~ | 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

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@ -11,7 +11,7 @@ ifeq ($(OS),Windows_NT)
LINE_CLR = \33[2K\r LINE_CLR = \33[2K\r
RM := del /S /Q RM := del /S /Q
DIR_DUP = if not exist "$(@D)" mkdir "$(@D)" DIR_DUP = if not exist "$(@D)" mkdir "$(@D)"
CC := g++ -g CC := g++ -g -O3
IFLAGS := -I./includes -I./includes/RT -I./includes/imgui IFLAGS := -I./includes -I./includes/RT -I./includes/imgui
LDFLAGS := -L./lib -lglfw3 -lopengl32 -lgdi32 -lcglm LDFLAGS := -L./lib -lglfw3 -lopengl32 -lgdi32 -lcglm
else else
@ -28,7 +28,7 @@ else
RM := rm -rf RM := rm -rf
DIR_DUP = mkdir -p $(@D) DIR_DUP = mkdir -p $(@D)
CC := clang++ CC := clang++
CFLAGS := -Wall -Wextra -Werror -g CFLAGS := -Wall -Wextra -Werror -g -O3
IFLAGS := -I./includes -I./includes/RT -I./includes/imgui -I/usr/include IFLAGS := -I./includes -I./includes/RT -I./includes/imgui -I/usr/include
LDFLAGS := -L/usr/lib/x86_64-linux-gnu -lglfw -lGL -lGLU -lX11 -lpthread -ldl -lstdc++ LDFLAGS := -L/usr/lib/x86_64-linux-gnu -lglfw -lGL -lGLU -lX11 -lpthread -ldl -lstdc++
FILE = $(shell ls -lR srcs/ | grep -F .c | wc -l) FILE = $(shell ls -lR srcs/ | grep -F .c | wc -l)

BIN
RT Normal file

Binary file not shown.

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@ -19,6 +19,6 @@ Pos=1642,668
Size=260,143 Size=260,143
[Window][Debug BVH] [Window][Debug BVH]
Pos=1625,930 Pos=1625,924
Size=274,137 Size=274,137

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@ -3,7 +3,7 @@ v 0 50 0
v 50 50 0 v 50 50 0
v 50 0 0 v 50 0 0
mtllib obj/test.mtl # mtllib scenes/obj/test.mtl
usemtl patate # usemtl patate
f 1 2 3 4 f 1 2 3 4

File diff suppressed because it is too large Load Diff

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@ -61,6 +61,20 @@ struct GPUVolume
int enabled; int enabled;
}; };
struct GPUTopBvh
{
vec3 min;
vec3 max;
int left_index;
int right_index;
int is_leaf;
int first_bvh;
int bvh_count;
};
struct GPUBvhData struct GPUBvhData
{ {
mat4 transform; mat4 transform;
@ -95,22 +109,27 @@ layout(std430, binding = 2) buffer TriangleBuffer
GPUTriangle triangles[]; GPUTriangle triangles[];
}; };
layout(std430, binding = 3) buffer BvhDataBuffer layout(std430, binding = 3) buffer TopBvhBuffer
{
GPUTopBvh TopBvh[];
};
layout(std430, binding = 4) buffer BvhDataBuffer
{ {
GPUBvhData BvhData[]; GPUBvhData BvhData[];
}; };
layout(std430, binding = 4) buffer BvhBuffer layout(std430, binding = 5) buffer BvhBuffer
{ {
GPUBvh Bvh[]; GPUBvh Bvh[];
}; };
layout(std430, binding = 5) buffer MaterialBuffer layout(std430, binding = 6) buffer MaterialBuffer
{ {
GPUMaterial materials[]; GPUMaterial materials[];
}; };
layout(std430, binding = 6) buffer LightsBuffer layout(std430, binding = 7) buffer LightsBuffer
{ {
int lightsIndex[]; int lightsIndex[];
}; };

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@ -192,12 +192,10 @@ hitInfo traceBVH(Ray ray, GPUBvhData bvh_data, inout Stats stats)
if (intersectTriangle(ray, obj, temp_hit) && temp_hit.t < hit.t) if (intersectTriangle(ray, obj, temp_hit) && temp_hit.t < hit.t)
{ {
hit.t = temp_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.position = temp_hit.position;
hit.normal = temp_hit.normal; hit.normal = temp_hit.normal;
hit.obj_index = bvh_data.triangle_start_index + node.first_primitive + i;
} }
stats.triangle_count++;
} }
} }
else else
@ -211,8 +209,10 @@ hitInfo traceBVH(Ray ray, GPUBvhData bvh_data, inout Stats stats)
left_hit.t = 1e30; left_hit.t = 1e30;
right_hit.t = 1e30; right_hit.t = 1e30;
// stats.box_count += 2;
bool left_bool = intersectRayBVH(ray, left_node.min, left_node.max, left_hit); 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) if (left_hit.t > right_hit.t)
{ {
@ -230,11 +230,10 @@ hitInfo traceBVH(Ray ray, GPUBvhData bvh_data, inout Stats stats)
return (hit); return (hit);
} }
hitInfo traverseBVHs(Ray ray, GPUBvhData bvh_data, inout Stats stats) hitInfo traverseBVHs(Ray ray, GPUBvhData bvh_data, inout Stats stats)
{ {
hitInfo hit; hitInfo hit;
hit.t = 1e30; hit.t = 1e30;
hit.obj_index = -1; hit.obj_index = -1;
@ -246,17 +245,16 @@ hitInfo traverseBVHs(Ray ray, GPUBvhData bvh_data, inout Stats stats)
transformedRay.origin = transformMatrix * (ray.origin - bvh_data.offset); transformedRay.origin = transformMatrix * (ray.origin - bvh_data.offset);
transformedRay.inv_direction = (1. / transformedRay.direction); transformedRay.inv_direction = (1. / transformedRay.direction);
hit = traceBVH(transformedRay, bvh_data, stats); hitInfo temp_hit = traceBVH(transformedRay, bvh_data, stats);
if (hit.obj_index == -1) temp_hit.t = temp_hit.t / bvh_data.scale;
return (hit);
if (temp_hit.t < hit.t)
hit.t = hit.t / bvh_data.scale; {
hit.last_t = hit.last_t / bvh_data.scale; hit.t = temp_hit.t;
hit.obj_index = hit.obj_index; hit.obj_index = temp_hit.obj_index;
hit.mat_index = hit.mat_index; hit.normal = normalize(inverseTransformMatrix * temp_hit.normal);
hit.position = inverseTransformMatrix * hit.position + bvh_data.offset; }
hit.normal = normalize(inverseTransformMatrix * hit.normal);
return (hit); return (hit);
} }
@ -289,10 +287,7 @@ hitInfo traceTopBVH(Ray ray, inout Stats stats)
if (temp_hit.obj_index != -1 && temp_hit.t < hit.t) if (temp_hit.obj_index != -1 && temp_hit.t < hit.t)
{ {
hit.t = temp_hit.t; hit.t = temp_hit.t;
hit.last_t = temp_hit.last_t;
hit.obj_index = temp_hit.obj_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; hit.normal = temp_hit.normal;
} }
} }
@ -346,8 +341,10 @@ vec3 debugColor(vec2 uv)
Ray ray = initRay(uv); Ray ray = initRay(uv);
Stats stats = Stats(0, 0); Stats stats = Stats(0, 0);
// hitInfo hit = traceBVH(ray, BvhData[0], stats);
// hitInfo hit = traverseBVHs(ray, BvhData[0], stats);
hitInfo hit = traceTopBVH(ray, stats); hitInfo hit = traceTopBVH(ray, stats);
float box_display = float(stats.box_count) / float(debug.box_treshold); float box_display = float(stats.box_count) / float(debug.box_treshold);
float triangle_display = float(stats.triangle_count) / float(debug.triangle_treshold); float triangle_display = float(stats.triangle_count) / float(debug.triangle_treshold);

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

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@ -20,8 +20,8 @@ int main(int argc, char **argv)
return (1); return (1);
Window window(&scene, WIDTH, HEIGHT, "RT_GPU", 0); Window window(&scene, WIDTH, HEIGHT, "RT_GPU", 0);
// Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl"); Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl");
Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/debug.glsl"); // Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/debug.glsl");
GLint max_gpu_size; GLint max_gpu_size;
glGetIntegerv(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &max_gpu_size); glGetIntegerv(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &max_gpu_size);

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@ -33,8 +33,8 @@ void TopBVH::updateBounds(std::vector<GPUBvhData> &bvhs_data, std::vector<GPUBvh
GPUBvhData bvh_data = bvhs_data[_first_bvh + i]; GPUBvhData bvh_data = bvhs_data[_first_bvh + i];
GPUBvh root_bvh = bvhs[bvh_data.bvh_start_index]; GPUBvh root_bvh = bvhs[bvh_data.bvh_start_index];
glm::vec3 min = root_bvh.min - bvh_data.offset; glm::vec3 min = root_bvh.min + bvh_data.offset;
glm::vec3 max = root_bvh.max - bvh_data.offset; glm::vec3 max = root_bvh.max + bvh_data.offset;
_aabb.min = glm::min(_aabb.min, min); _aabb.min = glm::min(_aabb.min, min);
_aabb.max = glm::max(_aabb.max, max); _aabb.max = glm::max(_aabb.max, max);