Files
RT_GPU/shaders/debug.glsl
2025-01-19 15:30:27 +01:00

248 lines
4.6 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 GPUDebug
{
int enabled;
int mode;
int triangle_treshold;
int box_treshold;
};
layout(std140, binding = 2) uniform DebugData
{
GPUDebug debug;
};
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;
};
struct Stats
{
int triangle_count;
int box_count;
};
#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 Stats stats)
{
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[current_index];
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 < hit.t)
{
hit.t = temp_hit.t;
hit.normal = temp_hit.normal;
hit.obj_index = node.first_primitive + i;
}
stats.triangle_count++;
}
}
else
{
GPUBvh left_node = bvh[node.left_index];
GPUBvh right_node = bvh[node.right_index];
hitInfo left_hit;
hitInfo right_hit;
left_hit.t = 1e30;
right_hit.t = 1e30;
stats.box_count += 2;
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] = node.left_index;
if (right_hit.t < hit.t && right_bool) stack[++stack_ptr] = node.right_index;
}
else
{
if (right_hit.t < hit.t && right_bool) stack[++stack_ptr] = node.right_index;
if (left_hit.t < hit.t && left_bool) stack[++stack_ptr] = node.left_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, (1.0 / ray_direction)));
}
vec3 debugColor(vec2 uv)
{
Ray ray = initRay(uv);
Stats stats = Stats(0, 0);
hitInfo hit = traceBVH(ray, stats);
float box_display = float(stats.box_count) / float(debug.box_treshold);
float triangle_display = float(stats.triangle_count) / float(debug.triangle_treshold);
switch (debug.mode)
{
case 0:
return (hit.normal * 0.5 + 0.5) * int(hit.obj_index != -1);
case 1:
return (box_display < 1. ? vec3(box_display) : vec3(1., 0., 0.));
case 2:
return (triangle_display < 1. ? vec3(triangle_display) : vec3(1., 0., 0.));
}
return (vec3(0.));
}
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;
vec3 color = debugColor(uv);
imageStore(output_image, pixel_coords, vec4(color, 1.));
}