're only interested in the closest
// collision.
@ -117,7 +124,7 @@ class KDTree {
// For this, calculate a new ray origin and continue towards that direction, but with
// the new origin (we can leave behind what we already checked)
return intersect_ray_recurse(Ray(ray.origin + ray.direction * t, ray.direction), far,
max_distance - t);
max_distance - t, depth + 1);
}
// If nothing worked, return a nullptr
@ -136,4 +143,61 @@ class KDTree {
to_string_recurse(str, node->left, depth + 1);
to_string_recurse(str, node->right, depth + 1);
}
void get_lines_recursive(std::vector<Vector> &lines, Node *node, float mins[3], float maxs[3]) {
if (node == nullptr) return;
int axis = node->axis;
// Add lines for this node
// We add a whole bounding box, so we need 8 points -> 12 lines
lines.emplace_back(Vector(mins[0], mins[1], mins[2]));
lines.emplace_back(Vector(maxs[0], mins[1], mins[2]));
lines.emplace_back(Vector(maxs[0], mins[1], mins[2]));
lines.emplace_back(Vector(maxs[0], maxs[1], mins[2]));
lines.emplace_back(Vector(maxs[0], maxs[1], mins[2]));
lines.emplace_back(Vector(mins[0], maxs[1], mins[2]));
lines.emplace_back(Vector(mins[0], maxs[1], mins[2]));
lines.emplace_back(Vector(mins[0], mins[1], mins[2]));
lines.emplace_back(Vector(mins[0], mins[1], maxs[2]));
lines.emplace_back(Vector(maxs[0], mins[1], maxs[2]));
lines.emplace_back(Vector(maxs[0], mins[1], maxs[2]));
lines.emplace_back(Vector(maxs[0], maxs[1], maxs[2]));
lines.emplace_back(Vector(maxs[0], maxs[1], maxs[2]));
lines.emplace_back(Vector(mins[0], maxs[1], maxs[2]));
lines.emplace_back(Vector(mins[0], maxs[1], maxs[2]));
lines.emplace_back(Vector(mins[0], mins[1], maxs[2]));
lines.emplace_back(Vector(mins[0], mins[1], mins[2]));
lines.emplace_back(Vector(mins[0], mins[1], maxs[2]));
lines.emplace_back(Vector(maxs[0], mins[1], mins[2]));
lines.emplace_back(Vector(maxs[0], mins[1], maxs[2]));
lines.emplace_back(Vector(mins[0], maxs[1], mins[2]));
lines.emplace_back(Vector(mins[0], maxs[1], maxs[2]));
lines.emplace_back(Vector(maxs[0], maxs[1], mins[2]));
lines.emplace_back(Vector(maxs[0], maxs[1], maxs[2]));
// TODO: We don't actually have to add all as some are always going to overlap with the
// previous lines...
// Recurse on the left
float new_maxs[3] = {maxs[0], maxs[1], maxs[2]}; // Copy initially
new_maxs[axis] = node->point->pos[axis];
get_lines_recursive(lines, node->left, mins, new_maxs);
// Recurse on the right
float new_mins[3] = {mins[0], mins[1], mins[2]}; // Copy initially
new_mins[axis] = node->point->pos[axis];
get_lines_recursive(lines, node->right, new_mins, maxs);
}
};

View File

@ -198,11 +198,12 @@ int main(int argc, char **argv) {
sun->assign<DirectionalLight>(glm::normalize(glm::vec3(1.0, 1.0, 1.0)));
Entity *kdtree_vis = world->create();
kdtree_vis->assign<Lines>();
// We're done loading geometry -> build the collision structure
collision_system->build();
kdtree_vis->assign<Lines>(collision_system->kdtree->get_lines());
Shader defaultShader("Shaders/default-vertex.vs", "Shaders/default-fragment.fs");
Shader shadowShader("Shaders/shadow-vertex.vs", "Shaders/shadow-fragment.fs");
Shader debugShader("Shaders/debug-vertex.vs", "Shaders/debug-fragment.fs");