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https://github.com/TheRedShip/RT_GPU.git
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~ | TopLevelBVH
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@ -67,6 +67,24 @@ layout(std430, binding = 2) buffer TriangleBuffer
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GPUTriangle triangles[];
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};
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struct GPUTopBvh
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{
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vec3 min;
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vec3 max;
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int left_index;
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int right_index;
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int is_leaf;
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int first_bvh;
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int bvh_count;
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};
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layout(std430, binding = 3) buffer TopBvhBuffer
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{
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GPUTopBvh TopBvh[];
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};
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struct GPUBvhData
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{
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mat4 transform;
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@ -76,7 +94,7 @@ struct GPUBvhData
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int bvh_start_index;
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int triangle_start_index;
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};
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layout(std430, binding = 3) buffer BvhDataBuffer
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layout(std430, binding = 4) buffer BvhDataBuffer
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{
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GPUBvhData BvhData[];
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};
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@ -94,7 +112,7 @@ struct GPUBvh
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int first_primitive;
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int primitive_count;
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};
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layout(std430, binding = 4) buffer BvhBuffer
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layout(std430, binding = 5) buffer BvhBuffer
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{
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GPUBvh Bvh[];
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};
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@ -174,10 +192,12 @@ hitInfo traceBVH(Ray ray, GPUBvhData bvh_data, inout Stats stats)
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if (intersectTriangle(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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hit.normal = temp_hit.normal;
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hit.last_t = temp_hit.last_t;
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hit.obj_index = bvh_data.triangle_start_index + node.first_primitive + i;
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hit.mat_index = obj.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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stats.triangle_count++;
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}
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}
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else
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@ -191,10 +211,8 @@ hitInfo traceBVH(Ray ray, GPUBvhData bvh_data, inout Stats stats)
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left_hit.t = 1e30;
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right_hit.t = 1e30;
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stats.box_count += 2;
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bool left_bool = intersectRayBVH(ray, left_node, left_hit);
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bool right_bool = intersectRayBVH(ray, right_node, right_hit);
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bool left_bool = intersectRayBVH(ray, left_node.min, left_node.max, left_hit);
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bool right_bool = intersectRayBVH(ray, right_node.min, left_node.max, right_hit);
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if (left_hit.t > right_hit.t)
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{
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@ -212,37 +230,102 @@ hitInfo traceBVH(Ray ray, GPUBvhData bvh_data, inout Stats stats)
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return (hit);
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}
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hitInfo traverseBVHs(Ray ray, inout Stats stats)
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hitInfo traverseBVHs(Ray ray, GPUBvhData bvh_data, inout Stats stats)
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{
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hitInfo hit;
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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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mat3 transformMatrix = mat3(bvh_data.transform);
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mat3 inverseTransformMatrix = inverse(transformMatrix);
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mat3 transformMatrix = mat3(bvh_data.transform);
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mat3 inverseTransformMatrix = inverse(transformMatrix);
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Ray transformedRay;
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transformedRay.direction = normalize(transformMatrix * ray.direction);
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transformedRay.origin = transformMatrix * (ray.origin - bvh_data.offset);
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transformedRay.inv_direction = (1. / transformedRay.direction);
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hitInfo temp_hit = traceBVH(transformedRay, BvhData[i], stats);
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Ray transformedRay;
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transformedRay.direction = normalize(transformMatrix * ray.direction);
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transformedRay.origin = transformMatrix * (ray.origin - bvh_data.offset);
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transformedRay.inv_direction = (1. / transformedRay.direction);
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hit = traceBVH(transformedRay, bvh_data, stats);
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temp_hit.t = temp_hit.t / bvh_data.scale;
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if (temp_hit.t < hit.t)
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if (hit.obj_index == -1)
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return (hit);
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hit.t = hit.t / bvh_data.scale;
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hit.last_t = hit.last_t / bvh_data.scale;
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hit.obj_index = hit.obj_index;
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hit.mat_index = hit.mat_index;
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hit.position = inverseTransformMatrix * hit.position + bvh_data.offset;
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hit.normal = normalize(inverseTransformMatrix * hit.normal);
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return (hit);
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}
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hitInfo traceTopBVH(Ray ray, inout Stats stats)
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{
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hitInfo hit;
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hitInfo hit_bvh;
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hit.t = 1e30;
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hit.obj_index = -1;
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int stack[32];
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int stack_ptr = 0;
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stack[0] = 0;
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while (stack_ptr >= 0)
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{
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int current_index = stack[stack_ptr--];
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GPUTopBvh node = TopBvh[current_index];
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if (node.is_leaf != 0)
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{
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hit.t = temp_hit.t;
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hit.obj_index = temp_hit.obj_index;
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hit.normal = normalize(inverseTransformMatrix * temp_hit.normal);
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for (int i = 0; i < node.bvh_count; i++)
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{
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GPUBvhData bvh_data = BvhData[node.first_bvh + i];
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hitInfo temp_hit = traverseBVHs(ray, bvh_data, stats);
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if (temp_hit.obj_index != -1 && 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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}
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}
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}
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else
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{
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GPUTopBvh left_node = TopBvh[node.left_index];
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GPUTopBvh right_node = TopBvh[node.right_index];
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hitInfo left_hit;
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hitInfo right_hit;
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left_hit.t = 1e30;
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right_hit.t = 1e30;
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stats.box_count += 2;
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bool left_bool = intersectRayBVH(ray, left_node.min, left_node.max, left_hit);
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bool right_bool = intersectRayBVH(ray, right_node.min, right_node.max, right_hit);
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if (left_hit.t > right_hit.t)
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{
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if (left_hit.t < hit.t && left_bool) stack[++stack_ptr] = node.left_index;
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if (right_hit.t < hit.t && right_bool) stack[++stack_ptr] = node.right_index;
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}
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else
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{
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if (right_hit.t < hit.t && right_bool) stack[++stack_ptr] = node.right_index;
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if (left_hit.t < hit.t && left_bool) stack[++stack_ptr] = node.left_index;
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}
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}
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}
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return (hit);
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}
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@ -263,7 +346,7 @@ vec3 debugColor(vec2 uv)
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Ray ray = initRay(uv);
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Stats stats = Stats(0, 0);
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hitInfo hit = traverseBVHs(ray, stats);
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hitInfo hit = traceTopBVH(ray, stats);
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float box_display = float(stats.box_count) / float(debug.box_treshold);
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float triangle_display = float(stats.triangle_count) / float(debug.triangle_treshold);
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