+ | BVH Working

This commit is contained in:
RedShip
2025-01-17 19:31:43 +01:00
parent f5482258ba
commit ce49ecb219
14 changed files with 201 additions and 152 deletions

View File

@ -1,17 +0,0 @@
bool intersectRayBVH(Ray ray, GPUBvh node)
{
vec3 invDir = 1.0 / ray.direction;
vec3 t1 = (node.min - ray.origin) * invDir;
vec3 t2 = (node.max - ray.origin) * invDir;
vec3 tMin = min(t1, t2);
vec3 tMax = max(t1, t2);
float tEnter = max(max(tMin.x, tMin.y), tMin.z);
float tExit = min(min(tMax.x, tMax.y), tMax.z);
return tEnter <= tExit && tExit >= 0.0;
}

View File

@ -66,6 +66,24 @@ layout(std430, binding = 3) buffer LightsBuffer
int lightsIndex[];
};
struct GPUBvh
{
vec3 min;
vec3 max;
int left_index;
int right_index;
int is_leaf;
int first_primitive;
int primitive_count;
};
layout(std430, binding = 4) buffer BvhBuffer
{
GPUBvh bvh[];
};
layout(std140, binding = 0) uniform CameraData
{
@ -105,64 +123,8 @@ struct hitInfo
#include "shaders/scatter.glsl"
#include "shaders/light.glsl"
#include "shaders/volumetric.glsl"
#include "shaders/trace.glsl"
Ray portalRay(Ray ray, hitInfo hit)
{
GPUObject portal_1;
GPUObject portal_2;
vec3 relative;
portal_1 = objects[hit.obj_index];
portal_2 = objects[int(portal_1.radius)]; // saving memory radius = portal_index
relative = hit.position - portal_1.position;
mat3 rotation = mat3(portal_2.rotation) * transpose(mat3(portal_1.rotation));
if (dot(portal_1.normal, portal_2.normal) > 0.0)
{
mat3 reflection = mat3(1.0) - 2.0 * outerProduct(portal_2.normal, portal_2.normal);
rotation *= reflection;
}
ray.origin = portal_2.position + rotation * relative;
ray.direction = normalize(rotation * ray.direction);
ray.origin += ray.direction * 0.01f;
return (ray);
}
hitInfo traceRay(Ray ray)
{
hitInfo hit;
for (int p = 0; p < 25; p++) //portals
{
hit.t = 1e30;
hit.obj_index = -1;
for (int i = 0; i < u_objectsNum; i++)
{
GPUObject obj = objects[i];
hitInfo temp_hit;
if (intersect(ray, obj, temp_hit) && temp_hit.t > 0.0f && temp_hit.t < hit.t + 0.0001)
{
hit.t = temp_hit.t;
hit.last_t = temp_hit.last_t;
hit.obj_index = i;
hit.position = temp_hit.position;
hit.normal = temp_hit.normal;
}
}
if (hit.obj_index == -1 || objects[hit.obj_index].type != 5)
break ;
ray = portalRay(ray, hit);
}
return (hit);
}
vec3 pathtrace(Ray ray, inout uint rng_state)
{

View File

@ -100,33 +100,6 @@ int traceRay(Ray ray)
return (num_hit);
}
int traceBVHBad(Ray ray)
{
int num_hit;
num_hit = 0;
for (int i = 0; i < u_bvhNum; i++)
{
GPUBvh node = bvh[i];
if (intersectRayBVH(ray, node))
{
// num_hit++;
for (int i = 0; i < node.primitive_count; i++)
{
GPUObject obj = objects[node.first_primitive + i];
hitInfo tmp;
if (intersect(ray, obj, tmp))
num_hit++;
}
}
}
return (num_hit);
}
int traceBVH(Ray ray)
{
int num_hit = 0;
@ -157,7 +130,7 @@ int traceBVH(Ray ray)
hitInfo tmp;
if (intersect(ray, obj, tmp))
num_hit++;
num_hit;
}
}
@ -199,6 +172,6 @@ void main()
Ray ray = initRay(uv);
int hits = traceBVH(ray);
vec3 color = vec3(float(hits) / float(10));
vec3 color = vec3(float(hits) / float(u_bvhNum / 4));
imageStore(output_image, pixel_coords, vec4(color, 1.));
}

View File

@ -225,4 +225,23 @@ bool intersect(Ray ray, GPUObject obj, out hitInfo hit)
if (obj.type == 6)
return (intersectCylinder(ray, obj, hit));
return (false);
}
}
bool intersectRayBVH(Ray ray, GPUBvh node)
{
vec3 invDir = 1.0 / ray.direction;
vec3 t1 = (node.min - ray.origin) * invDir;
vec3 t2 = (node.max - ray.origin) * invDir;
vec3 tMin = min(t1, t2);
vec3 tMax = max(t1, t2);
float tEnter = max(max(tMin.x, tMin.y), tMin.z);
float tExit = min(min(tMax.x, tMax.y), tMax.z);
return tEnter <= tExit && tExit >= 0.0;
}

118
shaders/trace.glsl Normal file
View File

@ -0,0 +1,118 @@
Ray portalRay(Ray ray, hitInfo hit)
{
GPUObject portal_1;
GPUObject portal_2;
vec3 relative;
portal_1 = objects[hit.obj_index];
portal_2 = objects[int(portal_1.radius)]; // saving memory radius = portal_index
relative = hit.position - portal_1.position;
mat3 rotation = mat3(portal_2.rotation) * transpose(mat3(portal_1.rotation));
if (dot(portal_1.normal, portal_2.normal) > 0.0)
{
mat3 reflection = mat3(1.0) - 2.0 * outerProduct(portal_2.normal, portal_2.normal);
rotation *= reflection;
}
ray.origin = portal_2.position + rotation * relative;
ray.direction = normalize(rotation * ray.direction);
ray.origin += ray.direction * 0.01f;
return (ray);
}
hitInfo traceScene(Ray ray)
{
hitInfo hit;
for (int p = 0; p < 25; p++) //portals
{
hit.t = 1e30;
hit.obj_index = -1;
for (int i = 0; i < u_objectsNum; i++)
{
GPUObject obj = objects[i];
hitInfo temp_hit;
if (intersect(ray, obj, temp_hit) && temp_hit.t > 0.0f && temp_hit.t < hit.t + 0.0001)
{
hit.t = temp_hit.t;
hit.last_t = temp_hit.last_t;
hit.obj_index = i;
hit.position = temp_hit.position;
hit.normal = temp_hit.normal;
}
}
if (hit.obj_index == -1 || objects[hit.obj_index].type != 5)
break ;
ray = portalRay(ray, hit);
}
return (hit);
}
hitInfo traceBVH(Ray ray)
{
hitInfo hit;
hit.t = 1e30;
hit.obj_index = -1;
const int MAX_STACK_SIZE = 64;
int stack[MAX_STACK_SIZE];
int stack_ptr = 0;
stack[0] = 0;
while (stack_ptr >= 0)
{
int current_index = stack[stack_ptr--];
GPUBvh node = bvh[current_index];
if (intersectRayBVH(ray, node))
{
if (node.is_leaf != 0)
{
for (int i = 0; i < node.primitive_count; i++)
{
GPUObject obj = objects[node.first_primitive + i];
hitInfo temp_hit;
if (intersect(ray, obj, temp_hit) && temp_hit.t > 0.0f && temp_hit.t < hit.t + 0.0001)
{
hit.t = temp_hit.t;
hit.last_t = temp_hit.last_t;
hit.obj_index = node.first_primitive + i;
hit.position = temp_hit.position;
hit.normal = temp_hit.normal;
}
}
}
if (node.is_leaf == 0 && stack_ptr < MAX_STACK_SIZE - 2)
{
stack_ptr++;
stack[stack_ptr] = node.left_index;
stack_ptr++;
stack[stack_ptr] = node.right_index;
}
}
}
return (hit);
}
hitInfo traceRay(Ray ray)
{
if (true)
return (traceBVH(ray));
return (traceScene(ray));
}