mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 10:48:34 +02:00
+ | Multiple obj implenting on compute
This commit is contained in:
@ -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;
|
||||
|
@ -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;
|
||||
|
Reference in New Issue
Block a user