Rename Level2DShape to LevelAABBTree and add a bit of documentation to it

This commit is contained in:
Magnus Norddahl 2017-03-08 12:40:45 +01:00
parent cb40c369cd
commit 8687a9868a
2 changed files with 96 additions and 56 deletions

View file

@ -51,7 +51,7 @@ void FLightBSP::UpdateBuffers()
void FLightBSP::GenerateBuffers() void FLightBSP::GenerateBuffers()
{ {
if (!Shape) if (!Shape)
Shape.reset(new Level2DShape()); Shape.reset(new LevelAABBTree());
UploadNodes(); UploadNodes();
UploadSegs(); UploadSegs();
} }
@ -62,7 +62,7 @@ void FLightBSP::UploadNodes()
if (Shape->nodes.Size() > 0) if (Shape->nodes.Size() > 0)
{ {
FILE *file = fopen("nodes.txt", "wb"); FILE *file = fopen("nodes.txt", "wb");
fwrite(&Shape->nodes[0], sizeof(GPUNode) * Shape->nodes.Size(), 1, file); fwrite(&Shape->nodes[0], sizeof(AABBTreeNode) * Shape->nodes.Size(), 1, file);
fclose(file); fclose(file);
} }
#endif #endif
@ -72,7 +72,7 @@ void FLightBSP::UploadNodes()
glGenBuffers(1, (GLuint*)&NodesBuffer); glGenBuffers(1, (GLuint*)&NodesBuffer);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, NodesBuffer); glBindBuffer(GL_SHADER_STORAGE_BUFFER, NodesBuffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUNode) * Shape->nodes.Size(), &Shape->nodes[0], GL_STATIC_DRAW); glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(AABBTreeNode) * Shape->nodes.Size(), &Shape->nodes[0], GL_STATIC_DRAW);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, oldBinding); glBindBuffer(GL_SHADER_STORAGE_BUFFER, oldBinding);
NumNodes = numnodes; NumNodes = numnodes;
@ -84,7 +84,7 @@ void FLightBSP::UploadSegs()
if (Shape->lines.Size() > 0) if (Shape->lines.Size() > 0)
{ {
FILE *file = fopen("lines.txt", "wb"); FILE *file = fopen("lines.txt", "wb");
fwrite(&Shape->lines[0], sizeof(GPULine) * Shape->lines.Size(), 1, file); fwrite(&Shape->lines[0], sizeof(AABBTreeLine) * Shape->lines.Size(), 1, file);
fclose(file); fclose(file);
} }
#endif #endif
@ -94,7 +94,7 @@ void FLightBSP::UploadSegs()
glGenBuffers(1, (GLuint*)&LinesBuffer); glGenBuffers(1, (GLuint*)&LinesBuffer);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, LinesBuffer); glBindBuffer(GL_SHADER_STORAGE_BUFFER, LinesBuffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPULine) * Shape->lines.Size(), &Shape->lines[0], GL_STATIC_DRAW); glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(AABBTreeLine) * Shape->lines.Size(), &Shape->lines[0], GL_STATIC_DRAW);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, oldBinding); glBindBuffer(GL_SHADER_STORAGE_BUFFER, oldBinding);
NumSegs = numsegs; NumSegs = numsegs;
@ -122,44 +122,51 @@ bool FLightBSP::ShadowTest(const DVector3 &light, const DVector3 &pos)
///////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////
Level2DShape::Level2DShape() LevelAABBTree::LevelAABBTree()
{ {
TArray<int> line_elements; // Calculate the center of all lines
TArray<FVector2> centroids; TArray<FVector2> centroids;
for (unsigned int i = 0; i < level.lines.Size(); i++) for (unsigned int i = 0; i < level.lines.Size(); i++)
{ {
if (level.lines[i].backsector)
{
centroids.Push(FVector2(0.0f, 0.0f));
continue;
}
line_elements.Push(i);
FVector2 v1 = { (float)level.lines[i].v1->fX(), (float)level.lines[i].v1->fY() }; FVector2 v1 = { (float)level.lines[i].v1->fX(), (float)level.lines[i].v1->fY() };
FVector2 v2 = { (float)level.lines[i].v2->fX(), (float)level.lines[i].v2->fY() }; FVector2 v2 = { (float)level.lines[i].v2->fX(), (float)level.lines[i].v2->fY() };
centroids.Push((v1 + v2) * 0.5f); centroids.Push((v1 + v2) * 0.5f);
} }
// Create a list of level lines we want to add:
TArray<int> line_elements;
for (unsigned int i = 0; i < level.lines.Size(); i++)
{
if (!level.lines[i].backsector)
{
line_elements.Push(i);
}
}
// GenerateTreeNode needs a buffer where it can store line indices temporarily when sorting lines into the left and right child AABB buckets
TArray<int> work_buffer; TArray<int> work_buffer;
work_buffer.Resize(line_elements.Size() * 2); work_buffer.Resize(line_elements.Size() * 2);
root = Subdivide(&line_elements[0], (int)line_elements.Size(), &centroids[0], &work_buffer[0]);
// Generate the AABB tree
GenerateTreeNode(&line_elements[0], (int)line_elements.Size(), &centroids[0], &work_buffer[0]);
// Add the lines referenced by the leaf nodes
lines.Resize(level.lines.Size()); lines.Resize(level.lines.Size());
for (unsigned int i = 0; i < level.lines.Size(); i++) for (unsigned int i = 0; i < level.lines.Size(); i++)
{ {
const auto &line = level.lines[i]; const auto &line = level.lines[i];
auto &gpuseg = lines[i]; auto &treeline = lines[i];
gpuseg.x = (float)line.v1->fX(); treeline.x = (float)line.v1->fX();
gpuseg.y = (float)line.v1->fY(); treeline.y = (float)line.v1->fY();
gpuseg.dx = (float)line.v2->fX() - gpuseg.x; treeline.dx = (float)line.v2->fX() - treeline.x;
gpuseg.dy = (float)line.v2->fY() - gpuseg.y; treeline.dy = (float)line.v2->fY() - treeline.y;
} }
} }
double Level2DShape::RayTest(const DVector3 &ray_start, const DVector3 &ray_end) double LevelAABBTree::RayTest(const DVector3 &ray_start, const DVector3 &ray_end)
{ {
// Precalculate some of the variables used by the ray/line intersection test
DVector2 raydelta = ray_end - ray_start; DVector2 raydelta = ray_end - ray_start;
double raydist2 = raydelta | raydelta; double raydist2 = raydelta | raydelta;
DVector2 raynormal = DVector2(raydelta.Y, -raydelta.X); DVector2 raynormal = DVector2(raydelta.Y, -raydelta.X);
@ -167,40 +174,44 @@ double Level2DShape::RayTest(const DVector3 &ray_start, const DVector3 &ray_end)
if (raydist2 < 1.0) if (raydist2 < 1.0)
return 1.0f; return 1.0f;
double t = 1.0; double hit_fraction = 1.0;
// Walk the tree nodes
int stack[16]; int stack[16];
int stack_pos = 1; int stack_pos = 1;
stack[0] = nodes.Size() - 1; stack[0] = nodes.Size() - 1; // root node is the last node in the list
while (stack_pos > 0) while (stack_pos > 0)
{ {
int node_index = stack[stack_pos - 1]; int node_index = stack[stack_pos - 1];
if (!OverlapRayAABB(ray_start, ray_end, nodes[node_index])) if (!OverlapRayAABB(ray_start, ray_end, nodes[node_index]))
{ {
// If the ray doesn't overlap this node's AABB we're done for this subtree
stack_pos--; stack_pos--;
} }
else if (nodes[node_index].line_index != -1) // isLeaf(node_index) else if (nodes[node_index].line_index != -1) // isLeaf(node_index)
{ {
t = MIN(IntersectRayLine(ray_start, ray_end, nodes[node_index].line_index, raydelta, rayd, raydist2), t); // We reached a leaf node. Do a ray/line intersection test to see if we hit the line.
hit_fraction = MIN(IntersectRayLine(ray_start, ray_end, nodes[node_index].line_index, raydelta, rayd, raydist2), hit_fraction);
stack_pos--; stack_pos--;
} }
else if (stack_pos == 16) else if (stack_pos == 16)
{ {
stack_pos--; // stack overflow stack_pos--; // stack overflow - tree is too deep!
} }
else else
{ {
stack[stack_pos - 1] = nodes[node_index].left; // The ray overlaps the node's AABB. Examine its child nodes.
stack[stack_pos] = nodes[node_index].right; stack[stack_pos - 1] = nodes[node_index].left_node;
stack[stack_pos] = nodes[node_index].right_node;
stack_pos++; stack_pos++;
} }
} }
return t; return hit_fraction;
} }
bool Level2DShape::OverlapRayAABB(const DVector2 &ray_start2d, const DVector2 &ray_end2d, const GPUNode &node) bool LevelAABBTree::OverlapRayAABB(const DVector2 &ray_start2d, const DVector2 &ray_end2d, const AABBTreeNode &node)
{ {
// To do: simplify test to use a 2D test // To do: simplify test to use a 2D test
DVector3 ray_start = DVector3(ray_start2d, 0.0); DVector3 ray_start = DVector3(ray_start2d, 0.0);
@ -208,6 +219,10 @@ bool Level2DShape::OverlapRayAABB(const DVector2 &ray_start2d, const DVector2 &r
DVector3 aabb_min = DVector3(node.aabb_left, node.aabb_top, -1.0); DVector3 aabb_min = DVector3(node.aabb_left, node.aabb_top, -1.0);
DVector3 aabb_max = DVector3(node.aabb_right, node.aabb_bottom, 1.0); DVector3 aabb_max = DVector3(node.aabb_right, node.aabb_bottom, 1.0);
// Standard 3D ray/AABB overlapping test.
// The details for the math here can be found in Real-Time Rendering, 3rd Edition.
// We could use a 2D test here instead, which would probably simplify the math.
DVector3 c = (ray_start + ray_end) * 0.5f; DVector3 c = (ray_start + ray_end) * 0.5f;
DVector3 w = ray_end - c; DVector3 w = ray_end - c;
DVector3 h = (aabb_max - aabb_min) * 0.5f; // aabb.extents(); DVector3 h = (aabb_max - aabb_min) * 0.5f; // aabb.extents();
@ -227,10 +242,16 @@ bool Level2DShape::OverlapRayAABB(const DVector2 &ray_start2d, const DVector2 &r
return true; // overlap; return true; // overlap;
} }
double Level2DShape::IntersectRayLine(const DVector2 &ray_start, const DVector2 &ray_end, int line_index, const DVector2 &raydelta, double rayd, double raydist2) double LevelAABBTree::IntersectRayLine(const DVector2 &ray_start, const DVector2 &ray_end, int line_index, const DVector2 &raydelta, double rayd, double raydist2)
{ {
// Check if two line segments intersects (the ray and the line).
// The math below does this by first finding the fractional hit for an infinitely long ray line.
// If that hit is within the line segment (0 to 1 range) then it calculates the fractional hit for where the ray would hit.
//
// This algorithm is homemade - I would not be surprised if there's a much faster method out there.
const double epsilon = 0.0000001; const double epsilon = 0.0000001;
const GPULine &line = lines[line_index]; const AABBTreeLine &line = lines[line_index];
DVector2 raynormal = DVector2(raydelta.Y, -raydelta.X); DVector2 raynormal = DVector2(raydelta.Y, -raydelta.X);
@ -252,7 +273,7 @@ double Level2DShape::IntersectRayLine(const DVector2 &ray_start, const DVector2
return 1.0; return 1.0;
} }
int Level2DShape::Subdivide(int *lines, int num_lines, const FVector2 *centroids, int *work_buffer) int LevelAABBTree::GenerateTreeNode(int *lines, int num_lines, const FVector2 *centroids, int *work_buffer)
{ {
if (num_lines == 0) if (num_lines == 0)
return -1; return -1;
@ -285,7 +306,7 @@ int Level2DShape::Subdivide(int *lines, int num_lines, const FVector2 *centroids
if (num_lines == 1) // Leaf node if (num_lines == 1) // Leaf node
{ {
nodes.Push(GPUNode(aabb_min, aabb_max, lines[0])); nodes.Push(AABBTreeNode(aabb_min, aabb_max, lines[0]));
return (int)nodes.Size() - 1; return (int)nodes.Size() - 1;
} }
@ -295,21 +316,21 @@ int Level2DShape::Subdivide(int *lines, int num_lines, const FVector2 *centroids
aabb_max.X - aabb_min.X, aabb_max.X - aabb_min.X,
aabb_max.Y - aabb_min.Y aabb_max.Y - aabb_min.Y
}; };
int axis_order[2] = { 0, 1 }; int axis_order[2] = { 0, 1 };
FVector2 axis_plane[2] = { FVector2(1.0f, 0.0f), FVector2(0.0f, 1.0f) }; FVector2 axis_plane[2] = { FVector2(1.0f, 0.0f), FVector2(0.0f, 1.0f) };
std::sort(axis_order, axis_order + 2, [&](int a, int b) { return axis_lengths[a] > axis_lengths[b]; }); std::sort(axis_order, axis_order + 2, [&](int a, int b) { return axis_lengths[a] > axis_lengths[b]; });
// Try split at longest axis, then if that fails the next longest, and then the remaining one // Try sort at longest axis, then if that fails then the other one.
// We place the sorted lines into work_buffer and then move the result back to the lines list when done.
int left_count, right_count; int left_count, right_count;
FVector2 axis; FVector2 axis;
for (int attempt = 0; attempt < 2; attempt++) for (int attempt = 0; attempt < 2; attempt++)
{ {
// Find the split plane for axis // Find the sort plane for axis
FVector2 axis = axis_plane[axis_order[attempt]]; FVector2 axis = axis_plane[axis_order[attempt]];
FVector3 plane(axis, -(median | axis)); FVector3 plane(axis, -(median | axis));
// Split lines into two // Sort lines into two based ib whether the line center is on the front or back side of a plane
left_count = 0; left_count = 0;
right_count = 0; right_count = 0;
for (int i = 0; i < num_lines; i++) for (int i = 0; i < num_lines; i++)
@ -333,7 +354,7 @@ int Level2DShape::Subdivide(int *lines, int num_lines, const FVector2 *centroids
break; break;
} }
// Check if something went wrong when splitting and do a random split instead // Check if something went wrong when sorting and do a random sort instead
if (left_count == 0 || right_count == 0) if (left_count == 0 || right_count == 0)
{ {
left_count = num_lines / 2; left_count = num_lines / 2;
@ -352,10 +373,11 @@ int Level2DShape::Subdivide(int *lines, int num_lines, const FVector2 *centroids
int left_index = -1; int left_index = -1;
int right_index = -1; int right_index = -1;
if (left_count > 0) if (left_count > 0)
left_index = Subdivide(lines, left_count, centroids, work_buffer); left_index = GenerateTreeNode(lines, left_count, centroids, work_buffer);
if (right_count > 0) if (right_count > 0)
right_index = Subdivide(lines + left_count, right_count, centroids, work_buffer); right_index = GenerateTreeNode(lines + left_count, right_count, centroids, work_buffer);
nodes.Push(GPUNode(aabb_min, aabb_max, left_index, right_index)); // Store resulting node and return its index
nodes.Push(AABBTreeNode(aabb_min, aabb_max, left_index, right_index));
return (int)nodes.Size() - 1; return (int)nodes.Size() - 1;
} }

View file

@ -4,41 +4,59 @@
#include "vectors.h" #include "vectors.h"
#include <memory> #include <memory>
struct GPUNode // Node in a binary AABB tree
struct AABBTreeNode
{ {
GPUNode(const FVector2 &aabb_min, const FVector2 &aabb_max, int line_index) : aabb_left(aabb_min.X), aabb_top(aabb_min.Y), aabb_right(aabb_max.X), aabb_bottom(aabb_max.Y), left(-1), right(-1), line_index(line_index) { } AABBTreeNode(const FVector2 &aabb_min, const FVector2 &aabb_max, int line_index) : aabb_left(aabb_min.X), aabb_top(aabb_min.Y), aabb_right(aabb_max.X), aabb_bottom(aabb_max.Y), left_node(-1), right_node(-1), line_index(line_index) { }
GPUNode(const FVector2 &aabb_min, const FVector2 &aabb_max, int left, int right) : aabb_left(aabb_min.X), aabb_top(aabb_min.Y), aabb_right(aabb_max.X), aabb_bottom(aabb_max.Y), left(left), right(right), line_index(-1) { } AABBTreeNode(const FVector2 &aabb_min, const FVector2 &aabb_max, int left, int right) : aabb_left(aabb_min.X), aabb_top(aabb_min.Y), aabb_right(aabb_max.X), aabb_bottom(aabb_max.Y), left_node(left), right_node(right), line_index(-1) { }
// Axis aligned bounding box for the node
float aabb_left, aabb_top; float aabb_left, aabb_top;
float aabb_right, aabb_bottom; float aabb_right, aabb_bottom;
int left;
int right; // Children node indices
int left_node;
int right_node;
// AABBTreeLine index if it is a leaf node. Index is -1 if it is not.
int line_index; int line_index;
// Padding to keep 16-byte length (this structure is uploaded to the GPU)
int padding; int padding;
}; };
struct GPULine // Line segment for leaf nodes in an AABB tree
struct AABBTreeLine
{ {
float x, y; float x, y;
float dx, dy; float dx, dy;
}; };
class Level2DShape // Axis aligned bounding box tree used for ray testing lines.
class LevelAABBTree
{ {
public: public:
Level2DShape(); // Constructs a tree for the current level
LevelAABBTree();
TArray<GPUNode> nodes; // Nodes in the AABB tree. Last node is the root node.
TArray<GPULine> lines; TArray<AABBTreeNode> nodes;
int root;
// Line segments for the leaf nodes in the tree.
TArray<AABBTreeLine> lines;
// Shoot a ray from ray_start to ray_end and return the first hit as a fractional value between 0 and 1. Returns 1 if no line was hit.
double RayTest(const DVector3 &ray_start, const DVector3 &ray_end); double RayTest(const DVector3 &ray_start, const DVector3 &ray_end);
private: private:
bool OverlapRayAABB(const DVector2 &ray_start2d, const DVector2 &ray_end2d, const GPUNode &node); // Test if a ray overlaps an AABB node or not
bool OverlapRayAABB(const DVector2 &ray_start2d, const DVector2 &ray_end2d, const AABBTreeNode &node);
// Intersection test between a ray and a line segment
double IntersectRayLine(const DVector2 &ray_start, const DVector2 &ray_end, int line_index, const DVector2 &raydelta, double rayd, double raydist2); double IntersectRayLine(const DVector2 &ray_start, const DVector2 &ray_end, int line_index, const DVector2 &raydelta, double rayd, double raydist2);
int Subdivide(int *lines, int num_lines, const FVector2 *centroids, int *work_buffer); // Generate a tree node and its children recursively
int GenerateTreeNode(int *lines, int num_lines, const FVector2 *centroids, int *work_buffer);
}; };
class FLightBSP class FLightBSP
@ -67,5 +85,5 @@ private:
int NumNodes = 0; int NumNodes = 0;
int NumSegs = 0; int NumSegs = 0;
std::unique_ptr<Level2DShape> Shape; std::unique_ptr<LevelAABBTree> Shape;
}; };