mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
+ | Some opti
This commit is contained in:
@ -6,7 +6,7 @@
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/12/23 18:30:18 by ycontre #+# #+# */
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/* Updated: 2025/01/19 18:46:38 by ycontre ### ########.fr */
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/* Updated: 2025/01/23 18:30:18 by ycontre ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -89,6 +89,7 @@ struct GPUBvh
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struct GPUBvhData
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{
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glm::mat4 transform;
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glm::mat4 inv_transform;
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alignas(16) glm::vec3 offset;
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float scale;
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@ -6,7 +6,7 @@
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/12/23 19:12:51 by ycontre #+# #+# */
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/* Updated: 2025/01/17 18:17:30 by ycontre ### ########.fr */
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/* Updated: 2025/01/23 19:39:33 by ycontre ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -42,21 +42,23 @@ class Triangle : public Object
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_vertex2 = glm::vec3(x2, y2, z2);
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_vertex3 = glm::vec3(x3, y3, z3);
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// _vertex2 -= _position; //optimization
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// _vertex3 -= _position; //optimization
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_normal = glm::normalize(glm::cross(_vertex2 - _position, _vertex3 - _position)); //optimization
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_centroid = (_position + _vertex2 + _vertex3) / 3.0f;
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// _vertex2 -= _position; //optimization
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// _vertex3 -= _position; //optimization
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_mat_index = mat_index;
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}
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Triangle(const glm::vec3& position, const glm::vec3& vertex2, const glm::vec3& vertex3, const int mat_index)
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: Object(position, mat_index), _vertex2(vertex2), _vertex3(vertex3) {
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// _vertex2 -= _position; //optimization
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// _vertex3 -= _position; //optimization
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_normal = glm::normalize(glm::cross(_vertex2 - _position, _vertex3 - _position)); //optimization
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_centroid = (_position + _vertex2 + _vertex3) / 3.0f;
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// _vertex2 -= _position; //optimization
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// _vertex3 -= _position; //optimization
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}
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const glm::vec3 &getVertex2() const { return (_vertex2); }
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@ -987,7 +987,7 @@ vt 0.65883 0.412179
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vt 0.544646 0.412179
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vt 0.715921 0.408093
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vt 0.487555 0.408093
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mtllib obj/Lowpoly_tree_sample.mtl
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mtllib Lowpoly_tree_sample.mtl
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usemtl Bark
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g Default
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f 7 8 14 13
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111
scenes/test.rt
111
scenes/test.rt
@ -25,113 +25,4 @@ qu 11.5 0 -2.5 0 5 0 0 0 15 1
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qu -2.5 0 11.5 0 5 0 15 0 0 4
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OBJ obj/Dragon_8K.obj 0 0.38 0 1
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OBJ obj/Dragon_8K.obj 0 0.38 1 1
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OBJ obj/Dragon_8K.obj 0 0.38 2 1
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OBJ obj/Dragon_8K.obj 0 0.38 3 1
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OBJ obj/Dragon_8K.obj 0 0.38 4 1
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OBJ obj/Dragon_8K.obj 0 0.38 5 1
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OBJ obj/Dragon_8K.obj 0 0.38 6 1
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OBJ obj/Dragon_8K.obj 0 0.38 7 1
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OBJ obj/Dragon_8K.obj 0 0.38 8 1
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OBJ obj/Dragon_8K.obj 0 0.38 9 1
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OBJ obj/Dragon_8K.obj 1 0.38 0 1
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OBJ obj/Dragon_8K.obj 1 0.38 1 1
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OBJ obj/Dragon_8K.obj 1 0.38 2 1
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OBJ obj/Dragon_8K.obj 1 0.38 3 1
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OBJ obj/Dragon_8K.obj 1 0.38 4 1
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OBJ obj/Dragon_8K.obj 1 0.38 5 1
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OBJ obj/Dragon_8K.obj 1 0.38 6 1
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OBJ obj/Dragon_8K.obj 1 0.38 7 1
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OBJ obj/Dragon_8K.obj 1 0.38 8 1
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OBJ obj/Dragon_8K.obj 1 0.38 9 1
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OBJ obj/Dragon_8K.obj 2 0.38 0 1
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OBJ obj/Dragon_8K.obj 2 0.38 1 1
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OBJ obj/Dragon_8K.obj 2 0.38 2 1
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OBJ obj/Dragon_8K.obj 2 0.38 3 1
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OBJ obj/Dragon_8K.obj 2 0.38 4 1
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OBJ obj/Dragon_8K.obj 2 0.38 5 1
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OBJ obj/Dragon_8K.obj 2 0.38 6 1
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OBJ obj/Dragon_8K.obj 2 0.38 7 1
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OBJ obj/Dragon_8K.obj 2 0.38 8 1
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OBJ obj/Dragon_8K.obj 2 0.38 9 1
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OBJ obj/Dragon_8K.obj 3 0.38 0 1
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OBJ obj/Dragon_8K.obj 3 0.38 1 1
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OBJ obj/Dragon_8K.obj 3 0.38 2 1
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OBJ obj/Dragon_8K.obj 3 0.38 3 1
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OBJ obj/Dragon_8K.obj 3 0.38 4 1
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OBJ obj/Dragon_8K.obj 3 0.38 5 1
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OBJ obj/Dragon_8K.obj 3 0.38 6 1
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OBJ obj/Dragon_8K.obj 3 0.38 7 1
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OBJ obj/Dragon_8K.obj 3 0.38 8 1
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OBJ obj/Dragon_8K.obj 3 0.38 9 1
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OBJ obj/Dragon_8K.obj 4 0.38 0 1
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OBJ obj/Dragon_8K.obj 4 0.38 1 1
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OBJ obj/Dragon_8K.obj 4 0.38 2 1
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OBJ obj/Dragon_8K.obj 4 0.38 3 1
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OBJ obj/Dragon_8K.obj 4 0.38 4 1
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OBJ obj/Dragon_8K.obj 4 0.38 5 1
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OBJ obj/Dragon_8K.obj 4 0.38 6 1
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OBJ obj/Dragon_8K.obj 4 0.38 7 1
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OBJ obj/Dragon_8K.obj 4 0.38 8 1
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OBJ obj/Dragon_8K.obj 4 0.38 9 1
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OBJ obj/Dragon_8K.obj 5 0.38 0 1
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OBJ obj/Dragon_8K.obj 5 0.38 1 1
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OBJ obj/Dragon_8K.obj 5 0.38 2 1
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OBJ obj/Dragon_8K.obj 5 0.38 3 1
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OBJ obj/Dragon_8K.obj 5 0.38 4 1
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OBJ obj/Dragon_8K.obj 5 0.38 5 1
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OBJ obj/Dragon_8K.obj 5 0.38 6 1
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OBJ obj/Dragon_8K.obj 5 0.38 7 1
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OBJ obj/Dragon_8K.obj 5 0.38 8 1
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OBJ obj/Dragon_8K.obj 5 0.38 9 1
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OBJ obj/Dragon_8K.obj 6 0.38 0 1
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OBJ obj/Dragon_8K.obj 6 0.38 1 1
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OBJ obj/Dragon_8K.obj 6 0.38 2 1
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OBJ obj/Dragon_8K.obj 6 0.38 3 1
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OBJ obj/Dragon_8K.obj 6 0.38 4 1
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OBJ obj/Dragon_8K.obj 6 0.38 5 1
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OBJ obj/Dragon_8K.obj 6 0.38 6 1
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OBJ obj/Dragon_8K.obj 6 0.38 7 1
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OBJ obj/Dragon_8K.obj 6 0.38 8 1
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OBJ obj/Dragon_8K.obj 6 0.38 9 1
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OBJ obj/Dragon_8K.obj 7 0.38 0 1
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OBJ obj/Dragon_8K.obj 7 0.38 1 1
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OBJ obj/Dragon_8K.obj 7 0.38 2 1
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OBJ obj/Dragon_8K.obj 7 0.38 3 1
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OBJ obj/Dragon_8K.obj 7 0.38 4 1
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OBJ obj/Dragon_8K.obj 7 0.38 5 1
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OBJ obj/Dragon_8K.obj 7 0.38 6 1
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OBJ obj/Dragon_8K.obj 7 0.38 7 1
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OBJ obj/Dragon_8K.obj 7 0.38 8 1
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OBJ obj/Dragon_8K.obj 7 0.38 9 1
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OBJ obj/Dragon_8K.obj 8 0.38 0 1
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OBJ obj/Dragon_8K.obj 8 0.38 1 1
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OBJ obj/Dragon_8K.obj 8 0.38 2 1
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OBJ obj/Dragon_8K.obj 8 0.38 3 1
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OBJ obj/Dragon_8K.obj 8 0.38 4 1
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OBJ obj/Dragon_8K.obj 8 0.38 5 1
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OBJ obj/Dragon_8K.obj 8 0.38 6 1
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OBJ obj/Dragon_8K.obj 8 0.38 7 1
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OBJ obj/Dragon_8K.obj 8 0.38 8 1
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OBJ obj/Dragon_8K.obj 8 0.38 9 1
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OBJ obj/Dragon_8K.obj 9 0.38 0 1
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OBJ obj/Dragon_8K.obj 9 0.38 1 1
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OBJ obj/Dragon_8K.obj 9 0.38 2 1
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OBJ obj/Dragon_8K.obj 9 0.38 3 1
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OBJ obj/Dragon_8K.obj 9 0.38 4 1
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OBJ obj/Dragon_8K.obj 9 0.38 5 1
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OBJ obj/Dragon_8K.obj 9 0.38 6 1
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OBJ obj/Dragon_8K.obj 9 0.38 7 1
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OBJ obj/Dragon_8K.obj 9 0.38 8 1
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OBJ obj/Dragon_8K.obj 9 0.38 9 1
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OBJ obj/Lowpoly_tree_sample.obj
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@ -64,6 +64,7 @@ struct GPUVolume
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struct GPUBvhData
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{
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mat4 transform;
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mat4 inv_transform;
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vec3 offset;
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float scale;
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@ -262,7 +262,7 @@ hitInfo traverseBVHs(Ray ray, inout Stats stats)
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GPUBvhData bvh_data = BvhData[i];
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mat3 transformMatrix = mat3(bvh_data.transform);
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mat3 inverseTransformMatrix = inverse(transformMatrix);
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mat3 inverseTransformMatrix = mat3(bvh_data.inv_transform);
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Ray transformedRay;
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transformedRay.direction = normalize(transformMatrix * ray.direction);
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@ -93,31 +93,26 @@ bool intersectTriangle(Ray ray, GPUObject obj, out hitInfo hit)
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return (valid);
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}
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bool intersectTriangle(Ray ray, GPUTriangle obj, out hitInfo hit)
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bool intersectTriangle(Ray ray, GPUTriangle tri, out hitInfo hit)
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{
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vec3 vertex1 = obj.vertex1 - obj.position;
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vec3 vertex2 = obj.vertex2 - obj.position;
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vec3 edgeAB = tri.vertex1 - tri.position;
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vec3 edgeAC = tri.vertex2 - tri.position;
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vec3 normalVector = tri.normal;
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vec3 ao = ray.origin - tri.position;
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vec3 dao = cross(ao, ray.direction);
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vec3 pvec = cross(ray.direction, vertex2);
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float det = dot(vertex1, pvec);
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vec3 tvec = ray.origin - obj.position;
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float invDet = 1.0 / det;
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float u = dot(tvec, pvec) * invDet;
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vec3 qvec = cross(tvec, vertex1);
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float v = dot(ray.direction, qvec) * invDet;
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float t = dot(vertex2, qvec) * invDet;
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bool valid = abs(det) > 1e-8 &&
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u >= 0.0 && u <= 1.0 &&
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v >= 0.0 && (u + v) <= 1.0 &&
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t > 0.0;
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hit.t = t;
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hit.position = ray.origin + ray.direction * t;
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hit.normal = obj.normal * sign(-dot(ray.direction, obj.normal));
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return (valid);
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float determinant = -dot(ray.direction, normalVector);
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float invDet = 1 / determinant;
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float dst = dot(ao, normalVector) * invDet;
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float u = dot(edgeAC, dao) * invDet;
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float v = -dot(edgeAB, dao) * invDet;
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float w = 1 - u - v;
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hit.position = ray.origin + ray.direction * dst;
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hit.normal = normalVector;
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hit.t = dst;
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return (determinant >= 1E-8 && dst >= 0 && u >= 0 && v >= 0 && w >= 0);
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}
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bool intersectCube(Ray ray, GPUObject obj, out hitInfo hit)
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@ -79,26 +79,6 @@ Ray transparencyRay(hitInfo hit, Ray ray, GPUMaterial mat, inout uint rng_state)
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return newRay;
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}
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// Ray transparencyRay(hitInfo hit, Ray ray, GPUMaterial mat, inout uint rng_state)
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// {
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// vec3 specular_origin = hit.position + hit.normal * 0.001;
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// vec3 specular_dir = mix(normalize(reflect(ray.direction, hit.normal)), lambertRay(hit, ray, mat, rng_state).direction, mat.roughness);
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// vec3 transparency_origin = ray.origin + ray.direction * hit.last_t + ray.direction * 0.001;
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// vec3 transparency_dir = ray.direction;
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// Ray specular_ray = Ray(specular_origin, specular_dir);
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// Ray transparency_ray = Ray(transparency_origin, transparency_dir);
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// bool is_transparent = (mat.metallic >= randomValue(rng_state));
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// if (is_transparent)
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// return (transparency_ray);
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// return (specular_ray);
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// }
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Ray newRay(hitInfo hit, Ray ray, inout uint rng_state)
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{
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GPUObject obj;
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@ -22,7 +22,7 @@ Ray portalRay(Ray ray, hitInfo hit)
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ray.origin = portal_2.position + rotation * relative;
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ray.direction = normalize(rotation * ray.direction);
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ray.origin += ray.direction * 0.01f;
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ray.origin += ray.direction * 0.01f;
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return (ray);
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}
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@ -39,6 +39,7 @@ hitInfo traceScene(Ray ray)
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GPUObject obj = objects[i];
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hitInfo temp_hit;
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if (intersect(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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@ -118,36 +119,6 @@ hitInfo traceBVH(Ray ray, GPUBvhData bvh_data)
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return (hit);
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}
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// hitInfo traverseBVHs(Ray ray)
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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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// GPUBvhData bvh_data = BvhData[i];
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// ray.origin -= bvh_data.offset;
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// hitInfo temp_hit = traceBVH(ray, bvh_data);
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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.last_t = temp_hit.last_t;
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// hit.obj_index = temp_hit.obj_index;
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// hit.mat_index = temp_hit.mat_index;
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// hit.position = temp_hit.position;
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// hit.normal = temp_hit.normal;
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// }
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// ray.origin += bvh_data.offset;
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// }
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// return (hit);
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// }
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hitInfo traverseBVHs(Ray ray)
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{
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hitInfo hit;
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@ -160,7 +131,7 @@ hitInfo traverseBVHs(Ray ray)
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GPUBvhData bvh_data = BvhData[i];
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mat3 transformMatrix = mat3(bvh_data.transform);
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mat3 inverseTransformMatrix = inverse(transformMatrix);
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mat3 inverseTransformMatrix = mat3(bvh_data.inv_transform);
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Ray transformedRay;
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transformedRay.direction = normalize(transformMatrix * ray.direction);
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@ -6,7 +6,7 @@
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
|
||||
/* +#+#+#+#+#+ +#+ */
|
||||
/* Created: 2025/01/16 21:48:48 by TheRed #+# #+# */
|
||||
/* Updated: 2025/01/19 18:30:27 by ycontre ### ########.fr */
|
||||
/* Updated: 2025/01/23 18:30:20 by ycontre ### ########.fr */
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/* */
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||||
/* ************************************************************************** */
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|
@ -6,7 +6,7 @@
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||||
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
|
||||
/* +#+#+#+#+#+ +#+ */
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||||
/* Created: 2024/12/23 18:29:41 by ycontre #+# #+# */
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||||
/* Updated: 2025/01/21 14:45:04 by tomoron ### ########.fr */
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||||
/* Updated: 2025/01/23 18:31:52 by ycontre ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -155,6 +155,7 @@ void Scene::addBvh(std::vector<Triangle> &triangles, glm::vec3 offset, float sc
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new_bvhs_list = bvh->getGPUBvhs();
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new_bvh_data.transform = transform * scale;
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new_bvh_data.inv_transform = glm::inverse(new_bvh_data.transform);
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new_bvh_data.offset = offset;
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new_bvh_data.scale = scale;
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new_bvh_data.bvh_start_index = _gpu_bvh.size();
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@ -6,7 +6,7 @@
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
|
||||
/* +#+#+#+#+#+ +#+ */
|
||||
/* Created: 2024/10/13 20:21:13 by ycontre #+# #+# */
|
||||
/* Updated: 2025/01/19 18:58:42 by ycontre ### ########.fr */
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||||
/* Updated: 2025/01/23 18:46:34 by ycontre ### ########.fr */
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/* */
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||||
/* ************************************************************************** */
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@ -67,7 +67,7 @@ Shader::Shader(std::string vertexPath, std::string fragmentPath, std::string com
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const char *fragmentCode = loadFileWithIncludes(fragmentPath);
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const char *computeCode = loadFileWithIncludes(computePath);
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printWithLineNumbers(computeCode);
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// printWithLineNumbers(computeCode);
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_vertex = glCreateShader(GL_VERTEX_SHADER);
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Reference in New Issue
Block a user