+ | Debug view

This commit is contained in:
TheRedShip
2025-01-18 16:00:24 +01:00
parent 5d3de6158b
commit 85bab977df
9 changed files with 3010 additions and 36 deletions

View File

@ -20,6 +20,18 @@ layout(std140, binding = 0) uniform CameraData
GPUCamera camera;
};
struct GPUDebug
{
int enabled;
int mode;
int triangle_treshold;
int box_treshold;
};
layout(std140, binding = 2) uniform DebugData
{
GPUDebug debug;
};
struct GPUObject {
mat4 rotation;
@ -95,6 +107,12 @@ struct hitInfo
int mat_index;
};
struct Stats
{
int triangle_count;
int box_count;
};
#include "shaders/intersect.glsl"
int traceRay(Ray ray)
@ -114,7 +132,7 @@ int traceRay(Ray ray)
return (num_hit);
}
hitInfo traceBVH(Ray ray, inout int num_hit)
hitInfo traceBVH(Ray ray, inout Stats stats)
{
hitInfo hit;
@ -137,12 +155,12 @@ hitInfo traceBVH(Ray ray, inout int num_hit)
if (intersectRayBVH(ray, node))
{
num_hit++;
stats.box_count++;
if (node.is_leaf != 0)
{
for (int i = 0; i < node.primitive_count; i++)
{
{
GPUTriangle obj = triangles[node.first_primitive + i];
hitInfo temp_hit;
@ -152,6 +170,7 @@ hitInfo traceBVH(Ray ray, inout int num_hit)
hit.normal = temp_hit.normal;
hit.obj_index = node.first_primitive + i;
}
stats.triangle_count++;
}
}
@ -181,6 +200,29 @@ Ray initRay(vec2 uv)
return (Ray(origin, ray_direction));
}
vec3 debugColor(vec2 uv)
{
Ray ray = initRay(uv);
Stats stats = Stats(0, 0);
hitInfo hit = traceBVH(ray, stats);
float box_display = float(stats.box_count) / float(debug.box_treshold);
float triangle_display = float(stats.triangle_count) / float(debug.triangle_treshold);
switch (debug.mode)
{
case 0:
return (hit.normal * 0.5 + 0.5) * int(hit.obj_index != -1);
case 1:
return (box_display < 1. ? vec3(box_display) : vec3(1., 0., 0.));
case 2:
return (triangle_display < 1. ? vec3(triangle_display) : vec3(1., 0., 0.));
}
return (vec3(0.));
}
void main()
{
ivec2 pixel_coords = ivec2(gl_GlobalInvocationID.xy);
@ -190,19 +232,7 @@ 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 = 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));
vec3 color = debugColor(uv);
imageStore(output_image, pixel_coords, vec4(color, 1.));
}