mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
+ | Some change
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@ -1,3 +1,4 @@
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CAM 0.361576 0.0380219 0.276604 -78.8 231.6 0 1
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MAT 255 255 255 0.0 0.0 0.0
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MAT 255 255 255 3.0 0.0 0.0
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@ -1,8 +1,8 @@
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CAM -7 10 6
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CAM -7 10 6 -19.4 -50 0 1
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MAT 255 255 255 2.0 0.0 0.0 //white light
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# sp -10 100 10 50 0
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sp -10 100 10 50 0
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qu -2.5 15 -9 7 0 0 0 0 7 0
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@ -1,4 +1,5 @@
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CAM 0.576905 1.29122 1.46329 -6.8 -128 0.1 2
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CAM -0.0970577 1.63916 1.69444 -13.6 -84 0 1
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MAT 200 200 200 0.0 0.0 0.0 //white
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MAT 255 50 50 0.0 0.0 0.0 //red
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@ -107,7 +107,7 @@ hitInfo traceRay(Ray ray)
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{
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hitInfo hit;
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for (int p = 0; p < 5; p++) //portals
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for (int p = 0; p < 25; p++) //portals
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{
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hit.t = 1e30;
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hit.obj_index = -1;
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@ -117,7 +117,7 @@ hitInfo traceRay(Ray ray)
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GPUObject obj = objects[i];
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hitInfo temp_hit;
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if (intersect(ray, obj, temp_hit) && temp_hit.t > 0.0f && temp_hit.t < hit.t)
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if (intersect(ray, obj, temp_hit) && temp_hit.t > 0.0f && temp_hit.t < hit.t + 0.0001)
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{
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hit.t = temp_hit.t;
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hit.obj_index = i;
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@ -205,7 +205,7 @@ void main()
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uint rng_state = uint(u_resolution.x) * uint(pixel_coords.y) + pixel_coords.x;
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rng_state = rng_state + u_frameCount * 719393;
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vec2 jitter = randomPointInCircle(rng_state);
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vec2 jitter = randomPointInCircle(rng_state) * 1;
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vec2 uv = ((vec2(pixel_coords) + jitter) / u_resolution) * 2.0 - 1.0;;
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uv.x *= u_resolution.x / u_resolution.y;
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@ -58,61 +58,61 @@ bool intersectQuad(Ray ray, GPUObject obj, out hitInfo hit)
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return (inside);
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}
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intersectTriangle(Ray ray, GPUObject obj, out hitInfo hit)
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{
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vec3 pvec = cross(ray.direction, obj.vertex2);
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float det = dot(obj.vertex1, pvec);
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vec3 tvec = ray.origin - obj.position;
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float invDet = 1.0 / det;
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float u = dot(tvec, pvec) * invDet;
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vec3 qvec = cross(tvec, obj.vertex1);
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float v = dot(ray.direction, qvec) * invDet;
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float t = dot(obj.vertex2, qvec) * invDet;
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bool valid = abs(det) > 1e-8 &&
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u >= 0.0 && u <= 1.0 &&
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v >= 0.0 && (u + v) <= 1.0 &&
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t > 0.0;
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hit.t = t;
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hit.position = ray.origin + ray.direction * t;
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hit.normal = obj.normal * sign(-dot(ray.direction, obj.normal));
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return (valid);
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}
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bool
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// bool intersectTriangle(Ray ray, GPUObject obj, out hitInfo hit)
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// {
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// vec3 pvec = cross(ray.direction, obj.vertex2);
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// float det = dot(obj.vertex1, pvec);
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// vec3 tvec = ray.origin - obj.position;
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// if (abs(det) < 1e-8) return (false); // det < 0.0
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// float invDet = 1.0 / det;
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// vec3 tvec = ray.origin - obj.position;
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// float u = dot(tvec, pvec) * invDet;
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// if (u < 0.0 || u > 1.0) return (false);
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// vec3 qvec = cross(tvec, obj.vertex1);
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// float v = dot(ray.direction, qvec) * invDet;
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// float t = dot(obj.vertex2, qvec) * invDet;
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// if (v < 0.0 || u + v > 1.0) return (false);
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// bool valid = abs(det) > 1e-8 &&
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// u >= 0.0 && u <= 1.0 &&
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// v >= 0.0 && (u + v) <= 1.0 &&
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// t > 0.0;
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// float t = dot(obj.vertex2, qvec) * invDet;
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// if (t <= 0.0) return (false);
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// hit.t = t;
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// hit.position = ray.origin + ray.direction * t;
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// hit.normal = obj.normal * sign(-dot(ray.direction, obj.normal));
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// return (valid);
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// vec3 normal = obj.normal;
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// hit.normal = dot(ray.direction, normal) < 0.0 ? normal : -normal;
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// return (true);
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// }
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bool intersectTriangle(Ray ray, GPUObject obj, out hitInfo hit)
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{
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vec3 pvec = cross(ray.direction, obj.vertex2);
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float det = dot(obj.vertex1, pvec);
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if (abs(det) < 1e-8) return (false); // det < 0.0
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float invDet = 1.0 / det;
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vec3 tvec = ray.origin - obj.position;
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float u = dot(tvec, pvec) * invDet;
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if (u < 0.0 || u > 1.0) return (false);
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vec3 qvec = cross(tvec, obj.vertex1);
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float v = dot(ray.direction, qvec) * invDet;
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if (v < 0.0 || u + v > 1.0) return (false);
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float t = dot(obj.vertex2, qvec) * invDet;
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if (t <= 0.0) return (false);
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hit.t = t;
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hit.position = ray.origin + ray.direction * t;
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vec3 normal = obj.normal;
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hit.normal = dot(ray.direction, normal) < 0.0 ? normal : -normal;
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return (true);
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}
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bool intersectCube(Ray ray, GPUObject obj, out hitInfo hit)
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{
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vec3 halfSize = obj.vertex1 * 0.5;
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