+ | Triangle optimization

This commit is contained in:
TheRedShip
2025-02-01 16:33:40 +01:00
parent 0b930fe394
commit 558d1205a7
5 changed files with 35 additions and 31 deletions

View File

@ -81,20 +81,17 @@ bool intersectTriangle(Ray ray, GPUTriangle obj, out hitInfo hit)
vec3 tvec = ray.origin - obj.position;
float invDet = 1.0 / det;
float u = dot(tvec, pvec) * invDet;
hit.u = dot(tvec, pvec) * invDet;
vec3 qvec = cross(tvec, vertex1);
float v = dot(ray.direction, qvec) * invDet;
float t = dot(vertex2, qvec) * invDet;
hit.v = dot(ray.direction, qvec) * invDet;
hit.t = dot(vertex2, qvec) * invDet;
bool valid = u >= 0.0 && u <= 1.0 &&
v >= 0.0 && (u + v) <= 1.0 &&
t > 0.0;
bool valid = hit.u >= 0.0 && hit.u <= 1.0 &&
hit.v >= 0.0 && (hit.u + hit.v) <= 1.0 &&
hit.t > 0.0;
hit.u = u;
hit.v = v;
hit.t = t;
hit.position = ray.origin + ray.direction * t;
hit.normal = obj.normal * sign(-dot(ray.direction, obj.normal));
// hit.position = ray.origin + ray.direction * t;
// hit.normal = obj.normal * sign(-dot(ray.direction, obj.normal));
// hit.normal = vec3(u, v, 1 - (u + v)); //texture mapping
return (valid);

View File

@ -43,7 +43,6 @@ hitInfo traceScene(Ray ray)
if (intersect(ray, obj, temp_hit) && temp_hit.t < hit.t)
{
hit.t = temp_hit.t;
hit.last_t = temp_hit.last_t;
hit.obj_index = i;
hit.obj_type = obj.type;
hit.mat_index = obj.mat_index;
@ -84,11 +83,10 @@ hitInfo traceBVH(Ray ray, GPUBvhData bvh_data)
hit.u = temp_hit.u;
hit.v = temp_hit.v;
hit.t = temp_hit.t;
hit.last_t = temp_hit.last_t;
hit.obj_index = bvh_data.triangle_start_index + node.index + i;
hit.mat_index = obj.mat_index;
hit.position = temp_hit.position;
hit.normal = temp_hit.normal;
// hit.mat_index = obj.mat_index;
// hit.position = temp_hit.position;
// hit.normal = temp_hit.normal;
}
}
}
@ -143,22 +141,28 @@ hitInfo traverseBVHs(Ray ray)
hitInfo temp_hit = traceBVH(transformedRay, BvhData[i]);
temp_hit.t = temp_hit.t / bvh_data.scale;
if (temp_hit.t < hit.t)
float transformed_t = temp_hit.t / bvh_data.scale;
if (transformed_t < hit.t)
{
GPUTriangle triangle = triangles[temp_hit.obj_index];
hit.u = temp_hit.u;
hit.v = temp_hit.v;
hit.t = temp_hit.t;
hit.last_t = temp_hit.last_t / bvh_data.scale;
hit.t = transformed_t;
hit.obj_index = temp_hit.obj_index;
hit.mat_index = temp_hit.mat_index;
hit.obj_type = 3;
hit.position = inverseTransformMatrix * temp_hit.position + bvh_data.offset;
hit.normal = normalize(inverseTransformMatrix * temp_hit.normal);
hit.mat_index = triangle.mat_index;
vec3 position = transformedRay.origin + transformedRay.direction * temp_hit.t;
hit.position = inverseTransformMatrix * position + bvh_data.offset;
vec3 based_normal = triangle.normal; // * sign(-dot(transformedRay.direction, triangle.normal));
hit.normal = normalize(inverseTransformMatrix * based_normal);
}
}
hit.obj_type = 3;
return (hit);
}