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https://github.com/TheRedShip/RT_GPU.git
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~ | Emissive texture working
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@ -202,8 +202,8 @@ vec3 pathtrace(Ray ray, inout uint rng_state)
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GPUMaterial mat = materials[hit.mat_index];
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calculateLightColor(mat, hit, color, light, rng_state);
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// if (mat.emission > 0.0 && mat.emission_texture_index == -1)
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// break;
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if (mat.emission > 0.0 && mat.emission_texture_index == -1)
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break;
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ray = newRay(hit, ray, rng_state);
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ray.inv_direction = 1.0 / ray.direction;
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@ -1,27 +1,28 @@
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bool intersectSphere(Ray ray, GPUObject obj, out hitInfo hit)
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{
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vec3 oc = ray.origin - obj.position;
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float b = dot(oc, ray.direction);
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float c = dot(oc, oc) - obj.radius * obj.radius;
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float h = b * b - c;
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float t = -b - sqrt(h);
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float last_t = -b + sqrt(h);
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float discriminant = b * b - c;
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if (t > last_t)
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{
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float temp = t;
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t = last_t;
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last_t = temp;
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}
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float sqrtD = sqrt(max(0.0, discriminant));
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float t0 = -b - sqrtD;
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float t1 = -b + sqrtD;
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hit.t = t;
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hit.last_t = last_t;
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hit.position = ray.origin + ray.direction * t;
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float temp = min(t0, t1);
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t1 = max(t0, t1);
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t0 = temp;
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bool isInside = c < 0.0;
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t0 = isInside ? t1 : t0;
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hit.t = t0;
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hit.last_t = t1;
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hit.position = ray.origin + ray.direction * t0;
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hit.normal = normalize(hit.position - obj.position);
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return (h >= 0.0 && t > 0.0);
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hit.normal *= (isInside ? -1.0 : 1.0);
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return (discriminant >= 0.0) && (t0 > 0.0);
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}
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bool intersectPlane(Ray ray, GPUObject obj, out hitInfo hit)
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@ -90,11 +90,9 @@ vec3 sampleLights(vec3 position, inout uint rng_state)
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vec2 getSphereUV(vec3 surfacePoint)
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{
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// Convert 3D point to spherical coordinates
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float phi = atan(surfacePoint.z, surfacePoint.x);
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float theta = acos(surfacePoint.y);
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// Map to [0, 1] UV space
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float u = (phi + M_PI) / (2.0 * M_PI);
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float v = theta / M_PI;
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@ -113,11 +111,9 @@ vec2 getTextureColor(hitInfo hit)
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else if (hit.obj_type == 3)
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{
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GPUTriangle tri = triangles[hit.obj_index];
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uv = hit.u * tri.texture_vertex2 + hit.v * tri.texture_vertex3 + (1 - (hit.u + hit.v)) * tri.texture_vertex1;
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uv = vec2(uv.x, 1 - uv.y);
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}
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return (uv);
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return (vec2(uv.x, 1 - uv.y));
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}
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void calculateLightColor(GPUMaterial mat, hitInfo hit, inout vec3 color, inout vec3 light, inout uint rng_state)
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@ -136,8 +132,8 @@ void calculateLightColor(GPUMaterial mat, hitInfo hit, inout vec3 color, inou
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}
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else
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{
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light += mat.emission * mat.color;
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color *= mat.color;
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light += mat.emission * mat.color;
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}
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// light += sampleLights(hit.position, rng_state);
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}
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