+ | Dragon and bvh

This commit is contained in:
TheRedShip
2025-01-18 12:30:35 +01:00
parent bb673d4af1
commit 5d3de6158b
20 changed files with 430842 additions and 25476 deletions

View File

@ -20,6 +20,16 @@ struct GPUObject {
int type; // 4
};
struct GPUTriangle
{
vec3 position;
vec3 vertex1;
vec3 vertex2;
vec3 normal;
int mat_index;
};
struct GPUMaterial
{
vec3 color; // 12 + 4
@ -51,21 +61,6 @@ struct GPUVolume
int enabled;
};
layout(std430, binding = 1) buffer ObjectBuffer
{
GPUObject objects[];
};
layout(std430, binding = 2) buffer MaterialBuffer
{
GPUMaterial materials[];
};
layout(std430, binding = 3) buffer LightsBuffer
{
int lightsIndex[];
};
struct GPUBvh
{
vec3 min;
@ -79,7 +74,28 @@ struct GPUBvh
int first_primitive;
int primitive_count;
};
layout(std430, binding = 4) buffer BvhBuffer
layout(std430, binding = 1) buffer ObjectBuffer
{
GPUObject objects[];
};
layout(std430, binding = 2) buffer TriangleBuffer
{
GPUTriangle triangles[];
};
layout(std430, binding = 3) buffer MaterialBuffer
{
GPUMaterial materials[];
};
layout(std430, binding = 4) buffer LightsBuffer
{
int lightsIndex[];
};
layout(std430, binding = 5) buffer BvhBuffer
{
GPUBvh bvh[];
};
@ -116,6 +132,7 @@ struct hitInfo
vec3 normal;
vec3 position;
int obj_index;
int mat_index;
};
#include "shaders/random.glsl"
@ -153,8 +170,7 @@ vec3 pathtrace(Ray ray, inout uint rng_state)
if (volume.enabled != 0)
transmittance *= exp(-volume.sigma_t * hit.t);
GPUObject obj = objects[hit.obj_index];
GPUMaterial mat = materials[obj.mat_index];
GPUMaterial mat = materials[hit.mat_index];
// RR
float p = max(color.r, max(color.g, color.b));

View File

@ -41,6 +41,20 @@ layout(std430, binding = 1) buffer ObjectBuffer
};
struct GPUTriangle
{
vec3 position;
vec3 vertex1;
vec3 vertex2;
vec3 normal;
int mat_index;
};
layout(std430, binding = 2) buffer TriangleBuffer
{
GPUTriangle triangles[];
};
struct GPUBvh
{
vec3 min;
@ -54,7 +68,7 @@ struct GPUBvh
int first_primitive;
int primitive_count;
};
layout(std430, binding = 4) buffer BvhBuffer
layout(std430, binding = 5) buffer BvhBuffer
{
GPUBvh bvh[];
};
@ -78,10 +92,10 @@ struct hitInfo
vec3 normal;
vec3 position;
int obj_index;
int mat_index;
};
#include "shaders/intersect.glsl"
#include "shaders/bvh.glsl"
int traceRay(Ray ray)
{
@ -100,9 +114,12 @@ int traceRay(Ray ray)
return (num_hit);
}
int traceBVH(Ray ray)
hitInfo traceBVH(Ray ray, inout int num_hit)
{
int num_hit = 0;
hitInfo hit;
hit.t = 1e30;
hit.obj_index = -1;
const int MAX_STACK_SIZE = 64;
int stack[MAX_STACK_SIZE];
@ -126,11 +143,15 @@ int traceBVH(Ray ray)
{
for (int i = 0; i < node.primitive_count; i++)
{
GPUObject obj = objects[node.first_primitive + i];
GPUTriangle obj = triangles[node.first_primitive + i];
hitInfo tmp;
if (intersect(ray, obj, tmp))
num_hit;
hitInfo temp_hit;
if (intersectTriangle(ray, obj, temp_hit) && temp_hit.t > 0.0f && temp_hit.t < hit.t + 0.0001)
{
hit.t = temp_hit.t;
hit.normal = temp_hit.normal;
hit.obj_index = node.first_primitive + i;
}
}
}
@ -144,7 +165,7 @@ int traceBVH(Ray ray)
}
}
return (num_hit);
return (hit);
}
@ -168,10 +189,20 @@ void main()
vec2 uv = ((vec2(pixel_coords)) / u_resolution) * 2.0 - 1.0;;
uv.x *= u_resolution.x / u_resolution.y;
Ray ray = initRay(uv);
int hits = traceBVH(ray);
vec3 color = vec3(float(hits) / float(u_bvhNum / 4));
imageStore(output_image, pixel_coords, vec4(color, 1.));
int hits = 0;
hitInfo hit = traceBVH(ray, hits);
vec3 color = vec3(0.);
// if (hit.obj_index != -1)
// color = vec3(hit.normal);
if (hits > 150)
color = vec3(1., 0., 0.);
else
color = vec3(float(hits) / float(100));
imageStore(output_image, pixel_coords, vec4(color, 1.));
}

View File

@ -93,35 +93,32 @@ bool intersectTriangle(Ray ray, GPUObject obj, out hitInfo hit)
return (valid);
}
// bool intersectTriangle(Ray ray, GPUObject obj, out hitInfo hit)
// {
// vec3 pvec = cross(ray.direction, obj.vertex2);
// float det = dot(obj.vertex1, pvec);
bool intersectTriangle(Ray ray, GPUTriangle obj, out hitInfo hit)
{
vec3 vertex1 = obj.vertex1 - obj.position;
vec3 vertex2 = obj.vertex2 - obj.position;
vec3 pvec = cross(ray.direction, vertex2);
float det = dot(vertex1, pvec);
vec3 tvec = ray.origin - obj.position;
// if (abs(det) < 1e-8) return (false); // det < 0.0
float invDet = 1.0 / det;
float u = dot(tvec, pvec) * invDet;
vec3 qvec = cross(tvec, vertex1);
float v = dot(ray.direction, qvec) * invDet;
float t = dot(vertex2, qvec) * invDet;
// float invDet = 1.0 / det;
bool valid = abs(det) > 1e-8 &&
u >= 0.0 && u <= 1.0 &&
v >= 0.0 && (u + v) <= 1.0 &&
t > 0.0;
// vec3 tvec = ray.origin - obj.position;
hit.t = t;
hit.position = ray.origin + ray.direction * t;
hit.normal = obj.normal * sign(-dot(ray.direction, obj.normal));
// float u = dot(tvec, pvec) * invDet;
// if (u < 0.0 || u > 1.0) return (false);
// vec3 qvec = cross(tvec, obj.vertex1);
// float v = dot(ray.direction, qvec) * invDet;
// if (v < 0.0 || u + v > 1.0) return (false);
// float t = dot(obj.vertex2, qvec) * invDet;
// if (t <= 0.0) return (false);
// hit.t = t;
// hit.position = ray.origin + ray.direction * t;
// vec3 normal = obj.normal;
// hit.normal = dot(ray.direction, normal) < 0.0 ? normal : -normal;
// return (true);
// }
return (valid);
}
bool intersectCube(Ray ray, GPUObject obj, out hitInfo hit)
{

View File

@ -46,6 +46,7 @@ hitInfo traceScene(Ray ray)
hit.t = temp_hit.t;
hit.last_t = temp_hit.last_t;
hit.obj_index = i;
hit.mat_index = obj.mat_index;
hit.position = temp_hit.position;
hit.normal = temp_hit.normal;
}
@ -83,14 +84,15 @@ hitInfo traceBVH(Ray ray)
{
for (int i = 0; i < node.primitive_count; i++)
{
GPUObject obj = objects[node.first_primitive + i];
GPUTriangle obj = triangles[node.first_primitive + i];
hitInfo temp_hit;
if (intersect(ray, obj, temp_hit) && temp_hit.t > 0.0f && temp_hit.t < hit.t + 0.0001)
if (intersectTriangle(ray, obj, temp_hit) && temp_hit.t > 0.0f && temp_hit.t < hit.t + 0.0001)
{
hit.t = temp_hit.t;
hit.last_t = temp_hit.last_t;
hit.obj_index = node.first_primitive + i;
hit.mat_index = obj.mat_index;
hit.position = temp_hit.position;
hit.normal = temp_hit.normal;
}
@ -112,7 +114,10 @@ hitInfo traceBVH(Ray ray)
hitInfo traceRay(Ray ray)
{
if (true)
return (traceBVH(ray));
return (traceScene(ray));
hitInfo hitBVH = traceBVH(ray);
hitInfo hitScene = traceScene(ray);
if (hitBVH.t < hitScene.t)
return (hitBVH);
return (hitScene);
}