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https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
+ | Dragon and bvh
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@ -20,6 +20,16 @@ struct GPUObject {
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int type; // 4
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};
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struct GPUTriangle
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{
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vec3 position;
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vec3 vertex1;
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vec3 vertex2;
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vec3 normal;
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int mat_index;
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};
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struct GPUMaterial
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{
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vec3 color; // 12 + 4
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@ -51,21 +61,6 @@ struct GPUVolume
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int enabled;
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};
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layout(std430, binding = 1) buffer ObjectBuffer
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{
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GPUObject objects[];
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};
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layout(std430, binding = 2) buffer MaterialBuffer
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{
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GPUMaterial materials[];
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};
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layout(std430, binding = 3) buffer LightsBuffer
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{
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int lightsIndex[];
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};
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struct GPUBvh
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{
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vec3 min;
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@ -79,7 +74,28 @@ struct GPUBvh
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int first_primitive;
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int primitive_count;
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};
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layout(std430, binding = 4) buffer BvhBuffer
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layout(std430, binding = 1) buffer ObjectBuffer
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{
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GPUObject objects[];
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};
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layout(std430, binding = 2) buffer TriangleBuffer
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{
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GPUTriangle triangles[];
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};
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layout(std430, binding = 3) buffer MaterialBuffer
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{
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GPUMaterial materials[];
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};
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layout(std430, binding = 4) buffer LightsBuffer
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{
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int lightsIndex[];
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};
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layout(std430, binding = 5) buffer BvhBuffer
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{
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GPUBvh bvh[];
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};
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@ -116,6 +132,7 @@ struct hitInfo
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vec3 normal;
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vec3 position;
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int obj_index;
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int mat_index;
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};
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#include "shaders/random.glsl"
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@ -153,8 +170,7 @@ vec3 pathtrace(Ray ray, inout uint rng_state)
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if (volume.enabled != 0)
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transmittance *= exp(-volume.sigma_t * hit.t);
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GPUObject obj = objects[hit.obj_index];
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GPUMaterial mat = materials[obj.mat_index];
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GPUMaterial mat = materials[hit.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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@ -41,6 +41,20 @@ layout(std430, binding = 1) buffer ObjectBuffer
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};
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struct GPUTriangle
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{
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vec3 position;
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vec3 vertex1;
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vec3 vertex2;
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vec3 normal;
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int mat_index;
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};
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layout(std430, binding = 2) buffer TriangleBuffer
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{
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GPUTriangle triangles[];
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};
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struct GPUBvh
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{
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vec3 min;
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@ -54,7 +68,7 @@ struct GPUBvh
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int first_primitive;
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int primitive_count;
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};
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layout(std430, binding = 4) buffer BvhBuffer
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layout(std430, binding = 5) buffer BvhBuffer
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{
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GPUBvh bvh[];
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};
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@ -78,10 +92,10 @@ struct hitInfo
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vec3 normal;
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vec3 position;
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int obj_index;
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int mat_index;
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};
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#include "shaders/intersect.glsl"
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#include "shaders/bvh.glsl"
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int traceRay(Ray ray)
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{
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@ -100,9 +114,12 @@ int traceRay(Ray ray)
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return (num_hit);
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}
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int traceBVH(Ray ray)
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hitInfo traceBVH(Ray ray, inout int num_hit)
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{
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int num_hit = 0;
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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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const int MAX_STACK_SIZE = 64;
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int stack[MAX_STACK_SIZE];
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@ -126,11 +143,15 @@ int traceBVH(Ray ray)
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{
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for (int i = 0; i < node.primitive_count; i++)
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{
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GPUObject obj = objects[node.first_primitive + i];
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GPUTriangle obj = triangles[node.first_primitive + i];
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hitInfo tmp;
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if (intersect(ray, obj, tmp))
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num_hit;
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hitInfo temp_hit;
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if (intersectTriangle(ray, obj, temp_hit) && temp_hit.t > 0.0f && temp_hit.t < hit.t + 0.0001)
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{
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hit.t = temp_hit.t;
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hit.normal = temp_hit.normal;
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hit.obj_index = node.first_primitive + i;
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}
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}
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}
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@ -144,7 +165,7 @@ int traceBVH(Ray ray)
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}
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}
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return (num_hit);
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return (hit);
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}
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@ -168,10 +189,20 @@ void main()
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vec2 uv = ((vec2(pixel_coords)) / u_resolution) * 2.0 - 1.0;;
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uv.x *= u_resolution.x / u_resolution.y;
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Ray ray = initRay(uv);
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int hits = traceBVH(ray);
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vec3 color = vec3(float(hits) / float(u_bvhNum / 4));
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imageStore(output_image, pixel_coords, vec4(color, 1.));
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int hits = 0;
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hitInfo hit = traceBVH(ray, hits);
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vec3 color = vec3(0.);
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// if (hit.obj_index != -1)
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// color = vec3(hit.normal);
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if (hits > 150)
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color = vec3(1., 0., 0.);
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else
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color = vec3(float(hits) / float(100));
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imageStore(output_image, pixel_coords, vec4(color, 1.));
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}
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@ -93,35 +93,32 @@ bool intersectTriangle(Ray ray, GPUObject obj, out hitInfo hit)
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return (valid);
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}
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// bool intersectTriangle(Ray ray, GPUObject obj, out hitInfo hit)
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// {
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// vec3 pvec = cross(ray.direction, obj.vertex2);
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// float det = dot(obj.vertex1, pvec);
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bool intersectTriangle(Ray ray, GPUTriangle obj, out hitInfo hit)
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{
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vec3 vertex1 = obj.vertex1 - obj.position;
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vec3 vertex2 = obj.vertex2 - obj.position;
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vec3 pvec = cross(ray.direction, vertex2);
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float det = dot(vertex1, pvec);
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vec3 tvec = ray.origin - obj.position;
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// if (abs(det) < 1e-8) return (false); // det < 0.0
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float invDet = 1.0 / det;
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float 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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// float invDet = 1.0 / det;
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bool valid = abs(det) > 1e-8 &&
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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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// vec3 tvec = ray.origin - obj.position;
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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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// float u = dot(tvec, pvec) * invDet;
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// if (u < 0.0 || u > 1.0) return (false);
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// vec3 qvec = cross(tvec, obj.vertex1);
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// float v = dot(ray.direction, qvec) * invDet;
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// if (v < 0.0 || u + v > 1.0) return (false);
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// float t = dot(obj.vertex2, qvec) * invDet;
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// if (t <= 0.0) return (false);
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// hit.t = t;
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// hit.position = ray.origin + ray.direction * t;
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// vec3 normal = obj.normal;
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// hit.normal = dot(ray.direction, normal) < 0.0 ? normal : -normal;
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// return (true);
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// }
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return (valid);
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}
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bool intersectCube(Ray ray, GPUObject obj, out hitInfo hit)
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{
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@ -46,6 +46,7 @@ hitInfo traceScene(Ray ray)
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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.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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@ -83,14 +84,15 @@ hitInfo traceBVH(Ray ray)
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{
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for (int i = 0; i < node.primitive_count; i++)
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{
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GPUObject obj = objects[node.first_primitive + i];
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GPUTriangle obj = triangles[node.first_primitive + 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 + 0.0001)
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if (intersectTriangle(ray, obj, temp_hit) && temp_hit.t > 0.0f && temp_hit.t < hit.t + 0.0001)
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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 = node.first_primitive + 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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}
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@ -112,7 +114,10 @@ hitInfo traceBVH(Ray ray)
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hitInfo traceRay(Ray ray)
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{
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if (true)
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return (traceBVH(ray));
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return (traceScene(ray));
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hitInfo hitBVH = traceBVH(ray);
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hitInfo hitScene = traceScene(ray);
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if (hitBVH.t < hitScene.t)
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return (hitBVH);
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return (hitScene);
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}
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