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https://github.com/TheRedShip/RT_GPU.git
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+ | Triangle optimization
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@ -29,6 +29,6 @@ Pos=1556,610
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Size=284,382
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[Window][Settings]
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Pos=1595,22
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Size=259,975
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Pos=1568,11
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Size=336,975
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@ -1,4 +1,4 @@
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CAM 18.9143 1.24843 -5.48951 8.60003 -200.801 0 2 45 5
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CAM 18.9143 1.24843 -5.48951 8.5 -200 0.04 14.829 45 4
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MAT 255 255 255 0.0 1.0 0.5 // dragon 0
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MAT 255 220 50 0.0 1.0 0.5 // dragon 1
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@ -9,6 +9,9 @@ sp 0 50 0 25 2
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OBJ scenes/obj/sponza.obj 0 0 0 0.025
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OBJ scenes/obj/Dragon_80K.obj 7 2.5 0 9 0 140 0 0
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# OBJ scenes/obj/Dragon_80K.obj 7 2.5 0 9 0 140 0 0
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OBJ scenes/obj/Dragon_80K.obj 9 1.35 -3.5 5 0 40 0 1
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OBJ scenes/obj/Dragon_800K.obj 10 3.35 -3.5 45 0 230 0 0
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# OBJ scenes/obj/Dragon_80K.obj 9 1.35 -3.5 5 0 40 0 1
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@ -1,6 +1,6 @@
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CAM 0 0 -5
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CAM -0.181956 1.3733 2.83437 -16 -87.8001 0 1 90 5
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MAT 255 255 255 10.0 1.0 0.0 //white
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# sp 0 0 0 1 0
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OBJ scenes/obj/room.obj 0 0 0 1
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OBJ scenes/obj/jinx.obj 0 0 0 1
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@ -81,20 +81,17 @@ bool intersectTriangle(Ray ray, GPUTriangle obj, out hitInfo hit)
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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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hit.u = dot(tvec, pvec) * invDet;
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vec3 qvec = cross(tvec, vertex1);
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float v = dot(ray.direction, qvec) * invDet;
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float t = dot(vertex2, qvec) * invDet;
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hit.v = dot(ray.direction, qvec) * invDet;
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hit.t = dot(vertex2, qvec) * invDet;
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bool valid = 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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bool valid = hit.u >= 0.0 && hit.u <= 1.0 &&
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hit.v >= 0.0 && (hit.u + hit.v) <= 1.0 &&
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hit.t > 0.0;
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hit.u = u;
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hit.v = v;
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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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// 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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// hit.normal = vec3(u, v, 1 - (u + v)); //texture mapping
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return (valid);
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@ -43,7 +43,6 @@ hitInfo traceScene(Ray ray)
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if (intersect(ray, obj, temp_hit) && temp_hit.t < hit.t)
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{
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hit.t = temp_hit.t;
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hit.last_t = temp_hit.last_t;
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hit.obj_index = i;
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hit.obj_type = obj.type;
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hit.mat_index = obj.mat_index;
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@ -84,11 +83,10 @@ hitInfo traceBVH(Ray ray, GPUBvhData bvh_data)
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hit.u = temp_hit.u;
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hit.v = temp_hit.v;
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hit.t = temp_hit.t;
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hit.last_t = temp_hit.last_t;
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hit.obj_index = bvh_data.triangle_start_index + node.index + i;
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hit.mat_index = obj.mat_index;
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hit.position = temp_hit.position;
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hit.normal = temp_hit.normal;
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// hit.mat_index = obj.mat_index;
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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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}
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@ -143,22 +141,28 @@ hitInfo traverseBVHs(Ray ray)
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hitInfo temp_hit = traceBVH(transformedRay, BvhData[i]);
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temp_hit.t = temp_hit.t / bvh_data.scale;
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if (temp_hit.t < hit.t)
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float transformed_t = temp_hit.t / bvh_data.scale;
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if (transformed_t < hit.t)
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{
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GPUTriangle triangle = triangles[temp_hit.obj_index];
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hit.u = temp_hit.u;
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hit.v = temp_hit.v;
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hit.t = temp_hit.t;
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hit.last_t = temp_hit.last_t / bvh_data.scale;
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hit.t = transformed_t;
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hit.obj_index = temp_hit.obj_index;
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hit.mat_index = temp_hit.mat_index;
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hit.obj_type = 3;
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hit.position = inverseTransformMatrix * temp_hit.position + bvh_data.offset;
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hit.normal = normalize(inverseTransformMatrix * temp_hit.normal);
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hit.mat_index = triangle.mat_index;
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vec3 position = transformedRay.origin + transformedRay.direction * temp_hit.t;
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hit.position = inverseTransformMatrix * position + bvh_data.offset;
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vec3 based_normal = triangle.normal; // * sign(-dot(transformedRay.direction, triangle.normal));
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hit.normal = normalize(inverseTransformMatrix * based_normal);
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}
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}
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hit.obj_type = 3;
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return (hit);
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}
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