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https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
~ | Small fix
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@ -24,8 +24,17 @@ pl 0 -2 0 0 1 0 2 // floor
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qu -1 1.999 -1 2 0 0 0 0 2 6
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OBJ scenes/obj/Dragon_800K.obj -0.5 0 0.55 5 0 90 0
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OBJ scenes/obj/Dragon_800K.obj 0.5 0 -0.55 5 0 -90 0
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OBJ scenes/obj/Dragon_80K.obj -0.5 0 0.55 5 0 0 0
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OBJ scenes/obj/Dragon_80K.obj 0.5 0 -0.55 1 0 0 0
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OBJ scenes/obj/Dragon_80K.obj -1.5 0 1.5 1 0 0 0
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OBJ scenes/obj/Dragon_80K.obj 1.5 0 -1.5 1 0 0 0
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OBJ scenes/obj/Dragon_80K.obj -0.5 1 0.55 1 0 0 0
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OBJ scenes/obj/Dragon_80K.obj 0.5 1 -0.55 1 0 0 0
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OBJ scenes/obj/Dragon_80K.obj -3.5 3 3.5 1 0 0 0
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OBJ scenes/obj/Dragon_80K.obj 3.5 3 -3.5 1 0 0 0
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# OBJ obj/Model.obj
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@ -245,16 +245,17 @@ hitInfo traverseBVHs(Ray ray, GPUBvhData bvh_data, inout Stats stats)
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transformedRay.origin = transformMatrix * (ray.origin - bvh_data.offset);
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transformedRay.inv_direction = (1. / transformedRay.direction);
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hitInfo temp_hit = traceBVH(transformedRay, bvh_data, stats);
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hit = traceBVH(transformedRay, bvh_data, stats);
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temp_hit.t = temp_hit.t / bvh_data.scale;
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if (hit.obj_index == -1)
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return (hit);
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if (temp_hit.t < hit.t)
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{
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hit.t = temp_hit.t;
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hit.obj_index = temp_hit.obj_index;
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hit.normal = normalize(inverseTransformMatrix * temp_hit.normal);
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}
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hit.t = hit.t / bvh_data.scale;
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hit.last_t = hit.last_t / bvh_data.scale;
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hit.obj_index = hit.obj_index;
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hit.mat_index = hit.mat_index;
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hit.position = inverseTransformMatrix * hit.position + bvh_data.offset;
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hit.normal = normalize(inverseTransformMatrix * hit.normal);
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return (hit);
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}
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@ -57,7 +57,9 @@ float TopBVH::evaluateSah(std::vector<GPUBvhData> &bvhs_data, std::vector<GPUBvh
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glm::vec3 min = bvh_root.min + bvh_data.offset;
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glm::vec3 max = bvh_root.max + bvh_data.offset;
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if (min[axis] < pos)
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glm::vec3 centroid = (min + max) * 0.5f;
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if (centroid[axis] < pos)
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{
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left_count++;
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left_box.grow( min );
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