~ | Working Toplevel bvh for untransformed obj

This commit is contained in:
TheRedShip
2025-01-22 23:46:27 +01:00
parent cd65cff03f
commit bdcafaf4f0
10 changed files with 1183 additions and 146 deletions

View File

@ -100,7 +100,7 @@ hitInfo traceBVH(Ray ray, GPUBvhData bvh_data)
right_hit.t = 1e30;
bool left_bool = intersectRayBVH(ray, left_node.min, left_node.max, left_hit);
bool right_bool = intersectRayBVH(ray, right_node.min, left_node.max, right_hit);
bool right_bool = intersectRayBVH(ray, right_node.min, right_node.max, right_hit);
if (left_hit.t > right_hit.t)
{
@ -118,9 +118,10 @@ hitInfo traceBVH(Ray ray, GPUBvhData bvh_data)
return (hit);
}
hitInfo traverseBVHs(Ray ray, GPUBvhData bvh_data)
{
hitInfo hit;
hit.t = 1e30;
hit.obj_index = -1;
@ -132,7 +133,7 @@ hitInfo traverseBVHs(Ray ray, GPUBvhData bvh_data)
transformedRay.origin = transformMatrix * (ray.origin - bvh_data.offset);
transformedRay.inv_direction = (1. / transformedRay.direction);
hit = traceBVH(transformedRay, BvhData[i]);
hit = traceBVH(transformedRay, bvh_data);
if (hit.obj_index == -1)
return (hit);
@ -155,6 +156,24 @@ hitInfo traceTopBVH(Ray ray)
hit.t = 1e30;
hit.obj_index = -1;
//this is working
// for (int i = 0; i < u_bvhNum; i++)
// {
// hit_bvh = traverseBVHs(ray, BvhData[i]);
// if (hit_bvh.t < hit.t)
// {
// hit.t = hit_bvh.t;
// hit.last_t = hit_bvh.last_t;
// hit.obj_index = hit_bvh.obj_index;
// hit.mat_index = hit_bvh.mat_index;
// hit.position = hit_bvh.position;
// hit.normal = hit_bvh.normal;
// }
// }
// return (hit);
//
int stack[32];
int stack_ptr = 0;
stack[0] = 0;
@ -164,19 +183,20 @@ hitInfo traceTopBVH(Ray ray)
int current_index = stack[stack_ptr--];
GPUTopBvh node = TopBvh[current_index];
if (node.is_leaf != 0)
{
for (int i = 0; i < node.bvh_count; i++)
{
GPUBvhData bvh_data = bvh_data[node.first_bvh + i];
GPUBvhData bvh_data = BvhData[node.first_bvh + i];
hitInfo temp_hit = traverseBVHs(ray, bvh_data);
if (temp_hit.obj_index != -1 && temp_hit.t < hit.t)
{
hit.t = temp_hit.t;
hit.last_t = temp_hit.last_t;
hit.obj_index = bvh_data.triangle_start_index + node.first_primitive + i;
hit.mat_index = obj.mat_index;
hit.obj_index = temp_hit.obj_index;
hit.mat_index = temp_hit.mat_index;
hit.position = temp_hit.position;
hit.normal = temp_hit.normal;
}
@ -194,7 +214,7 @@ hitInfo traceTopBVH(Ray ray)
right_hit.t = 1e30;
bool left_bool = intersectRayBVH(ray, left_node.min, left_node.max, left_hit);
bool right_bool = intersectRayBVH(ray, right_node.min, left_mode.max, right_hit);
bool right_bool = intersectRayBVH(ray, right_node.min, right_node.max, right_hit);
if (left_hit.t > right_hit.t)
{
@ -224,7 +244,7 @@ hitInfo traceRay(Ray ray)
hitScene = traceScene(ray);
hit = hitBVH.t < hitScene.t ? hitBVH : hitScene;
#if 1
#if 0
if (hit.obj_index == -1 || objects[hit.obj_index].type != 5)
break ;
ray = portalRay(ray, hit);