Files
FlaxEngine/Source/Engine/Tools/ModelTool/MeshAccelerationStructure.cpp
Michael Herzog f640452b7b Fix BVH node splitting using stale pointer to invalidated array memory
Ensure BuildBVH refreshes its node pointer after growing _bvh so reallocations no longer leave it operating on freed memory, eliminating the sporadic SDF-generation crash.
2025-11-15 21:57:14 +01:00

757 lines
26 KiB
C++

// Copyright (c) Wojciech Figat. All rights reserved.
#if COMPILE_WITH_MODEL_TOOL
#include "MeshAccelerationStructure.h"
#include "Engine/Core/Log.h"
#include "Engine/Core/Math/Math.h"
#include "Engine/Content/Content.h"
#include "Engine/Content/Assets/Model.h"
#include "Engine/Graphics/GPUBuffer.h"
#include "Engine/Graphics/Models/ModelData.h"
#include "Engine/Profiler/ProfilerCPU.h"
PACK_STRUCT(struct GPUBVH {
Float3 BoundsMin;
uint32 Index;
Float3 BoundsMax;
int32 Count; // Negative for non-leaf nodes
});
static_assert(sizeof(GPUBVH) == sizeof(Float4) * 2, "Invalid BVH structure size for GPU.");
void MeshAccelerationStructure::BuildBVH(int32 node, BVHBuild& build)
{
auto* root = &_bvh[node];
ASSERT_LOW_LAYER(root->Leaf.IsLeaf);
if (build.MaxLeafSize > 0 && root->Leaf.TriangleCount <= build.MaxLeafSize)
return;
if (build.MaxDepth > 0 && build.NodeDepth >= build.MaxDepth)
return;
// Spawn two leaves
const int32 childIndex = _bvh.Count();
_bvh.AddDefault(2);
root = &_bvh[node];
auto& left = _bvh.Get()[childIndex];
auto& right = _bvh.Get()[childIndex + 1];
left.Leaf.IsLeaf = 1;
right.Leaf.IsLeaf = 1;
left.Leaf.MeshIndex = root->Leaf.MeshIndex;
right.Leaf.MeshIndex = root->Leaf.MeshIndex;
// Mid-point splitting based on the largest axis
const Float3 boundsSize = root->Bounds.GetSize();
int32 axisCount = 0;
int32 axis = 0;
RETRY:
if (axisCount == 0)
{
// Pick the highest axis
axis = 0;
if (boundsSize.Y > boundsSize.X && boundsSize.Y >= boundsSize.Z)
axis = 1;
else if (boundsSize.Z > boundsSize.X)
axis = 2;
}
else if (axisCount == 3)
{
// Failed to split
_bvh.Resize(childIndex);
return;
}
else
{
// Go to the next axis
axis = (axis + 1) % 3;
}
const float midPoint = (float)(root->Bounds.Minimum.Raw[axis] + boundsSize.Raw[axis] * 0.5f);
const Mesh& meshData = _meshes[root->Leaf.MeshIndex];
const Float3* vb = meshData.VertexBuffer.Get<Float3>();
int32 indexStart = root->Leaf.TriangleIndex * 3;
int32 indexEnd = indexStart + root->Leaf.TriangleCount * 3;
left.Leaf.TriangleCount = 0;
right.Leaf.TriangleCount = 0;
if (meshData.Use16BitIndexBuffer)
{
struct Tri
{
uint16 I0, I1, I2;
};
build.Scratch.Resize(root->Leaf.TriangleCount * sizeof(Tri));
auto dst = (Tri*)build.Scratch.Get();
auto ib16 = meshData.IndexBuffer.Get<uint16>();
for (int32 i = indexStart; i < indexEnd;)
{
const Tri tri = { ib16[i++], ib16[i++], ib16[i++] };
const float v0 = vb[tri.I0].Raw[axis];
const float v1 = vb[tri.I1].Raw[axis];
const float v2 = vb[tri.I2].Raw[axis];
const float centroid = (v0 + v1 + v2) * 0.333f;
if (centroid <= midPoint)
dst[left.Leaf.TriangleCount++] = tri; // Left
else
dst[root->Leaf.TriangleCount - ++right.Leaf.TriangleCount] = tri; // Right
}
Platform::MemoryCopy(ib16 + indexStart, dst, root->Leaf.TriangleCount * 3 * sizeof(uint16));
if (left.Leaf.TriangleCount == 0 || right.Leaf.TriangleCount == 0)
{
axisCount++;
goto RETRY;
}
left.Bounds = BoundingBox(vb[dst[0].I0]);
indexStart = 0;
indexEnd = left.Leaf.TriangleCount * 3;
for (int32 i = indexStart; i < indexEnd; i++)
left.Bounds.Merge(vb[((uint16*)build.Scratch.Get())[i]]);
right.Bounds = BoundingBox(vb[dst[root->Leaf.TriangleCount - 1].I0]);
indexStart = left.Leaf.TriangleCount;
indexEnd = root->Leaf.TriangleCount * 3;
for (int32 i = indexStart; i < indexEnd; i++)
right.Bounds.Merge(vb[((uint16*)build.Scratch.Get())[i]]);
}
else
{
struct Tri
{
uint32 I0, I1, I2;
};
build.Scratch.Resize(root->Leaf.TriangleCount * sizeof(Tri));
auto dst = (Tri*)build.Scratch.Get();
auto ib32 = meshData.IndexBuffer.Get<uint32>();
for (int32 i = indexStart; i < indexEnd;)
{
const Tri tri = { ib32[i++], ib32[i++], ib32[i++] };
const float v0 = vb[tri.I0].Raw[axis];
const float v1 = vb[tri.I1].Raw[axis];
const float v2 = vb[tri.I2].Raw[axis];
const float centroid = (v0 + v1 + v2) * 0.333f;
if (centroid <= midPoint)
dst[left.Leaf.TriangleCount++] = tri; // Left
else
dst[root->Leaf.TriangleCount - ++right.Leaf.TriangleCount] = tri; // Right
}
Platform::MemoryCopy(ib32 + indexStart, dst, root->Leaf.TriangleCount * 3 * sizeof(uint32));
if (left.Leaf.TriangleCount == 0 || right.Leaf.TriangleCount == 0)
{
axisCount++;
goto RETRY;
}
left.Bounds = BoundingBox(vb[dst[0].I0]);
indexStart = 0;
indexEnd = left.Leaf.TriangleCount * 3;
for (int32 i = indexStart; i < indexEnd; i++)
left.Bounds.Merge(vb[((uint32*)build.Scratch.Get())[i]]);
right.Bounds = BoundingBox(vb[dst[root->Leaf.TriangleCount - 1].I0]);
indexStart = left.Leaf.TriangleCount;
indexEnd = root->Leaf.TriangleCount * 3;
for (int32 i = indexStart; i < indexEnd; i++)
right.Bounds.Merge(vb[((uint32*)build.Scratch.Get())[i]]);
}
ASSERT_LOW_LAYER(left.Leaf.TriangleCount + right.Leaf.TriangleCount == root->Leaf.TriangleCount);
left.Leaf.TriangleIndex = root->Leaf.TriangleIndex;
right.Leaf.TriangleIndex = left.Leaf.TriangleIndex + left.Leaf.TriangleCount;
build.MaxNodeTriangles = Math::Max(build.MaxNodeTriangles, (int32)right.Leaf.TriangleCount);
build.MaxNodeTriangles = Math::Max(build.MaxNodeTriangles, (int32)right.Leaf.TriangleCount);
// Convert into a node
root->Node.IsLeaf = 0;
root->Node.ChildIndex = childIndex;
root->Node.ChildrenCount = 2;
// Split children
build.NodeDepth++;
build.MaxNodeDepth = Math::Max(build.NodeDepth, build.MaxNodeDepth);
BuildBVH(childIndex, build);
BuildBVH(childIndex + 1, build);
build.NodeDepth--;
}
bool MeshAccelerationStructure::PointQueryBVH(int32 node, const Vector3& point, Real& hitDistance, Vector3& hitPoint, Triangle& hitTriangle) const
{
const auto& root = _bvh[node];
bool hit = false;
if (root.Leaf.IsLeaf)
{
// Find closest triangle
Vector3 p;
const Mesh& meshData = _meshes.Get()[root.Leaf.MeshIndex];
const Float3* vb = meshData.VertexBuffer.Get<Float3>();
const int32 indexStart = root.Leaf.TriangleIndex * 3;
const int32 indexEnd = indexStart + root.Leaf.TriangleCount * 3;
if (meshData.Use16BitIndexBuffer)
{
const uint16* ib16 = meshData.IndexBuffer.Get<uint16>();
for (int32 i = indexStart; i < indexEnd;)
{
Vector3 v0 = vb[ib16[i++]];
Vector3 v1 = vb[ib16[i++]];
Vector3 v2 = vb[ib16[i++]];
CollisionsHelper::ClosestPointPointTriangle(point, v0, v1, v2, p);
const Real distance = Vector3::Distance(point, p);
if (distance < hitDistance)
{
hitDistance = distance;
hitPoint = p;
hitTriangle = Triangle(v0, v1, v2);
hit = true;
}
}
}
else
{
const uint32* ib32 = meshData.IndexBuffer.Get<uint32>();
for (int32 i = indexStart; i < indexEnd;)
{
Vector3 v0 = vb[ib32[i++]];
Vector3 v1 = vb[ib32[i++]];
Vector3 v2 = vb[ib32[i++]];
CollisionsHelper::ClosestPointPointTriangle(point, v0, v1, v2, p);
const Real distance = Vector3::Distance(point, p);
if (distance < hitDistance)
{
hitDistance = distance;
hitPoint = p;
hitTriangle = Triangle(v0, v1, v2);
hit = true;
}
}
}
}
else
{
// Check all nested nodes
for (uint32 i = 0; i < root.Node.ChildrenCount; i++)
{
const int32 index = root.Node.ChildIndex + i;
if (_bvh[index].Bounds.Distance(point) >= hitDistance)
continue;
if (PointQueryBVH(index, point, hitDistance, hitPoint, hitTriangle))
hit = true;
}
}
return hit;
}
bool MeshAccelerationStructure::RayCastBVH(int32 node, const Ray& ray, Real& hitDistance, Vector3& hitNormal, Triangle& hitTriangle) const
{
const auto& root = _bvh[node];
if (!root.Bounds.Intersects(ray))
return false;
Vector3 normal;
Real distance;
bool hit = false;
if (root.Leaf.IsLeaf)
{
// Ray cast along triangles in the leaf
const Mesh& meshData = _meshes.Get()[root.Leaf.MeshIndex];
const Float3* vb = meshData.VertexBuffer.Get<Float3>();
const int32 indexStart = root.Leaf.TriangleIndex * 3;
const int32 indexEnd = indexStart + root.Leaf.TriangleCount * 3;
if (meshData.Use16BitIndexBuffer)
{
const uint16* ib16 = meshData.IndexBuffer.Get<uint16>();
for (int32 i = indexStart; i < indexEnd;)
{
Vector3 v0 = vb[ib16[i++]];
Vector3 v1 = vb[ib16[i++]];
Vector3 v2 = vb[ib16[i++]];
if (CollisionsHelper::RayIntersectsTriangle(ray, v0, v1, v2, distance, normal) && distance < hitDistance)
{
hitDistance = distance;
hitNormal = normal;
hitTriangle = Triangle(v0, v1, v2);
hit = true;
}
}
}
else
{
const uint32* ib32 = meshData.IndexBuffer.Get<uint32>();
for (int32 i = indexStart; i < indexEnd;)
{
Vector3 v0 = vb[ib32[i++]];
Vector3 v1 = vb[ib32[i++]];
Vector3 v2 = vb[ib32[i++]];
if (CollisionsHelper::RayIntersectsTriangle(ray, v0, v1, v2, distance, normal) && distance < hitDistance)
{
hitDistance = distance;
hitNormal = normal;
hitTriangle = Triangle(v0, v1, v2);
hit = true;
}
}
}
}
else
{
// Ray cast all child nodes
Triangle triangle;
for (uint32 i = 0; i < root.Node.ChildrenCount; i++)
{
const int32 index = root.Node.ChildIndex + i;
distance = hitDistance;
if (RayCastBVH(index, ray, distance, normal, triangle) && distance < hitDistance)
{
hitDistance = distance;
hitNormal = normal;
hitTriangle = triangle;
hit = true;
}
}
}
return hit;
}
MeshAccelerationStructure::~MeshAccelerationStructure()
{
for (auto& e : _meshes)
{
if (e.Asset)
e.Asset->RemoveReference();
}
}
void MeshAccelerationStructure::Add(Model* model, int32 lodIndex)
{
PROFILE_CPU();
lodIndex = Math::Clamp(lodIndex, model->HighestResidentLODIndex(), model->LODs.Count() - 1);
ModelLOD& lod = model->LODs[lodIndex];
_meshes.EnsureCapacity(_meshes.Count() + lod.Meshes.Count());
bool failed = false;
for (int32 i = 0; i < lod.Meshes.Count(); i++)
{
auto& mesh = lod.Meshes[i];
const MaterialSlot& materialSlot = model->MaterialSlots[mesh.GetMaterialSlotIndex()];
if (materialSlot.Material && !materialSlot.Material->WaitForLoaded())
{
// Skip transparent materials
if (materialSlot.Material->GetInfo().BlendMode != MaterialBlendMode::Opaque)
continue;
}
auto& meshData = _meshes.AddOne();
meshData.Asset = model;
model->AddReference();
if (model->IsVirtual())
{
meshData.Indices = mesh.GetTriangleCount() * 3;
meshData.Vertices = mesh.GetVertexCount();
failed |= mesh.DownloadDataGPU(MeshBufferType::Index, meshData.IndexBuffer);
failed |= mesh.DownloadDataGPU(MeshBufferType::Vertex0, meshData.VertexBuffer);
}
else
{
failed |= mesh.DownloadDataCPU(MeshBufferType::Index, meshData.IndexBuffer, meshData.Indices);
failed |= mesh.DownloadDataCPU(MeshBufferType::Vertex0, meshData.VertexBuffer, meshData.Vertices);
}
if (failed)
return;
if (!meshData.IndexBuffer.IsAllocated() && meshData.IndexBuffer.Length() != 0)
{
// BVH nodes modifies index buffer (sorts data in-place) so clone it
meshData.IndexBuffer.Copy(meshData.IndexBuffer.Get(), meshData.IndexBuffer.Length());
}
meshData.Use16BitIndexBuffer = mesh.Use16BitIndexBuffer();
meshData.Bounds = mesh.GetBox();
}
}
void MeshAccelerationStructure::Add(const ModelData* modelData, int32 lodIndex, bool copy)
{
PROFILE_CPU();
lodIndex = Math::Clamp(lodIndex, 0, modelData->LODs.Count() - 1);
const ModelLodData& lod = modelData->LODs[lodIndex];
_meshes.EnsureCapacity(_meshes.Count() + lod.Meshes.Count());
for (int32 i = 0; i < lod.Meshes.Count(); i++)
{
MeshData* mesh = lod.Meshes[i];
const MaterialSlotEntry& materialSlot = modelData->Materials[mesh->MaterialSlotIndex];
auto material = Content::LoadAsync<MaterialBase>(materialSlot.AssetID);
if (material && !material->WaitForLoaded())
{
// Skip transparent materials
if (material->GetInfo().BlendMode != MaterialBlendMode::Opaque)
continue;
}
auto& meshData = _meshes.AddOne();
meshData.Asset = nullptr;
meshData.Indices = mesh->Indices.Count();
meshData.Vertices = mesh->Positions.Count();
if (copy)
{
meshData.IndexBuffer.Copy((const byte*)mesh->Indices.Get(), meshData.Indices * sizeof(uint32));
meshData.VertexBuffer.Copy((const byte*)mesh->Positions.Get(), meshData.Vertices * sizeof(Float3));
}
else
{
meshData.IndexBuffer.Link((const byte*)mesh->Indices.Get(), meshData.Indices * sizeof(uint32));
meshData.VertexBuffer.Link((const byte*)mesh->Positions.Get(), meshData.Vertices * sizeof(Float3));
}
meshData.Use16BitIndexBuffer = false;
mesh->CalculateBox(meshData.Bounds);
}
}
void MeshAccelerationStructure::Add(Float3* vb, int32 vertices, void* ib, int32 indices, bool use16BitIndex, bool copy)
{
ASSERT(vertices % 3 == 0);
auto& meshData = _meshes.AddOne();
meshData.Asset = nullptr;
if (copy)
{
meshData.VertexBuffer.Copy((const byte*)vb, vertices * sizeof(Float3));
}
else
{
meshData.VertexBuffer.Link((const byte*)vb, vertices * sizeof(Float3));
}
meshData.IndexBuffer.Copy((const byte*)ib, indices * (use16BitIndex ? sizeof(uint16) : sizeof(uint32)));
meshData.Vertices = vertices;
meshData.Indices = indices;
meshData.Use16BitIndexBuffer = use16BitIndex;
BoundingBox::FromPoints(meshData.VertexBuffer.Get<Float3>(), vertices, meshData.Bounds);
}
void MeshAccelerationStructure::MergeMeshes(bool force16BitIndexBuffer)
{
if (_meshes.Count() == 0)
return;
if (_meshes.Count() == 1 && (!force16BitIndexBuffer || !_meshes[0].Use16BitIndexBuffer))
return;
PROFILE_CPU();
auto meshes = _meshes;
_meshes.Clear();
_meshes.Resize(1);
auto& mesh = _meshes[0];
mesh.Asset = nullptr;
mesh.Use16BitIndexBuffer = true;
mesh.Indices = 0;
mesh.Vertices = 0;
mesh.Bounds = meshes[0].Bounds;
for (auto& e : meshes)
{
if (!e.Use16BitIndexBuffer)
mesh.Use16BitIndexBuffer = false;
mesh.Vertices += e.Vertices;
mesh.Indices += e.Indices;
BoundingBox::Merge(mesh.Bounds, e.Bounds, mesh.Bounds);
}
mesh.Use16BitIndexBuffer &= mesh.Indices <= MAX_uint16 && !force16BitIndexBuffer;
mesh.VertexBuffer.Allocate(mesh.Vertices * sizeof(Float3));
mesh.IndexBuffer.Allocate(mesh.Indices * sizeof(uint32));
int32 vertexCounter = 0, indexCounter = 0;
for (auto& e : meshes)
{
Platform::MemoryCopy(mesh.VertexBuffer.Get() + vertexCounter * sizeof(Float3), e.VertexBuffer.Get(), e.Vertices * sizeof(Float3));
if (e.Use16BitIndexBuffer)
{
for (int32 i = 0; i < e.Indices; i++)
{
uint16 index = ((uint16*)e.IndexBuffer.Get())[i];
((uint32*)mesh.IndexBuffer.Get())[indexCounter + i] = vertexCounter + index;
}
}
else
{
for (int32 i = 0; i < e.Indices; i++)
{
uint16 index = ((uint32*)e.IndexBuffer.Get())[i];
((uint32*)mesh.IndexBuffer.Get())[indexCounter + i] = vertexCounter + index;
}
}
vertexCounter += e.Vertices;
indexCounter += e.Indices;
if (e.Asset)
e.Asset->RemoveReference();
}
}
void MeshAccelerationStructure::BuildBVH(int32 maxLeafSize, int32 maxDepth)
{
if (_meshes.Count() == 0)
return;
PROFILE_CPU();
BVHBuild build;
build.MaxLeafSize = maxLeafSize;
build.MaxDepth = maxDepth;
// Estimate memory usage
int32 trianglesCount = 0;
for (const Mesh& meshData : _meshes)
trianglesCount += meshData.Indices / 3;
_bvh.Clear();
_bvh.EnsureCapacity(trianglesCount / Math::Max(maxLeafSize, 16));
// Skip using root node if BVH contains only one mesh
if (_meshes.Count() == 1)
{
const Mesh& meshData = _meshes.First();
auto& child = _bvh.AddOne();
child.Leaf.IsLeaf = 1;
child.Leaf.MeshIndex = 0;
child.Leaf.TriangleIndex = 0;
child.Leaf.TriangleCount = meshData.Indices / 3;
child.Bounds = meshData.Bounds;
Array<byte> scratch;
BuildBVH(0, build);
}
else
{
// Init with the root node and all meshes as leaves
auto& root = _bvh.AddOne();
root.Node.IsLeaf = 0;
root.Node.ChildIndex = 1;
root.Node.ChildrenCount = _meshes.Count();
root.Bounds = _meshes[0].Bounds;
for (int32 i = 0; i < _meshes.Count(); i++)
{
const Mesh& meshData = _meshes[i];
auto& child = _bvh.AddOne();
child.Leaf.IsLeaf = 1;
child.Leaf.MeshIndex = i;
child.Leaf.TriangleIndex = 0;
child.Leaf.TriangleCount = meshData.Indices / 3;
child.Bounds = meshData.Bounds;
BoundingBox::Merge(root.Bounds, meshData.Bounds, root.Bounds);
}
// Sub-divide mesh nodes into smaller leaves
build.MaxNodeDepth = build.MaxDepth = 2;
Array<byte> scratch;
for (int32 i = 0; i < _meshes.Count(); i++)
BuildBVH(i + 1, build);
build.NodeDepth = 0;
}
LOG(Info, "BVH nodes: {}, max depth: {}, max triangles: {}", _bvh.Count(), build.MaxNodeDepth, build.MaxNodeTriangles);
}
bool MeshAccelerationStructure::PointQuery(const Vector3& point, Real& hitDistance, Vector3& hitPoint, Triangle& hitTriangle, Real maxDistance) const
{
hitDistance = maxDistance >= MAX_Real ? maxDistance : maxDistance * maxDistance;
bool hit = false;
// BVH
if (_bvh.Count() != 0)
{
Array<int32, InlinedAllocation<32>> stack;
stack.Push(0);
while (stack.HasItems())
{
const int32 node = stack.Pop();
auto& root = _bvh[node];
// Skip too far nodes
if (root.Bounds.Distance(point) >= hitDistance)
continue;
if (root.Leaf.IsLeaf)
{
// Check this leaf
hit |= PointQueryBVH(node, point, hitDistance, hitPoint, hitTriangle);
}
else
{
// Check this node children
for (uint32 i = 0; i < root.Node.ChildrenCount; i++)
stack.Push(root.Node.ChildIndex + i);
}
}
//hit = PointQueryBVH(0, point, hitDistance, hitPoint, hitTriangle);
return hit;
}
// Brute-force
{
Vector3 p;
for (const Mesh& meshData : _meshes)
{
const Float3* vb = meshData.VertexBuffer.Get<Float3>();
if (meshData.Use16BitIndexBuffer)
{
const uint16* ib16 = meshData.IndexBuffer.Get<uint16>();
for (int32 i = 0; i < meshData.Indices;)
{
Vector3 v0 = vb[ib16[i++]];
Vector3 v1 = vb[ib16[i++]];
Vector3 v2 = vb[ib16[i++]];
CollisionsHelper::ClosestPointPointTriangle(point, v0, v1, v2, p);
const Real distance = Vector3::DistanceSquared(point, p);
if (distance < hitDistance)
{
hitDistance = distance;
hitPoint = p;
hitTriangle = Triangle(v0, v1, v2);
hit = true;
}
}
}
else
{
const uint32* ib32 = meshData.IndexBuffer.Get<uint32>();
for (int32 i = 0; i < meshData.Indices;)
{
Vector3 v0 = vb[ib32[i++]];
Vector3 v1 = vb[ib32[i++]];
Vector3 v2 = vb[ib32[i++]];
CollisionsHelper::ClosestPointPointTriangle(point, v0, v1, v2, p);
const Real distance = Vector3::DistanceSquared(point, p);
if (distance < hitDistance)
{
hitDistance = distance;
hitPoint = p;
hitTriangle = Triangle(v0, v1, v2);
hit = true;
}
}
}
}
if (hit)
hitDistance = Math::Sqrt(hitDistance);
return hit;
}
}
bool MeshAccelerationStructure::RayCast(const Ray& ray, Real& hitDistance, Vector3& hitNormal, Triangle& hitTriangle, Real maxDistance) const
{
hitDistance = maxDistance;
// BVH
if (_bvh.Count() != 0)
{
return RayCastBVH(0, ray, hitDistance, hitNormal, hitTriangle);
}
// Brute-force
{
Vector3 normal;
Real distance;
bool hit = false;
for (const Mesh& meshData : _meshes)
{
if (!meshData.Bounds.Intersects(ray))
continue;
const Float3* vb = meshData.VertexBuffer.Get<Float3>();
if (meshData.Use16BitIndexBuffer)
{
const uint16* ib16 = meshData.IndexBuffer.Get<uint16>();
for (int32 i = 0; i < meshData.Indices;)
{
Vector3 v0 = vb[ib16[i++]];
Vector3 v1 = vb[ib16[i++]];
Vector3 v2 = vb[ib16[i++]];
if (CollisionsHelper::RayIntersectsTriangle(ray, v0, v1, v2, distance, normal) && distance < hitDistance)
{
hitDistance = distance;
hitNormal = normal;
hitTriangle = Triangle(v0, v1, v2);
hit = true;
}
}
}
else
{
const uint32* ib32 = meshData.IndexBuffer.Get<uint32>();
for (int32 i = 0; i < meshData.Indices;)
{
Vector3 v0 = vb[ib32[i++]];
Vector3 v1 = vb[ib32[i++]];
Vector3 v2 = vb[ib32[i++]];
if (CollisionsHelper::RayIntersectsTriangle(ray, v0, v1, v2, distance, normal) && distance < hitDistance)
{
hitDistance = distance;
hitNormal = normal;
hitTriangle = Triangle(v0, v1, v2);
hit = true;
}
}
}
}
return hit;
}
}
MeshAccelerationStructure::GPU::~GPU()
{
SAFE_DELETE_GPU_RESOURCE(BVHBuffer);
SAFE_DELETE_GPU_RESOURCE(VertexBuffer);
SAFE_DELETE_GPU_RESOURCE(IndexBuffer);
}
MeshAccelerationStructure::GPU::operator bool() const
{
// Index buffer is initialized as last one so all other buffers are fine too
return IndexBuffer && IndexBuffer->GetSize() != 0;
}
MeshAccelerationStructure::GPU MeshAccelerationStructure::ToGPU()
{
PROFILE_CPU();
GPU gpu;
// GPU BVH operates on a single mesh with 32-bit indices
MergeMeshes(true);
// Construct BVH
const int32 BVH_STACK_SIZE = 32; // This must match HLSL shader
BuildBVH(0, BVH_STACK_SIZE);
// Upload BVH
{
Array<GPUBVH> bvhData;
bvhData.Resize(_bvh.Count());
for (int32 i = 0; i < _bvh.Count(); i++)
{
const auto& src = _bvh.Get()[i];
auto& dst = bvhData.Get()[i];
dst.BoundsMin = src.Bounds.Minimum;
dst.BoundsMax = src.Bounds.Maximum;
if (src.Leaf.IsLeaf)
{
dst.Index = src.Leaf.TriangleIndex * 3;
dst.Count = src.Leaf.TriangleCount * 3;
}
else
{
dst.Index = src.Node.ChildIndex;
dst.Count = -(int32)src.Node.ChildrenCount; // Mark as non-leaf
ASSERT(src.Node.ChildrenCount == 2); // GPU shader is hardcoded for 2 children per node
}
}
gpu.BVHBuffer = GPUBuffer::New();
auto desc =GPUBufferDescription::Structured(_bvh.Count(), sizeof(GPUBVH));
desc.InitData = bvhData.Get();
if (gpu.BVHBuffer->Init(desc))
return gpu;
}
// Upload vertex buffer
{
const Mesh& mesh = _meshes[0];
gpu.VertexBuffer = GPUBuffer::New();
auto desc = GPUBufferDescription::Raw(mesh.Vertices * sizeof(Float3), GPUBufferFlags::ShaderResource);
desc.InitData = mesh.VertexBuffer.Get();
if (gpu.VertexBuffer->Init(desc))
return gpu;
}
// Upload index buffer
{
const Mesh& mesh = _meshes[0];
gpu.IndexBuffer = GPUBuffer::New();
auto desc = GPUBufferDescription::Raw(mesh.Indices * sizeof(uint32), GPUBufferFlags::ShaderResource);
desc.InitData = mesh.IndexBuffer.Get();
gpu.IndexBuffer->Init(desc);
}
return gpu;
}
#endif