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https://github.com/TheRedShip/RT_GPU.git
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+ | Portals
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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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