Files
RT_GPU/shaders/trace.glsl
2025-01-28 22:09:27 +01:00

187 lines
4.2 KiB
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 traceScene(Ray ray)
{
hitInfo hit;
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 < hit.t)
{
hit.t = temp_hit.t;
hit.last_t = temp_hit.last_t;
hit.obj_index = i;
hit.mat_index = obj.mat_index;
hit.position = temp_hit.position;
hit.normal = temp_hit.normal;
}
}
return (hit);
}
hitInfo traceBVH(Ray ray, GPUBvhData bvh_data)
{
hitInfo hit;
hitInfo hit_bvh;
hit.t = 1e30;
hit.obj_index = -1;
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];
if (node.primitive_count != 0)
{
for (int i = 0; i < node.primitive_count; i++)
{
GPUTriangle obj = triangles[bvh_data.triangle_start_index + node.index + i];
hitInfo temp_hit;
if (intersectTriangle(ray, obj, temp_hit) && temp_hit.t < hit.t)
{
hit.u = temp_hit.u;
hit.v = temp_hit.v;
hit.t = temp_hit.t;
hit.last_t = temp_hit.last_t;
hit.obj_index = bvh_data.triangle_start_index + node.index + i;
hit.mat_index = obj.mat_index;
hit.position = temp_hit.position;
hit.normal = temp_hit.normal;
}
}
}
else
{
GPUBvh left_node = Bvh[bvh_data.bvh_start_index + current_index + 1];
GPUBvh right_node = Bvh[bvh_data.bvh_start_index + node.index];
hitInfo left_hit;
hitInfo right_hit;
left_hit.t = 1e30;
right_hit.t = 1e30;
bool left_bool = intersectRayBVH(ray, left_node, left_hit);
bool right_bool = intersectRayBVH(ray, right_node, right_hit);
if (left_hit.t > right_hit.t)
{
if (left_hit.t < hit.t && left_bool) stack[++stack_ptr] = current_index + 1;
if (right_hit.t < hit.t && right_bool) stack[++stack_ptr] = node.index;
}
else
{
if (right_hit.t < hit.t && right_bool) stack[++stack_ptr] = node.index;
if (left_hit.t < hit.t && left_bool) stack[++stack_ptr] = current_index + 1;
}
}
}
return (hit);
}
hitInfo traverseBVHs(Ray ray)
{
hitInfo hit;
hit.t = 1e30;
hit.obj_index = -1;
for (int i = 0; i < u_bvhNum; i++)
{
GPUBvhData bvh_data = BvhData[i];
mat3 transformMatrix = mat3(bvh_data.transform);
mat3 inverseTransformMatrix = mat3(bvh_data.inv_transform);
Ray transformedRay;
transformedRay.direction = normalize(transformMatrix * ray.direction);
transformedRay.origin = transformMatrix * (ray.origin - bvh_data.offset);
transformedRay.inv_direction = (1. / transformedRay.direction);
hitInfo temp_hit = traceBVH(transformedRay, BvhData[i]);
temp_hit.t = temp_hit.t / bvh_data.scale;
if (temp_hit.t < hit.t)
{
hit.u = temp_hit.u;
hit.v = temp_hit.v;
hit.t = temp_hit.t;
hit.last_t = temp_hit.last_t / bvh_data.scale;
hit.obj_index = temp_hit.obj_index;
hit.mat_index = temp_hit.mat_index;
hit.position = inverseTransformMatrix * temp_hit.position + bvh_data.offset;
hit.normal = normalize(inverseTransformMatrix * temp_hit.normal);
}
}
return (hit);
}
hitInfo traceRay(Ray ray)
{
hitInfo hitBVH;
hitInfo hitScene;
hitInfo hit;
for (int i = 0; i < 10; i++) // portal ray
{
hitBVH = traverseBVHs(ray);
hitScene = traceScene(ray);
hit = hitBVH.t < hitScene.t ? hitBVH : hitScene;
#if 1
if (hit.obj_index == -1 || objects[hit.obj_index].type != 5)
break ;
ray = portalRay(ray, hit);
ray.inv_direction = (1.0 / ray.direction);
#else
return (hit);
#endif
}
return (hit);
}