+ | Multiple obj implenting on compute

This commit is contained in:
TheRedShip
2025-01-20 10:28:24 +01:00
parent 0f32453088
commit fcf693329d
5 changed files with 61 additions and 21 deletions

View File

@ -3,7 +3,7 @@ Pos=60,60
Size=400,400
[Window][Camera]
Pos=1646,5
Pos=1643,7
Size=259,200
[Window][Material]

View File

@ -24,8 +24,8 @@ pl 0 -2 0 0 1 0 2 // floor
qu -1 1.999 -1 2 0 0 0 0 2 6
OBJ obj/Dragon_800K.obj
OBJ obj/Lowpoly_tree_sample.obj
OBJ obj/Dragon_80K.obj
# OBJ obj/Lowpoly_tree_sample.obj
po -1.99 -0.5 -0.5 0 1 0 0 0 1 1 4
po -0.5 -0.5 -1.99 0 1 0 1 0 0 0 4
# po -1.99 -0.5 -0.5 0 1 0 0 0 1 1 4
# po -0.5 -0.5 -1.99 0 1 0 1 0 0 0 4

View File

@ -61,6 +61,14 @@ struct GPUVolume
int enabled;
};
struct GPUBvhData
{
vec3 offset;
int bvh_start_index;
int triangle_start_index;
};
struct GPUBvh
{
vec3 min;
@ -85,17 +93,22 @@ layout(std430, binding = 2) buffer TriangleBuffer
GPUTriangle triangles[];
};
layout(std430, binding = 3) buffer BvhBuffer
layout(std430, binding = 3) buffer BvhDataBuffer
{
GPUBvh bvh[];
GPUBvhData BvhData[];
};
layout(std430, binding = 4) buffer MaterialBuffer
layout(std430, binding = 4) buffer BvhBuffer
{
GPUBvh Bvh[];
};
layout(std430, binding = 5) buffer MaterialBuffer
{
GPUMaterial materials[];
};
layout(std430, binding = 5) buffer LightsBuffer
layout(std430, binding = 6) buffer LightsBuffer
{
int lightsIndex[];
};
@ -115,6 +128,7 @@ layout(std140, binding = 1) uniform VolumeData
uniform int u_objectsNum;
uniform int u_bvhNum;
uniform int u_lightsNum;
uniform vec2 u_resolution;
uniform int u_pixelisation;

View File

@ -53,10 +53,10 @@ hitInfo traceScene(Ray ray)
return (hit);
}
hitInfo traceBVH(Ray ray)
hitInfo traceBVH(Ray ray, GPUBvhData bvh_data)
{
hitInfo temp_hit;
hitInfo hit;
hitInfo hit_bvh;
hit.t = 1e30;
hit.obj_index = -1;
@ -64,24 +64,24 @@ hitInfo traceBVH(Ray ray)
int stack[32];
int stack_ptr = 0;
stack[0] = 0;
while (stack_ptr >= 0)
{
int current_index = stack[stack_ptr--];
GPUBvh node = Bvh[bvh_data.bvh_start_index + current_index];
GPUBvh node = bvh[current_index];
if (node.is_leaf != 0)
{
for (int i = 0; i < node.primitive_count; i++)
{
GPUTriangle obj = triangles[node.first_primitive + i];
GPUTriangle obj = triangles[bvh_data.triangle_start_index + node.first_primitive + i];
hitInfo temp_hit;
if (intersectTriangle(ray, obj, temp_hit) && temp_hit.t < hit.t)
{
hit.t = temp_hit.t;
hit.last_t = temp_hit.last_t;
hit.obj_index = node.first_primitive + i;
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;
@ -90,8 +90,8 @@ hitInfo traceBVH(Ray ray)
}
else
{
GPUBvh left_node = bvh[node.left_index];
GPUBvh right_node = bvh[node.right_index];
GPUBvh left_node = Bvh[bvh_data.bvh_start_index + node.left_index];
GPUBvh right_node = Bvh[bvh_data.bvh_start_index + node.right_index];
hitInfo left_hit;
hitInfo right_hit;
@ -118,6 +118,32 @@ hitInfo traceBVH(Ray ray)
return (hit);
}
hitInfo traverseBVHs(Ray ray)
{
hitInfo hit;
hit.t = 1e30;
hit.obj_index = -1;
for (int i = 0; i < u_bvhNum; i++)
{
ray.origin = i == 0 ? ray.origin : ray.origin + vec3(2., 0., 0.);
hitInfo temp_hit = traceBVH(ray, BvhData[i]);
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;
}
}
return (hit);
}
hitInfo traceRay(Ray ray)
{
hitInfo hitBVH;
@ -126,7 +152,7 @@ hitInfo traceRay(Ray ray)
for (int i = 0; i < 10; i++) // portal ray
{
hitBVH = traceBVH(ray);
hitBVH = traverseBVHs(ray);
hitScene = traceScene(ray);
hit = hitBVH.t < hitScene.t ? hitBVH : hitScene;

View File

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