#include "Rendering/Debug.h" #include "Algorithm/RayIntersection.h" static void ray_intersect_bvh_count(ray_t ray, bvh_tree_t bvh_tree, uint64_t node_index, uint32_t* count_out) { const float _MAX_DIST = 1e6f; if (bvh_tree.nodes == NULL || bvh_tree.primitive_indices == NULL || count_out == NULL) { return; } const bvh_node_t* node = &bvh_tree.nodes[node_index]; float enter, exit; if (!ray_intersect_aabb(&ray, node->bounds, &enter, &exit)) { return; } if (enter > _MAX_DIST || exit < 0.0f) { return; } (*count_out)++; if (node->primitive_count == 0) { // Internal node ray_intersect_bvh_count(ray, bvh_tree, node->left_child_offset, count_out); ray_intersect_bvh_count(ray, bvh_tree, node->right_child_offset, count_out); } } vec4s render_debug(scene_t* scene, ray_t ray, uint16_t sample_index, int flag) { if (scene == NULL) { return glms_vec4_zero(); } switch (flag & 0xFF) { case DEBUG_BVH: uint32_t count = 0; ray_intersect_bvh_count(ray, scene->bvh_tree, 0, &count); vec4s result = glms_vec4_zero(); for (uint32_t i = 0; i < count; i++) { result = glms_vec4_add(result, DEBUG_COLOR_BVH); } return result; case DEBUG_SOBOL: float sobol_sample_value = sobol_sample(sample_index, 1); // Assuming dimension 0 for simplicity return (vec4s){sobol_sample_value, sobol_sample_value, sobol_sample_value, 1.0f}; case DEBUG_UV: hit_result_t hit_result = ray_intersect_scene_closest(&ray, scene); return (vec4s){fmodf(fabsf(hit_result.uv.x), 1.0f), fmodf(fabsf(hit_result.uv.y), 1.0f), 0.0f, 1.0f}; default: return glms_vec4_zero(); } }