Files
RT_GPU/shaders/debug.glsl
2025-01-18 12:30:35 +01:00

208 lines
3.9 KiB
GLSL

#version 430 core
layout(local_size_x = 16, local_size_y = 16) in;
layout(binding = 0, rgba32f) uniform image2D output_image;
layout(binding = 1, rgba32f) uniform image2D accumulation_image;
struct GPUCamera
{
mat4 view_matrix;
vec3 position;
float aperture_size;
float focus_distance;
float fov;
int bounce;
};
layout(std140, binding = 0) uniform CameraData
{
GPUCamera camera;
};
struct GPUObject {
mat4 rotation;
vec3 position; // 12 + 4
vec3 normal; // 12 + 4
vec3 vertex1; // 12 + 4
vec3 vertex2; // 12 + 4
float radius; // 4
int mat_index; // 4
int type; // 4
};
layout(std430, binding = 1) buffer ObjectBuffer
{
GPUObject objects[];
};
struct GPUTriangle
{
vec3 position;
vec3 vertex1;
vec3 vertex2;
vec3 normal;
int mat_index;
};
layout(std430, binding = 2) buffer TriangleBuffer
{
GPUTriangle triangles[];
};
struct GPUBvh
{
vec3 min;
vec3 max;
int left_index;
int right_index;
int is_leaf;
int first_primitive;
int primitive_count;
};
layout(std430, binding = 5) buffer BvhBuffer
{
GPUBvh bvh[];
};
uniform int u_objectsNum;
uniform int u_bvhNum;
uniform vec2 u_resolution;
uniform int u_frameCount;
uniform float u_time;
struct Ray
{
vec3 origin;
vec3 direction;
};
struct hitInfo
{
float t;
float last_t;
vec3 normal;
vec3 position;
int obj_index;
int mat_index;
};
#include "shaders/intersect.glsl"
int traceRay(Ray ray)
{
int num_hit;
num_hit = 0;
for (int i = 0; i < u_objectsNum; i++)
{
GPUObject obj = objects[i];
hitInfo temp_hit;
if (intersect(ray, obj, temp_hit))
num_hit++;
}
return (num_hit);
}
hitInfo traceBVH(Ray ray, inout int num_hit)
{
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;
vec3 inv_dir = 1.0 / ray.direction;
while (stack_ptr >= 0)
{
int current_index = stack[stack_ptr--];
GPUBvh node = bvh[current_index];
if (intersectRayBVH(ray, node))
{
num_hit++;
if (node.is_leaf != 0)
{
for (int i = 0; i < node.primitive_count; i++)
{
GPUTriangle obj = triangles[node.first_primitive + i];
hitInfo temp_hit;
if (intersectTriangle(ray, obj, temp_hit) && temp_hit.t > 0.0f && temp_hit.t < hit.t + 0.0001)
{
hit.t = temp_hit.t;
hit.normal = temp_hit.normal;
hit.obj_index = node.first_primitive + i;
}
}
}
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);
}
Ray initRay(vec2 uv)
{
float fov = camera.fov;
float focal_length = 1.0 / tan(radians(fov) / 2.0);
vec3 origin = camera.position;
vec3 view_space_ray = normalize(vec3(uv.x, uv.y, -focal_length));
vec3 ray_direction = normalize((inverse(camera.view_matrix) * vec4(view_space_ray, 0.0)).xyz);
return (Ray(origin, ray_direction));
}
void main()
{
ivec2 pixel_coords = ivec2(gl_GlobalInvocationID.xy);
if (pixel_coords.x >= int(u_resolution.x) || pixel_coords.y >= int(u_resolution.y))
return;
vec2 uv = ((vec2(pixel_coords)) / u_resolution) * 2.0 - 1.0;;
uv.x *= u_resolution.x / u_resolution.y;
Ray ray = initRay(uv);
int hits = 0;
hitInfo hit = traceBVH(ray, hits);
vec3 color = vec3(0.);
// if (hit.obj_index != -1)
// color = vec3(hit.normal);
if (hits > 150)
color = vec3(1., 0., 0.);
else
color = vec3(float(hits) / float(100));
imageStore(output_image, pixel_coords, vec4(color, 1.));
}