This commit is contained in:
Evghenii
2014-01-05 12:23:48 +01:00
parent 62deb82bf8
commit a7c2a7d4f9
8 changed files with 76 additions and 27 deletions

View File

@@ -31,13 +31,25 @@
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#define bool int
typedef bool bool_t;
typedef float<3> float3;
#if 1
#define __ORIG
#endif
struct int3
{
int x,y,z;
};
struct Ray {
float3 origin, dir, invDir;
#ifdef __ORIG
uniform unsigned int dirIsNeg[3];
#else
uniform int3 dirIsNeg;
#endif
float mint, maxt;
int hitId;
};
@@ -101,13 +113,19 @@ static void generateRay(uniform const float raster2camera[4][4],
ray.invDir = 1.f / ray.dir;
#ifdef __ORIG
ray.dirIsNeg[0] = any(ray.invDir.x < 0) ? 1 : 0;
ray.dirIsNeg[1] = any(ray.invDir.y < 0) ? 1 : 0;
ray.dirIsNeg[2] = any(ray.invDir.z < 0) ? 1 : 0;
#else
ray.dirIsNeg.x = any(ray.invDir.x < 0) ? 1 : 0;
ray.dirIsNeg.y = any(ray.invDir.y < 0) ? 1 : 0;
ray.dirIsNeg.z = any(ray.invDir.z < 0) ? 1 : 0;
#endif
}
static bool BBoxIntersect(const uniform float bounds[2][3],
static bool_t BBoxIntersect(const uniform float bounds[2][3],
const Ray &ray) {
uniform float3 bounds0 = { bounds[0][0], bounds[0][1], bounds[0][2] };
uniform float3 bounds1 = { bounds[1][0], bounds[1][1], bounds[1][2] };
@@ -146,7 +164,7 @@ static bool BBoxIntersect(const uniform float bounds[2][3],
static bool TriIntersect(const uniform Triangle &tri, Ray &ray) {
static bool_t TriIntersect(const uniform Triangle &tri, Ray &ray) {
uniform float3 p0 = { tri.p[0][0], tri.p[0][1], tri.p[0][2] };
uniform float3 p1 = { tri.p[1][0], tri.p[1][1], tri.p[1][2] };
uniform float3 p2 = { tri.p[2][0], tri.p[2][1], tri.p[2][2] };
@@ -155,7 +173,7 @@ static bool TriIntersect(const uniform Triangle &tri, Ray &ray) {
float3 s1 = Cross(ray.dir, e2);
float divisor = Dot(s1, e1);
bool hit = true;
bool_t hit = true;
if (divisor == 0.)
hit = false;
@@ -186,10 +204,11 @@ static bool TriIntersect(const uniform Triangle &tri, Ray &ray) {
}
bool BVHIntersect(const uniform LinearBVHNode nodes[],
bool_t
BVHIntersect(const uniform LinearBVHNode nodes[],
const uniform Triangle tris[], Ray &r) {
Ray ray = r;
bool hit = false;
bool_t hit = false;
// Follow ray through BVH nodes to find primitive intersections
uniform int todoOffset = 0, nodeNum = 0;
uniform int todo[64];
@@ -212,7 +231,15 @@ bool BVHIntersect(const uniform LinearBVHNode nodes[],
}
else {
// Put far BVH node on _todo_ stack, advance to near node
if (r.dirIsNeg[node.splitAxis]) {
#ifdef __ORIG
int dirIsNeg = r.dirIsNeg[node.splitAxis];
#else
int dirIsNeg;
if (node.splitAxis == 0) dirIsNeg = r.dirIsNeg.x;
if (node.splitAxis == 1) dirIsNeg = r.dirIsNeg.y;
if (node.splitAxis == 2) dirIsNeg = r.dirIsNeg.z;
#endif
if (dirIsNeg) {
todo[todoOffset++] = nodeNum + 1;
nodeNum = node.offset;
}