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+ | Triangle optimization
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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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