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https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 10:48:34 +02:00
+ | Portals
This commit is contained in:
@ -41,6 +41,7 @@ struct Vertex {
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# include "objects/Quad.hpp"
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# include "objects/Triangle.hpp"
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# include "objects/Cube.hpp"
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# include "objects/Portal.hpp"
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# include "Camera.hpp"
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# include "Window.hpp"
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@ -42,7 +42,8 @@ class Object
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PLANE,
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QUAD,
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TRIANGLE,
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CUBE
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CUBE,
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PORTAL
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};
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virtual Type getType() const = 0;
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70
includes/RT/objects/Portal.hpp
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70
includes/RT/objects/Portal.hpp
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@ -0,0 +1,70 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* Portal.hpp :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/12/23 19:12:51 by ycontre #+# #+# */
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/* Updated: 2024/12/23 19:47:09 by ycontre ### ########.fr */
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/* */
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/* ************************************************************************** */
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#ifndef RT_PORTAL__HPP
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# define RT_PORTAL__HPP
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# include "RT.hpp"
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class Portal : public Object
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{
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public:
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Portal(std::stringstream &line) : Object(glm::vec3(0.0f), -1)
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{
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try {
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float x, y, z;
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float x1, y1, z1;
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float x2, y2, z2;
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int linked_portal;
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int mat_index;
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if (!(line >> x >> y >> z))
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throw std::runtime_error("Missing position");
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if (!(line >> x1 >> y1 >> z1))
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throw std::runtime_error("Missing Portal's first edge ");
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if (!(line >> x2 >> y2 >> z2))
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throw std::runtime_error("Missing Portal's second edge");
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if (!(line >> linked_portal))
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throw std::runtime_error("Missing Portal's linked index");
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if (!(line >> mat_index))
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throw std::runtime_error("Missing material properties");
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_position = glm::vec3(x, y, z);
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_edge1 = glm::vec3(x1, y1, z1);
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_edge2 = glm::vec3(x2, y2, z2);
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_linked_portal = linked_portal;
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_mat_index = mat_index;
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}
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catch (const std::exception &e) { throw; }
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}
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Portal(const glm::vec3 &position, const glm::vec3 &edge1, const glm::vec3 &edge2, const int linked_portal, const int mat_index)
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: Object(position, mat_index), _edge1(edge1), _edge2(edge2), _linked_portal(linked_portal) {}
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glm::vec3 getEdge1() const { return (_edge1); }
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glm::vec3 getEdge2() const { return (_edge2); }
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int getLinkedPortalIndex() const { return (_linked_portal); }
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Type getType() const override { return Type::PORTAL; }
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private:
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glm::vec3 _edge1;
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glm::vec3 _edge2;
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int _linked_portal;
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};
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#endif
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@ -4,7 +4,7 @@ MAT 255 010 010 5 0.0 1.0
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MAT 010 255 010 5 0.0 1.0
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MAT 010 010 255 5 0.0 1.0
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MAT 255 255 255 0 1.7 1.0 1
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MAT 255 255 255 0 1.7 1.0 DIE
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MAT 255 255 255 0 0.0 1.0
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@ -1,6 +1,6 @@
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CAM -7 10 6
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MAT 255 255 255 4.0 0.0 0.0 //white light
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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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qu -2.5 15 -9 7 0 0 0 0 7 0
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@ -66,7 +66,7 @@ MAT 244 95 28 0.0 0.5 1.0
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cu -9 1.23 -6 3 3 3 29
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MAT 200 20 20 0.0 1.0 0.05
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MAT 255 255 255 0.0 1.8 0.0 1
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MAT 255 255 255 0.0 1.8 0.0 DIE
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MAT 255 255 255 0.0 1.0 1.0
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sp 0 5 -4 3 30
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@ -6,14 +6,13 @@ MAT 255 255 255 0.0 1.0 1.0 //mirror
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MAT 255 255 255 2.0 0.0 0.0 //sun
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MAT 255 100 100 0.0 0.0 0.0 //red
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MAT 100 100 255 0.0 0.0 0.0 //blue
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pl 0 0 0 0 1 0 0
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# cu 0 0.5 1 1 1 1 3
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cu 1 0.5 3 1 1 1 3
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cu 1 0.5 -3 1 1 1 4
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# tr -5 0 2 -5 2 2 0 2 2 2
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# tr -5 0 2 0 0 2 0 2 2 2
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po 3 0 0 2 0 0 0 2 0 4 0
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po -3 0 0 2 0 0 0 2 0 3 0
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qu -5 0 0 2 0 0 0 2 0 2 //light problem
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# qu -4 0 0 0 0 2 0 2 0 0 //blocking
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# sp 0 30 0 30 2
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sp 0 30 0 30 2
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@ -11,7 +11,7 @@ struct GPUObject {
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vec3 vertex1; // 12 + 4
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vec3 vertex2; // 12 + 4
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float radius; // 4
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int mat_index; // 4
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@ -62,26 +62,54 @@ struct hitInfo
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#include "shaders/intersect.glsl"
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#include "shaders/scatter.glsl"
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Ray portalRay(Ray ray, hitInfo hit)
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{
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GPUObject portal_1;
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GPUObject portal_2;
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vec3 relative;
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portal_1 = objects[hit.obj_index];
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portal_2 = objects[int(portal_1.radius)]; // saving memory radius = portal_index
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vec3 portal_2_normal = normalize(cross(portal_2.vertex1, portal_2.vertex2));
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portal_2_normal *= sign(dot(ray.direction, portal_2_normal));
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relative = portal_2.position - portal_1.position;
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ray.origin = hit.position + relative + portal_2_normal * 0.01;
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ray.direction = normalize(ray.direction + portal_2_normal * 0.01);
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return (ray);
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}
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hitInfo traceRay(Ray ray)
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{
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hitInfo hit;
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hit.t = 1e30;
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hit.obj_index = -1;
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for (int i = 0; i < u_objectsNum; i++)
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for (int p = 0; p < 2; p++) //portals
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{
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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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hit.t = 1e30;
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hit.obj_index = -1;
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for (int i = 0; i < u_objectsNum; i++)
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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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hit.position = temp_hit.position;
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hit.normal = temp_hit.normal;
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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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{
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hit.t = temp_hit.t;
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hit.obj_index = i;
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hit.position = temp_hit.position;
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hit.normal = temp_hit.normal;
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}
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}
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if (hit.obj_index == -1 || objects[hit.obj_index].type != 5)
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break ;
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ray = portalRay(ray, hit);
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}
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return (hit);
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}
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@ -105,10 +133,10 @@ vec3 pathtrace(Ray ray, inout uint rng_state)
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GPUMaterial mat = materials[obj.mat_index];
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// RR
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// float p = max(color.r, max(color.g, color.b));
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// if (randomValue(rng_state) > p && i > 1)
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// break;
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// color /= p;
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float p = max(color.r, max(color.g, color.b));
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if (randomValue(rng_state) > p && i > 1)
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break;
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color /= p;
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//
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color *= mat.color;
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@ -153,7 +153,7 @@ bool intersect(Ray ray, GPUObject obj, out hitInfo hit)
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return (intersectSphere(ray, obj, hit));
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if (obj.type == 1)
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return (intersectPlane(ray, obj, hit));
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if (obj.type == 2)
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if (obj.type == 2 || obj.type == 5)
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return (intersectQuad(ray, obj, hit));
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if (obj.type == 3)
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return (intersectTriangle(ray, obj, hit));
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@ -1,3 +1,5 @@
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#define M_PI 3.14159265359
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float randomValue(inout uint rng_state)
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{
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rng_state = rng_state * 747796405u + 2891336453u;
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@ -8,7 +10,7 @@ float randomValue(inout uint rng_state)
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float randomValueNormalDistribution(inout uint rng_state)
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{
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float theta = 2.0 * 3.14159265359 * randomValue(rng_state);
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float theta = 2.0 * M_PI * randomValue(rng_state);
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float rho = sqrt(-2.0 * log(randomValue(rng_state)));
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return (rho * cos(theta));
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}
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@ -27,7 +29,6 @@ vec3 randomHemisphereDirection(vec3 normal, inout uint rng_state)
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return (direction * sign(dot(normal, direction)));
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}
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#define M_PI 3.1415926535897932384626433832795
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// vec3 randomHemisphereDirection(vec3 normal, inout uint rng_state)
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// {
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@ -106,6 +106,13 @@ void Scene::updateGPUData()
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gpu_obj.vertex1 = cube->getSize();
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gpu_obj.type = static_cast<int>(cube->getType());
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}
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else if (obj->getType() == Object::Type::PORTAL)
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{
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auto portal = static_cast<const Portal *>(obj);
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gpu_obj.vertex1 = portal->getEdge1();
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gpu_obj.vertex2 = portal->getEdge2();
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gpu_obj.radius = portal->getLinkedPortalIndex();
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}
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_gpu_objects.push_back(gpu_obj);
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}
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@ -43,6 +43,12 @@ SceneParser::SceneParser(Scene *scene) : _scene(scene)
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try { return (new Cube(ss)); }
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catch (const std::exception &e) { throw; }
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};
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object_parsers["po"] = [](std::stringstream &ss) -> Object *
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{
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try { return (new Portal(ss)); }
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catch (const std::exception &e) { throw; }
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};
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}
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void SceneParser::parseMaterial(std::stringstream &line)
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@ -51,7 +57,7 @@ void SceneParser::parseMaterial(std::stringstream &line)
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float emission;
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float roughness;
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float metallic;
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int type;
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std::string type;
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Material *mat;
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@ -59,15 +65,20 @@ void SceneParser::parseMaterial(std::stringstream &line)
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throw std::runtime_error("Material: Missing material properties");
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if (!(line >> type))
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type = 0;
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type = "LAM";
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mat = new Material;
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mat->color = glm::vec3(r / 255.0f, g / 255.0f, b / 255.0f);
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mat->emission = emission;
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mat->roughness = roughness;
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mat->metallic = metallic;
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mat->type = type;
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mat->type = 0;
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if (type == "LAM")
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mat->type = 0;
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else if (type == "DIE")
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mat->type = 1;
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_scene->addMaterial(mat);
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}
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