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https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 10:48:34 +02:00
+ | Dragon and bvh
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@ -41,6 +41,20 @@ layout(std430, binding = 1) buffer ObjectBuffer
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};
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struct GPUTriangle
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{
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vec3 position;
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vec3 vertex1;
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vec3 vertex2;
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vec3 normal;
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int mat_index;
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};
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layout(std430, binding = 2) buffer TriangleBuffer
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{
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GPUTriangle triangles[];
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};
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struct GPUBvh
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{
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vec3 min;
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@ -54,7 +68,7 @@ struct GPUBvh
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int first_primitive;
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int primitive_count;
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};
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layout(std430, binding = 4) buffer BvhBuffer
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layout(std430, binding = 5) buffer BvhBuffer
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{
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GPUBvh bvh[];
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};
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@ -78,10 +92,10 @@ struct hitInfo
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vec3 normal;
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vec3 position;
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int obj_index;
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int mat_index;
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};
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#include "shaders/intersect.glsl"
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#include "shaders/bvh.glsl"
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int traceRay(Ray ray)
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{
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@ -100,9 +114,12 @@ int traceRay(Ray ray)
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return (num_hit);
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}
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int traceBVH(Ray ray)
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hitInfo traceBVH(Ray ray, inout int num_hit)
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{
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int num_hit = 0;
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hitInfo hit;
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hit.t = 1e30;
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hit.obj_index = -1;
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const int MAX_STACK_SIZE = 64;
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int stack[MAX_STACK_SIZE];
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@ -126,11 +143,15 @@ int traceBVH(Ray ray)
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{
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for (int i = 0; i < node.primitive_count; i++)
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{
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GPUObject obj = objects[node.first_primitive + i];
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GPUTriangle obj = triangles[node.first_primitive + i];
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hitInfo tmp;
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if (intersect(ray, obj, tmp))
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num_hit;
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hitInfo temp_hit;
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if (intersectTriangle(ray, obj, temp_hit) && temp_hit.t > 0.0f && temp_hit.t < hit.t + 0.0001)
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{
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hit.t = temp_hit.t;
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hit.normal = temp_hit.normal;
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hit.obj_index = node.first_primitive + i;
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}
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}
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}
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@ -144,7 +165,7 @@ int traceBVH(Ray ray)
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}
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}
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return (num_hit);
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return (hit);
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}
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@ -168,10 +189,20 @@ void main()
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vec2 uv = ((vec2(pixel_coords)) / u_resolution) * 2.0 - 1.0;;
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uv.x *= u_resolution.x / u_resolution.y;
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Ray ray = initRay(uv);
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int hits = traceBVH(ray);
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vec3 color = vec3(float(hits) / float(u_bvhNum / 4));
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imageStore(output_image, pixel_coords, vec4(color, 1.));
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int hits = 0;
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hitInfo hit = traceBVH(ray, hits);
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vec3 color = vec3(0.);
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// if (hit.obj_index != -1)
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// color = vec3(hit.normal);
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if (hits > 150)
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color = vec3(1., 0., 0.);
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else
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color = vec3(float(hits) / float(100));
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imageStore(output_image, pixel_coords, vec4(color, 1.));
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}
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