+ | 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

@ -29,6 +29,6 @@ Pos=1556,610
Size=284,382 Size=284,382
[Window][Settings] [Window][Settings]
Pos=1595,22 Pos=1568,11
Size=259,975 Size=336,975

View File

@ -1,4 +1,4 @@
CAM 18.9143 1.24843 -5.48951 8.60003 -200.801 0 2 45 5 CAM 18.9143 1.24843 -5.48951 8.5 -200 0.04 14.829 45 4
MAT 255 255 255 0.0 1.0 0.5 // dragon 0 MAT 255 255 255 0.0 1.0 0.5 // dragon 0
MAT 255 220 50 0.0 1.0 0.5 // dragon 1 MAT 255 220 50 0.0 1.0 0.5 // dragon 1
@ -9,6 +9,9 @@ sp 0 50 0 25 2
OBJ scenes/obj/sponza.obj 0 0 0 0.025 OBJ scenes/obj/sponza.obj 0 0 0 0.025
OBJ scenes/obj/Dragon_80K.obj 7 2.5 0 9 0 140 0 0 # OBJ scenes/obj/Dragon_80K.obj 7 2.5 0 9 0 140 0 0
OBJ scenes/obj/Dragon_80K.obj 9 1.35 -3.5 5 0 40 0 1 OBJ scenes/obj/Dragon_80K.obj 9 1.35 -3.5 5 0 40 0 1
OBJ scenes/obj/Dragon_800K.obj 10 3.35 -3.5 45 0 230 0 0
# OBJ scenes/obj/Dragon_80K.obj 9 1.35 -3.5 5 0 40 0 1

View File

@ -1,6 +1,6 @@
CAM 0 0 -5 CAM -0.181956 1.3733 2.83437 -16 -87.8001 0 1 90 5
MAT 255 255 255 10.0 1.0 0.0 //white MAT 255 255 255 10.0 1.0 0.0 //white
# sp 0 0 0 1 0 # sp 0 0 0 1 0
OBJ scenes/obj/room.obj 0 0 0 1 OBJ scenes/obj/jinx.obj 0 0 0 1

View File

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

View File

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