+ | Some opti

This commit is contained in:
RedShip
2025-01-23 19:44:55 +01:00
parent 896cd02e45
commit c050caa789
12 changed files with 39 additions and 197 deletions

View File

@ -64,6 +64,7 @@ struct GPUVolume
struct GPUBvhData
{
mat4 transform;
mat4 inv_transform;
vec3 offset;
float scale;

View File

@ -262,7 +262,7 @@ hitInfo traverseBVHs(Ray ray, inout Stats stats)
GPUBvhData bvh_data = BvhData[i];
mat3 transformMatrix = mat3(bvh_data.transform);
mat3 inverseTransformMatrix = inverse(transformMatrix);
mat3 inverseTransformMatrix = mat3(bvh_data.inv_transform);
Ray transformedRay;
transformedRay.direction = normalize(transformMatrix * ray.direction);

View File

@ -93,31 +93,26 @@ bool intersectTriangle(Ray ray, GPUObject obj, out hitInfo hit)
return (valid);
}
bool intersectTriangle(Ray ray, GPUTriangle obj, out hitInfo hit)
bool intersectTriangle(Ray ray, GPUTriangle tri, out hitInfo hit)
{
vec3 vertex1 = obj.vertex1 - obj.position;
vec3 vertex2 = obj.vertex2 - obj.position;
vec3 edgeAB = tri.vertex1 - tri.position;
vec3 edgeAC = tri.vertex2 - tri.position;
vec3 normalVector = tri.normal;
vec3 ao = ray.origin - tri.position;
vec3 dao = cross(ao, ray.direction);
vec3 pvec = cross(ray.direction, vertex2);
float det = dot(vertex1, pvec);
vec3 tvec = ray.origin - obj.position;
float invDet = 1.0 / det;
float u = dot(tvec, pvec) * invDet;
vec3 qvec = cross(tvec, vertex1);
float v = dot(ray.direction, qvec) * invDet;
float t = dot(vertex2, qvec) * invDet;
bool valid = abs(det) > 1e-8 &&
u >= 0.0 && u <= 1.0 &&
v >= 0.0 && (u + v) <= 1.0 &&
t > 0.0;
hit.t = t;
hit.position = ray.origin + ray.direction * t;
hit.normal = obj.normal * sign(-dot(ray.direction, obj.normal));
return (valid);
float determinant = -dot(ray.direction, normalVector);
float invDet = 1 / determinant;
float dst = dot(ao, normalVector) * invDet;
float u = dot(edgeAC, dao) * invDet;
float v = -dot(edgeAB, dao) * invDet;
float w = 1 - u - v;
hit.position = ray.origin + ray.direction * dst;
hit.normal = normalVector;
hit.t = dst;
return (determinant >= 1E-8 && dst >= 0 && u >= 0 && v >= 0 && w >= 0);
}
bool intersectCube(Ray ray, GPUObject obj, out hitInfo hit)

View File

@ -79,26 +79,6 @@ Ray transparencyRay(hitInfo hit, Ray ray, GPUMaterial mat, inout uint rng_state)
return newRay;
}
// Ray transparencyRay(hitInfo hit, Ray ray, GPUMaterial mat, inout uint rng_state)
// {
// vec3 specular_origin = hit.position + hit.normal * 0.001;
// vec3 specular_dir = mix(normalize(reflect(ray.direction, hit.normal)), lambertRay(hit, ray, mat, rng_state).direction, mat.roughness);
// vec3 transparency_origin = ray.origin + ray.direction * hit.last_t + ray.direction * 0.001;
// vec3 transparency_dir = ray.direction;
// Ray specular_ray = Ray(specular_origin, specular_dir);
// Ray transparency_ray = Ray(transparency_origin, transparency_dir);
// bool is_transparent = (mat.metallic >= randomValue(rng_state));
// if (is_transparent)
// return (transparency_ray);
// return (specular_ray);
// }
Ray newRay(hitInfo hit, Ray ray, inout uint rng_state)
{
GPUObject obj;

View File

@ -22,7 +22,7 @@ Ray portalRay(Ray ray, hitInfo hit)
ray.origin = portal_2.position + rotation * relative;
ray.direction = normalize(rotation * ray.direction);
ray.origin += ray.direction * 0.01f;
ray.origin += ray.direction * 0.01f;
return (ray);
}
@ -39,6 +39,7 @@ hitInfo traceScene(Ray ray)
GPUObject obj = objects[i];
hitInfo temp_hit;
if (intersect(ray, obj, temp_hit) && temp_hit.t < hit.t)
{
hit.t = temp_hit.t;
@ -118,36 +119,6 @@ hitInfo traceBVH(Ray ray, GPUBvhData bvh_data)
return (hit);
}
// hitInfo traverseBVHs(Ray ray)
// {
// hitInfo hit;
// hit.t = 1e30;
// hit.obj_index = -1;
// for (int i = 0; i < u_bvhNum; i++)
// {
// GPUBvhData bvh_data = BvhData[i];
// ray.origin -= bvh_data.offset;
// hitInfo temp_hit = traceBVH(ray, bvh_data);
// if (temp_hit.t < hit.t)
// {
// hit.t = temp_hit.t;
// hit.last_t = temp_hit.last_t;
// hit.obj_index = temp_hit.obj_index;
// hit.mat_index = temp_hit.mat_index;
// hit.position = temp_hit.position;
// hit.normal = temp_hit.normal;
// }
// ray.origin += bvh_data.offset;
// }
// return (hit);
// }
hitInfo traverseBVHs(Ray ray)
{
hitInfo hit;
@ -160,7 +131,7 @@ hitInfo traverseBVHs(Ray ray)
GPUBvhData bvh_data = BvhData[i];
mat3 transformMatrix = mat3(bvh_data.transform);
mat3 inverseTransformMatrix = inverse(transformMatrix);
mat3 inverseTransformMatrix = mat3(bvh_data.inv_transform);
Ray transformedRay;
transformedRay.direction = normalize(transformMatrix * ray.direction);