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https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 10:48:34 +02:00
+ | Multiple obj using multiple BVH
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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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