mirror of
https://github.com/TheRedShip/RT_GPU.git
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+ | Portal matrices reflection
This commit is contained in:
2
Makefile
2
Makefile
@ -28,7 +28,7 @@ else
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RM := rm -rf
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RM := rm -rf
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DIR_DUP = mkdir -p $(@D)
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DIR_DUP = mkdir -p $(@D)
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CC := clang++
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CC := clang++
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CFLAGS := -Ofast -Wall -Wextra -Werror -g
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CFLAGS := -Wall -Wextra -Werror -g
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IFLAGS := -I./includes -I./includes/RT -I/usr/include
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IFLAGS := -I./includes -I./includes/RT -I/usr/include
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LDFLAGS := -L/usr/lib/x86_64-linux-gnu -lglfw -lGL -lGLU -lX11 -lpthread -ldl -lstdc++
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LDFLAGS := -L/usr/lib/x86_64-linux-gnu -lglfw -lGL -lGLU -lX11 -lpthread -ldl -lstdc++
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FILE = $(shell ls -lR srcs/ | grep -F .c | wc -l)
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FILE = $(shell ls -lR srcs/ | grep -F .c | wc -l)
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29
scenes/portalcornell.rt
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29
scenes/portalcornell.rt
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@ -0,0 +1,29 @@
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CAM 0 2.5 0
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MAT 30 30 30 0.0 0.0 0.0 //white
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MAT 255 255 255 0.0 1.0 1.0 //mirror
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MAT 255 255 255 2.0 0.0 0.0 //sun
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MAT 255 100 100 0.0 0.0 0.0 //red
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MAT 100 100 255 0.0 0.0 0.0 //blue
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MAT 100 255 100 0.0 0.0 0.0 //green
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MAT 255 255 100 0.0 0.0 0.0 //yellow
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MAT 255 255 255 0.0 1.45 0.0 DIE //glass
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pl 0 0 0 0 1 0 0
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cu 0 0.5 0 1 1 1 1
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sp 0 1.5 0 1 1
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qu -1 4 -1 2 0 0 0 0 2 2
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cu 0 2.5 0 5 5 5 1
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po -1 1 -1.5 0 2 0 2 0 0 0 3
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po -1 1 1.5 0 2 0 2 0 0 1 4
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po -1.5 1 -1 0 2 0 0 0 2 1 5
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po 1.5 1 -1 0 2 0 0 0 2 0 6
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23
scenes/portalrotation.rt
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23
scenes/portalrotation.rt
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@ -0,0 +1,23 @@
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MAT 255 255 255 2.0 0.0 0.0 //light
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MAT 255 255 255 0.0 0.0 0.0 //white
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MAT 255 100 100 0.0 0.0 0.0 //red
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MAT 100 255 100 0.0 0.0 0.0 //green
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MAT 100 100 255 0.0 0.0 0.0 //blue
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MAT 255 255 100 0.0 0.0 0.0 //yellow
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MAT 50 50 50 0.0 0.0 0.0 //gray
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qu -1 2.5 -1 2 0 0 0 0 2 0
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pl 0 3 0 0 -1 0 1
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pl 0 -3 0 0 1 0 6
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pl 3 0 0 -1 0 0 5
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pl -3 0 0 1 0 0 3
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pl 0 0 -3 0 0 1 4
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pl 0 0 3 0 0 -1 2
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po -0.5 -0.5 -1 0 1 0 1 1 0 0 2
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po -0.5 -0.5 1 0 1 0 1 0 0 1 4
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@ -1,26 +0,0 @@
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CAM 0 2 5
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MAT 30 30 30 0.0 0.0 0.0 //white
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MAT 255 255 255 0.0 1.0 1.0 //mirror
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MAT 255 255 255 2.0 0.0 0.0 //sun
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MAT 255 100 100 0.0 0.0 0.0 //red
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MAT 100 100 255 0.0 0.0 0.0 //blue
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MAT 100 255 100 0.0 0.0 0.0 //green
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MAT 255 255 100 0.0 0.0 0.0 //yellow
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pl 0 0 0 0 1 0 0
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cu 1 0.5 3 1 1 1 3
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cu 1 0.5 -3 1 1 1 4
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po 3 1 0 0 2 0 2 0 0 0 3
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po 3 1 3 0 2 0 2 0 0 1 4
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# po 6 1 0 0 2 0 2 0 0 0 3
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# po 6 1 0 0 2 0 2 0 0 1 4
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sp 0 30 0 30 2
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@ -78,6 +78,12 @@ Ray portalRay(Ray ray, hitInfo hit)
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mat3 rotation = mat3(portal_2.transform) * transpose(mat3(portal_1.transform));
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mat3 rotation = mat3(portal_2.transform) * transpose(mat3(portal_1.transform));
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if (dot(portal_1.normal, portal_2.normal) > 0.0)
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{
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mat3 reflection = mat3(1.0) - 2.0 * outerProduct(portal_2.normal, portal_2.normal);
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rotation *= reflection;
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}
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ray.origin = portal_2.position + rotation * relative;
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ray.origin = portal_2.position + rotation * relative;
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ray.direction = normalize(rotation * ray.direction);
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ray.direction = normalize(rotation * ray.direction);
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@ -90,7 +96,7 @@ hitInfo traceRay(Ray ray)
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{
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{
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hitInfo hit;
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hitInfo hit;
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for (int p = 0; p < 10; p++) //portals
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for (int p = 0; p < 5; p++) //portals
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{
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{
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hit.t = 1e30;
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hit.t = 1e30;
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hit.obj_index = -1;
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hit.obj_index = -1;
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@ -137,10 +143,10 @@ vec3 pathtrace(Ray ray, inout uint rng_state)
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GPUMaterial mat = materials[obj.mat_index];
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GPUMaterial mat = materials[obj.mat_index];
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// RR
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// RR
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float p = max(color.r, max(color.g, color.b));
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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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// if (randomValue(rng_state) > p && i > 1)
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break;
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// break;
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color /= p;
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// color /= p;
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//
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//
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color *= mat.color;
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color *= mat.color;
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@ -112,41 +112,46 @@ bool intersectTriangle(Ray ray, GPUObject obj, out hitInfo hit)
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return (true);
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return (true);
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}
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}
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bool intersectCube(Ray ray, GPUObject obj, out hitInfo hit)
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bool intersectCube(Ray ray, GPUObject obj, out hitInfo hit)
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{
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{
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vec3 obj_size = obj.vertex1;
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vec3 obj_size = obj.vertex1;
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vec3 boxMin = obj.position - obj_size * 0.5;
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vec3 boxMax = obj.position + obj_size * 0.5;
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vec3 t1 = (boxMin - ray.origin) / ray.direction;
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vec3 t2 = (boxMax - ray.origin) / ray.direction;
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vec3 tNear = min(t1, t2);
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vec3 tFar = max(t1, t2);
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float tMin = max(max(tNear.x, tNear.y), tNear.z);
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float tMax = min(min(tFar.x, tFar.y), tFar.z);
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if (tMax < tMin || tMax < 0.0)
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return (false);
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hit.t = tMin > 0.0 ? tMin : tMax; // Use the closer valid intersection point
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hit.position = ray.origin + hit.t * ray.direction; // Calculate hit position
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vec3 hitPointLocal = hit.position - obj.position;
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vec3 halfSize = obj_size * 0.5;
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vec3 halfSize = obj_size * 0.5;
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vec3 rayOriginLocal = ray.origin - obj.position;
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if (abs(hitPointLocal.x) > halfSize.x - 1e-4)
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hit.normal = vec3(sign(hitPointLocal.x), 0.0, 0.0);
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vec3 invDir = 1.0 / ray.direction;
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else if (abs(hitPointLocal.y) > halfSize.y - 1e-4)
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vec3 t1 = (-halfSize - rayOriginLocal) * invDir;
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hit.normal = vec3(0.0, sign(hitPointLocal.y), 0.0);
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vec3 t2 = (halfSize - rayOriginLocal) * invDir;
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else if (abs(hitPointLocal.z) > halfSize.z - 1e-4)
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hit.normal = vec3(0.0, 0.0, sign(hitPointLocal.z));
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vec3 tMinVec = min(t1, t2);
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vec3 tMaxVec = max(t1, t2);
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return (true);
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float tMin = max(tMinVec.x, max(tMinVec.y, tMinVec.z));
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float tMax = min(tMaxVec.x, min(tMaxVec.y, tMaxVec.z));
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bool hit_success = (tMax >= tMin) && (tMax > 0.0);
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if (!hit_success) return false;
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hit.t = tMin > 0.0 ? tMin : tMax;
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vec3 hitPointLocal = rayOriginLocal + hit.t * ray.direction;
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hit.position = hitPointLocal + obj.position;
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vec3 distances = abs(hitPointLocal) - halfSize;
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const float epsilon = 1e-4;
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vec3 signs = sign(hitPointLocal);
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vec3 masks = step(abs(distances), vec3(epsilon));
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hit.normal = normalize(masks * signs);
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bool inside = all(lessThan(abs(rayOriginLocal), halfSize + vec3(epsilon)));
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hit.normal *= (inside ? -1.0 : 1.0);
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return true;
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}
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}
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bool intersect(Ray ray, GPUObject obj, out hitInfo hit)
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bool intersect(Ray ray, GPUObject obj, out hitInfo hit)
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{
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{
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if (obj.type == 0)
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if (obj.type == 0)
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@ -70,7 +70,7 @@ void Scene::updateGPUData()
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_gpu_objects.clear();
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_gpu_objects.clear();
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_gpu_materials.clear();
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_gpu_materials.clear();
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for (int i = 0; i < _objects.size(); i++)
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for (unsigned int i = 0; i < _objects.size(); i++)
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{
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{
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Object *obj = _objects[i];
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Object *obj = _objects[i];
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@ -115,13 +115,18 @@ void Scene::updateGPUData()
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gpu_obj.vertex2 = portal->getEdge2();
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gpu_obj.vertex2 = portal->getEdge2();
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gpu_obj.normal = portal->getNormal();
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gpu_obj.normal = portal->getNormal();
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gpu_obj.transform = glm::mat4(portal->getTransform());
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gpu_obj.transform = glm::mat4(portal->getTransform());
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gpu_obj.radius = i + 2;
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Portal *linked = static_cast<Portal *>(_objects[i - 2]);
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if (_objects[i - 2]->getType() == Object::Type::PORTAL)
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gpu_obj.radius = i - 2;
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Quad *quad = portal->createSupportQuad();
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if (portal->getLinkedPortalIndex() == -1)
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_objects.push_back(quad);
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{
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if (linked->getType() == Object::Type::PORTAL && linked->getLinkedPortalIndex() == static_cast<int>(i))
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portal->setLinkedPortalIndex(i - 2);
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else
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portal->setLinkedPortalIndex(i + 2);
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}
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gpu_obj.radius = portal->getLinkedPortalIndex();
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}
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}
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_gpu_objects.push_back(gpu_obj);
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_gpu_objects.push_back(gpu_obj);
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@ -111,6 +111,9 @@ bool SceneParser::parseLine(const std::string &line)
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Object *obj = it->second(ss);
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Object *obj = it->second(ss);
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(void) _scene->getMaterial(obj->getMaterialIndex()); //verify material
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(void) _scene->getMaterial(obj->getMaterialIndex()); //verify material
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if (obj->getType() == Object::Type::PORTAL)
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_scene->addObject(static_cast<Portal *>(obj)->createSupportQuad());
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_scene->addObject(obj);
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_scene->addObject(obj);
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}
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}
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Reference in New Issue
Block a user