mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 10:48:34 +02:00
+ | Multiple obj using multiple BVH
This commit is contained in:
@ -28,7 +28,7 @@ struct AABB
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void grow( glm::vec3 p ) { min = glm::min( min, p ), max = glm::max( max, p ); }
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float area()
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float area()
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{
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glm::vec3 e = max - min;
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return (e.x * e.y + e.y * e.z + e.z * e.x);
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@ -45,15 +45,13 @@ struct BVHStats
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class BVH
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{
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public:
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BVH(std::vector<GPUTriangle> &primitives, int first_primitive, int primitive_count);
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BVH(std::vector<Triangle> &triangles, int first_primitive, int primitive_count);
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void showAABB(Scene *scene);
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void updateBounds(std::vector <GPUTriangle> &primitives);
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void subdivide(std::vector<GPUTriangle> &primitives);
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void updateBounds(std::vector<Triangle> &triangles);
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void subdivide(std::vector<Triangle> &triangles);
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float evaluateSah(std::vector<GPUTriangle> &primitives, int axis, float pos);
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float evaluateSah(std::vector<Triangle> &triangles, int axis, float pos);
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int getSize();
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int getLeaves();
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@ -39,6 +39,8 @@ class ObjParser
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std::vector<glm::vec2> _textureVertices;
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int _mat;
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std::map<std::string, int> _matNames;
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std::vector<Triangle> _triangles;
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};
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#endif
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@ -86,6 +86,14 @@ struct GPUBvh
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int primitive_count;
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};
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struct GPUBvhData
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{
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alignas(16) glm::vec3 offset;
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int bvh_start_index;
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int triangle_start_index;
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};
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class Sphere;
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class Camera;
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@ -103,11 +111,15 @@ class Scene
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void updateLightAndObjects(int mat_id);
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std::set<int> getGPULights();
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void addBvh(std::vector<Triangle> &triangles);
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const std::vector<GPUObject> &getObjectData() const;
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const std::vector<GPUTriangle> &getTriangleData() const;
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std::vector<GPUMaterial> &getMaterialData();
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std::vector<GPUBvh> &getBVH();
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std::vector<GPUBvhData> &getBvhData();
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std::vector<GPUBvh> &getBvh();
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GPUVolume &getVolume();
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GPUDebug &getDebug();
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@ -116,6 +128,7 @@ class Scene
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GPUMaterial getMaterial(int material_index);
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private:
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std::vector<GPUBvhData> _gpu_bvh_data;
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std::vector<GPUBvh> _gpu_bvh;
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std::vector<GPUObject> _gpu_objects;
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@ -46,6 +46,7 @@ class Triangle : public Object
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// _vertex3 -= _position; //optimization
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_normal = glm::normalize(glm::cross(_vertex2 - _position, _vertex3 - _position)); //optimization
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_centroid = (_position + _vertex2 + _vertex3) / 3.0f;
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_mat_index = mat_index;
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}
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@ -55,11 +56,14 @@ class Triangle : public Object
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// _vertex3 -= _position; //optimization
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_normal = glm::normalize(glm::cross(_vertex2 - _position, _vertex3 - _position)); //optimization
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_centroid = (_position + _vertex2 + _vertex3) / 3.0f;
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}
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const glm::vec3 &getVertex2() const { return (_vertex2); }
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const glm::vec3 &getVertex3() const { return (_vertex3); }
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const glm::vec3 &getNormal() const { return (_normal); }
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const glm::vec3 &getCentroid() const { return (_centroid); }
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Type getType() const override { return Type::TRIANGLE; }
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@ -68,6 +72,8 @@ class Triangle : public Object
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glm::vec3 _vertex3;
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glm::vec3 _normal;
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glm::vec3 _centroid;
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};
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#endif
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@ -24,7 +24,8 @@ pl 0 -2 0 0 1 0 2 // floor
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qu -1 1.999 -1 2 0 0 0 0 2 6
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OBJ obj/Dragon_800K.obj
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OBJ obj/Dragon_80K.obj
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OBJ obj/Lowpoly_tree_sample.obj
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po -1.99 -0.5 -0.5 0 1 0 0 0 1 1 4
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po -0.5 -0.5 -1.99 0 1 0 1 0 0 0 4
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@ -67,6 +67,18 @@ layout(std430, binding = 2) buffer TriangleBuffer
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GPUTriangle triangles[];
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};
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struct GPUBvhData
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{
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vec3 offset;
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int bvh_start_index;
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int triangle_start_index;
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};
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layout(std430, binding = 3) buffer BvhDataBuffer
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{
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GPUBvhData BvhData[];
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};
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struct GPUBvh
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{
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vec3 min;
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@ -80,9 +92,9 @@ 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 = 3) buffer BvhBuffer
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layout(std430, binding = 4) buffer BvhBuffer
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{
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GPUBvh bvh[];
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GPUBvh Bvh[];
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};
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uniform int u_objectsNum;
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@ -133,7 +145,7 @@ int traceRay(Ray ray)
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return (num_hit);
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}
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hitInfo traceBVH(Ray ray, inout Stats stats)
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hitInfo traceBVH(Ray ray, GPUBvhData bvh_data, inout Stats stats)
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{
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hitInfo hit;
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hitInfo hit_bvh;
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@ -148,28 +160,28 @@ hitInfo traceBVH(Ray ray, inout Stats stats)
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while (stack_ptr >= 0)
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{
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int current_index = stack[stack_ptr--];
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GPUBvh node = bvh[current_index];
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GPUBvh node = Bvh[bvh_data.bvh_start_index + current_index];
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if (node.is_leaf != 0)
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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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GPUTriangle obj = triangles[node.first_primitive + i];
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GPUTriangle obj = triangles[bvh_data.triangle_start_index + node.first_primitive + i];
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hitInfo temp_hit;
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if (intersectTriangle(ray, obj, temp_hit) && temp_hit.t < hit.t)
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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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hit.obj_index = bvh_data.triangle_start_index + node.first_primitive + i;
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}
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stats.triangle_count++;
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}
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}
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else
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{
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GPUBvh left_node = bvh[node.left_index];
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GPUBvh right_node = bvh[node.right_index];
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GPUBvh left_node = Bvh[bvh_data.bvh_start_index + node.left_index];
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GPUBvh right_node = Bvh[bvh_data.bvh_start_index + node.right_index];
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hitInfo left_hit;
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hitInfo right_hit;
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@ -198,6 +210,28 @@ hitInfo traceBVH(Ray ray, inout Stats stats)
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return (hit);
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}
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hitInfo traverseBVHs(Ray ray, inout Stats stats)
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{
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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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for (int i = 0; i < u_bvhNum; i++)
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{
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ray.origin = i == 0 ? ray.origin : ray.origin + vec3(2., 0., 0.);
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hitInfo temp_hit = traceBVH(ray, BvhData[i], stats);
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if (temp_hit.t < hit.t)
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{
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hit.t = temp_hit.t;
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hit.obj_index = temp_hit.obj_index;
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hit.normal = temp_hit.normal;
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}
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}
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return (hit);
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}
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Ray initRay(vec2 uv)
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{
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@ -216,7 +250,7 @@ vec3 debugColor(vec2 uv)
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Ray ray = initRay(uv);
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Stats stats = Stats(0, 0);
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hitInfo hit = traceBVH(ray, stats);
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hitInfo hit = traverseBVHs(ray, stats);
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float box_display = float(stats.box_count) / float(debug.box_treshold);
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float triangle_display = float(stats.triangle_count) / float(debug.triangle_treshold);
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@ -130,7 +130,7 @@ hitInfo traceRay(Ray ray)
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hitScene = traceScene(ray);
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hit = hitBVH.t < hitScene.t ? hitBVH : hitScene;
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#if 1
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#if 0
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if (hit.obj_index == -1 || objects[hit.obj_index].type != 5)
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break ;
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ray = portalRay(ray, hit);
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25
srcs/RT.cpp
25
srcs/RT.cpp
@ -20,21 +20,22 @@ int main(int argc, char **argv)
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return (1);
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Window window(&scene, WIDTH, HEIGHT, "RT_GPU", 0);
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Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl");
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// Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/debug.glsl");
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// Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl");
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Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/debug.glsl");
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GLint max_gpu_size;
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glGetIntegerv(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &max_gpu_size);
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const std::vector<GPUObject> &object_data = scene.getObjectData();
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const std::vector<GPUTriangle> &triangle_data = scene.getTriangleData();
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const std::vector<GPUBvh> &bvh_data = scene.getBVH();
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const std::vector<GPUBvh> &bvh_nodes = scene.getBvh();
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const std::vector<GPUBvhData> &bvh_data = scene.getBvhData();
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const std::vector<GPUMaterial> &material_data = scene.getMaterialData();
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std::cout << "Sending " << object_data.size() << " objects for " << \
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object_data.size() * sizeof(GPUObject) + \
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triangle_data.size() * sizeof(GPUTriangle) + \
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bvh_data.size() * sizeof(GPUBvh) + \
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bvh_nodes.size() * sizeof(GPUBvh) + \
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material_data.size() * sizeof(GPUMaterial) \
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<< " / " << max_gpu_size << " bytes" << std::endl;
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@ -50,23 +51,29 @@ int main(int argc, char **argv)
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUTriangle) * triangle_data.size(), triangle_data.data(), GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, trianglesSSBO);
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GLuint bvh_nodesSSBO;
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glGenBuffers(1, &bvh_nodesSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, bvh_nodesSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUBvhData) * bvh_data.size(), bvh_data.data(), GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, bvh_nodesSSBO);
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GLuint bvhSSBO;
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glGenBuffers(1, &bvhSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, bvhSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUBvh) * bvh_data.size(), bvh_data.data(), GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, bvhSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUBvh) * bvh_nodes.size(), bvh_nodes.data(), GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, bvhSSBO);
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GLuint materialSSBO;
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glGenBuffers(1, &materialSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, materialSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUMaterial) * material_data.size(), nullptr, GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, materialSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, materialSSBO);
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GLuint lightSSBO;
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glGenBuffers(1, &lightSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, lightSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, scene.getGPULights().size() * sizeof(int), nullptr, GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, lightSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6, lightSSBO);
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GLuint cameraUBO;
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@ -151,7 +158,7 @@ int main(int argc, char **argv)
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shader.set_int("u_frameCount", window.getFrameCount());
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shader.set_int("u_objectsNum", object_data.size());
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shader.set_int("u_bvhNum", scene.getBVH().size());
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shader.set_int("u_bvhNum", bvh_data.size());
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shader.set_int("u_lightsNum", gpu_lights.size());
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shader.set_int("u_pixelisation", window.getPixelisation());
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shader.set_float("u_time", (float)(glfwGetTime()));
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@ -12,7 +12,7 @@
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#include "BVH.hpp"
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BVH::BVH(std::vector<GPUTriangle> &primitives, int first_primitive, int primitive_count) : _aabb(AABB(glm::vec3(1e30f), glm::vec3(-1e30f)))
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BVH::BVH(std::vector<Triangle> &triangles, int first_primitive, int primitive_count) : _aabb(AABB(glm::vec3(1e30f), glm::vec3(-1e30f)))
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{
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_left = nullptr;
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_right = nullptr;
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@ -22,30 +22,27 @@ BVH::BVH(std::vector<GPUTriangle> &primitives, int first_primitive, int primitiv
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_first_primitive = first_primitive;
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_primitive_count = primitive_count;
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updateBounds(primitives);
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subdivide(primitives);
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updateBounds(triangles);
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subdivide(triangles);
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}
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void BVH::updateBounds(std::vector<GPUTriangle> &primitives)
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void BVH::updateBounds(std::vector<Triangle> &triangles)
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{
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for (int i = 0; i < _primitive_count; i++)
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{
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GPUTriangle leaf_triangle = primitives[_first_primitive + i];
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Triangle leaf_triangle = triangles[_first_primitive + i];
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// if (leaf_triangle.type != (int)Object::Type::TRIANGLE)
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// continue ;
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_aabb.min = glm::min(_aabb.min, leaf_triangle.position);
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_aabb.min = glm::min(_aabb.min, leaf_triangle.vertex1);
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_aabb.min = glm::min(_aabb.min, leaf_triangle.vertex2);
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_aabb.max = glm::max(_aabb.max, leaf_triangle.position);
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_aabb.max = glm::max(_aabb.max, leaf_triangle.vertex1);
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_aabb.max = glm::max(_aabb.max, leaf_triangle.vertex2);
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_aabb.min = glm::min(_aabb.min, leaf_triangle.getPosition());
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_aabb.min = glm::min(_aabb.min, leaf_triangle.getVertex2());
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_aabb.min = glm::min(_aabb.min, leaf_triangle.getVertex3());
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_aabb.max = glm::max(_aabb.max, leaf_triangle.getPosition());
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_aabb.max = glm::max(_aabb.max, leaf_triangle.getVertex2());
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_aabb.max = glm::max(_aabb.max, leaf_triangle.getVertex3());
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}
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}
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float BVH::evaluateSah(std::vector<GPUTriangle> &primitives, int axis, float pos)
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float BVH::evaluateSah(std::vector<Triangle> &triangles, int axis, float pos)
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{
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AABB left_box(glm::vec3(1e30f), glm::vec3(-1e30f));
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AABB right_box(glm::vec3(1e30f), glm::vec3(-1e30f));
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@ -55,22 +52,21 @@ float BVH::evaluateSah(std::vector<GPUTriangle> &primitives, int axis, float pos
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for (int i = 0; i < _primitive_count; i++)
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{
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GPUTriangle triangle = primitives[_first_primitive + i];
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glm::vec3 centroid = (triangle.position + triangle.vertex1 + triangle.vertex2) / 3.0f;
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Triangle triangle = triangles[_first_primitive + i];
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if (centroid[axis] < pos)
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if (triangle.getCentroid()[axis] < pos)
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{
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left_count++;
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left_box.grow( triangle.position );
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left_box.grow( triangle.vertex1 );
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left_box.grow( triangle.vertex2 );
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left_box.grow( triangle.getPosition() );
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left_box.grow( triangle.getVertex2() );
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left_box.grow( triangle.getVertex3() );
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}
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else
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{
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right_count++;
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right_box.grow( triangle.position );
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right_box.grow( triangle.vertex1 );
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right_box.grow( triangle.vertex2 );
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right_box.grow( triangle.getPosition() );
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right_box.grow( triangle.getVertex2() );
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right_box.grow( triangle.getVertex3() );
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}
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}
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float cost = left_count * left_box.area() + right_count * right_box.area();
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@ -79,7 +75,7 @@ float BVH::evaluateSah(std::vector<GPUTriangle> &primitives, int axis, float pos
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void BVH::subdivide(std::vector<GPUTriangle> &primitives)
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void BVH::subdivide(std::vector<Triangle> &triangles)
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{
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if (_primitive_count <= 4)
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return ;
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@ -100,7 +96,7 @@ void BVH::subdivide(std::vector<GPUTriangle> &primitives)
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float split_t = (i + 1) / (num_test_per_axis + 1.0f);
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float candidate_pos = start_pos + (end_pos - start_pos) * split_t;
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float cost = evaluateSah(primitives, axis, candidate_pos);
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float cost = evaluateSah(triangles, axis, candidate_pos);
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if (cost < best_cost)
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{
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@ -119,14 +115,13 @@ void BVH::subdivide(std::vector<GPUTriangle> &primitives)
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||||
|
||||
while (i <= j)
|
||||
{
|
||||
GPUTriangle triangle = primitives[i];
|
||||
glm::vec3 centroid = (triangle.position + triangle.vertex1 + triangle.vertex2) / 3.0f;
|
||||
Triangle triangle = triangles[i];
|
||||
|
||||
if (centroid[axis] < split_pos)
|
||||
if (triangle.getCentroid()[axis] < split_pos)
|
||||
i++;
|
||||
else
|
||||
{
|
||||
std::swap(primitives[i], primitives[j]);
|
||||
std::swap(triangles[i], triangles[j]);
|
||||
j--;
|
||||
}
|
||||
}
|
||||
@ -138,32 +133,12 @@ void BVH::subdivide(std::vector<GPUTriangle> &primitives)
|
||||
|
||||
_is_leaf = false;
|
||||
|
||||
_left = new BVH(primitives, _first_primitive, left_count);
|
||||
_right = new BVH(primitives, i , _primitive_count - left_count);
|
||||
_left = new BVH(triangles, _first_primitive, left_count);
|
||||
_right = new BVH(triangles, i , _primitive_count - left_count);
|
||||
|
||||
_primitive_count = 0;
|
||||
}
|
||||
|
||||
void BVH::showAABB(Scene *scene)
|
||||
{
|
||||
if (!_is_leaf)
|
||||
{
|
||||
scene->addObject(new Sphere(_aabb.min, 0.5f, 6));
|
||||
scene->addObject(new Sphere(_aabb.max, 0.5f, 6));
|
||||
scene->addObject(new Sphere(glm::vec3(_aabb.min.x, _aabb.min.y, _aabb.max.z), 0.5f, 6));
|
||||
scene->addObject(new Sphere(glm::vec3(_aabb.min.x, _aabb.max.y, _aabb.min.z), 0.5f, 6));
|
||||
scene->addObject(new Sphere(glm::vec3(_aabb.max.x, _aabb.min.y, _aabb.min.z), 0.5f, 6));
|
||||
scene->addObject(new Sphere(glm::vec3(_aabb.min.x, _aabb.max.y, _aabb.max.z), 0.5f, 6));
|
||||
scene->addObject(new Sphere(glm::vec3(_aabb.max.x, _aabb.min.y, _aabb.max.z), 0.5f, 6));
|
||||
scene->addObject(new Sphere(glm::vec3(_aabb.max.x, _aabb.max.y, _aabb.min.z), 0.5f, 6));
|
||||
}
|
||||
else
|
||||
{
|
||||
// _left->showAABB(scene);
|
||||
// _right->showAABB(scene);
|
||||
}
|
||||
}
|
||||
|
||||
const AABB &BVH::getAABB() const
|
||||
{
|
||||
return (_aabb);
|
||||
|
@ -16,8 +16,10 @@ ObjParser::ObjParser(std::string &filename)
|
||||
{
|
||||
_mat = 0;
|
||||
_file.open(filename);
|
||||
|
||||
if(!_file.is_open())
|
||||
throw std::runtime_error("OBJ : could not open object file");
|
||||
|
||||
}
|
||||
|
||||
ObjParser::~ObjParser()
|
||||
@ -164,7 +166,7 @@ void ObjParser::addFace(std::stringstream &line, Scene &scene)
|
||||
|
||||
void ObjParser::addTriangle(glm::vec3 v1, glm::vec3 v2, glm::vec3 v3, Scene &scene)
|
||||
{
|
||||
scene.addObject(new Triangle(v1, v2, v3, _mat));
|
||||
_triangles.push_back(Triangle(v1, v2, v3, _mat));
|
||||
}
|
||||
|
||||
void ObjParser::parseMtl(std::stringstream &input_line, Scene &scene)
|
||||
@ -272,5 +274,7 @@ void ObjParser::parse(Scene &scene)
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
scene.addBvh(_triangles);
|
||||
}
|
||||
|
||||
|
@ -59,20 +59,20 @@ bool Scene::parseScene(char *name)
|
||||
file.close();
|
||||
|
||||
std::cout << "Parsing done" << std::endl;
|
||||
std::cout << "Starting BVH" << std::endl;
|
||||
// std::cout << "Starting BVH" << std::endl;
|
||||
|
||||
BVH *bvh = new BVH(_gpu_triangles, 0, _gpu_triangles.size());
|
||||
_gpu_bvh = bvh->getGPUBvhs();
|
||||
// BVH *bvh = new BVH(_gpu_triangles, 0, _gpu_triangles.size());
|
||||
// _gpu_bvh = bvh->getGPUBvhs();
|
||||
|
||||
std::cout << "BVH Done: " << std::endl;
|
||||
// std::cout << "BVH Done: " << std::endl;
|
||||
|
||||
std::cout << "\tBVH size: " << bvh->getSize() << std::endl;
|
||||
std::cout << "\tBVH leaves: " << bvh->getLeaves() << std::endl << std::endl;
|
||||
// std::cout << "\tBVH size: " << bvh->getSize() << std::endl;
|
||||
// std::cout << "\tBVH leaves: " << bvh->getLeaves() << std::endl << std::endl;
|
||||
|
||||
BVHStats stats = bvh->analyzeBVHLeaves(bvh);
|
||||
std::cout << "\tMin triangles per leaf: " << stats.min_triangles << std::endl;
|
||||
std::cout << "\tMax triangles per leaf: " << stats.max_triangles << std::endl;
|
||||
std::cout << "\tAverage triangles per leaf: " << stats.average_triangles << std::endl << std::endl;
|
||||
// BVHStats stats = bvh->analyzeBVHLeaves(bvh);
|
||||
// std::cout << "\tMin triangles per leaf: " << stats.min_triangles << std::endl;
|
||||
// std::cout << "\tMax triangles per leaf: " << stats.max_triangles << std::endl;
|
||||
// std::cout << "\tAverage triangles per leaf: " << stats.average_triangles << std::endl << std::endl;
|
||||
|
||||
return (true);
|
||||
}
|
||||
@ -119,15 +119,14 @@ void Scene::addObject(Object *obj)
|
||||
GPUTriangle gpu_triangle;
|
||||
|
||||
auto triangle = static_cast<Triangle *>(obj);
|
||||
gpu_triangle.position = obj->getPosition();
|
||||
gpu_triangle.mat_index = obj->getMaterialIndex();
|
||||
gpu_triangle.position = triangle->getPosition();
|
||||
gpu_triangle.mat_index = triangle->getMaterialIndex();
|
||||
|
||||
gpu_triangle.vertex1 = triangle->getVertex2();
|
||||
gpu_triangle.vertex2 = triangle->getVertex3();
|
||||
gpu_triangle.normal = triangle->getNormal();
|
||||
|
||||
_gpu_triangles.push_back(gpu_triangle);
|
||||
|
||||
return ;
|
||||
}
|
||||
else if (obj->getType() == Object::Type::PORTAL)
|
||||
@ -156,6 +155,37 @@ void Scene::addObject(Object *obj)
|
||||
_gpu_objects.push_back(gpu_obj);
|
||||
}
|
||||
|
||||
void Scene::addBvh(std::vector<Triangle> &triangles)
|
||||
{
|
||||
GPUBvhData new_bvh_data;
|
||||
std::vector<GPUBvh> new_bvhs_list;
|
||||
|
||||
BVH *bvh = new BVH(triangles, 0, triangles.size());
|
||||
new_bvhs_list = bvh->getGPUBvhs();
|
||||
|
||||
new_bvh_data.offset = glm::vec3(0., 0., 0.);
|
||||
new_bvh_data.bvh_start_index = _gpu_bvh.size();
|
||||
new_bvh_data.triangle_start_index = _gpu_triangles.size();
|
||||
|
||||
_gpu_bvh_data.push_back(new_bvh_data);
|
||||
_gpu_bvh.insert(_gpu_bvh.end(), new_bvhs_list.begin(), new_bvhs_list.end());
|
||||
|
||||
for (int i = 0; i < (int)triangles.size(); i++)
|
||||
{
|
||||
GPUTriangle gpu_triangle;
|
||||
|
||||
gpu_triangle.position = triangles[i].getPosition();
|
||||
gpu_triangle.mat_index = triangles[i].getMaterialIndex();
|
||||
|
||||
gpu_triangle.vertex1 = triangles[i].getVertex2();
|
||||
gpu_triangle.vertex2 = triangles[i].getVertex3();
|
||||
gpu_triangle.normal = triangles[i].getNormal();
|
||||
|
||||
_gpu_triangles.push_back(gpu_triangle);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Scene::addMaterial(Material *material)
|
||||
{
|
||||
GPUMaterial gpu_mat;
|
||||
@ -216,7 +246,12 @@ GPUDebug &Scene::getDebug()
|
||||
return (_gpu_debug);
|
||||
}
|
||||
|
||||
std::vector<GPUBvh> &Scene::getBVH()
|
||||
std::vector<GPUBvhData> &Scene::getBvhData()
|
||||
{
|
||||
return (_gpu_bvh_data);
|
||||
}
|
||||
|
||||
std::vector<GPUBvh> &Scene::getBvh()
|
||||
{
|
||||
return (_gpu_bvh);
|
||||
}
|
||||
|
Reference in New Issue
Block a user