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https://github.com/TheRedShip/RT_GPU.git
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+ | Triangle intersection
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@ -15,8 +15,8 @@ struct GPUObject {
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float radius; // 4
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vec3 normal; // 12 + 4
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vec3 edge1; // 12 + 4
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vec3 edge2; // 12 + 4
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vec3 vertex1; // 12 + 4
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vec3 vertex2; // 12 + 4
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int type; // 4
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};
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@ -109,9 +109,16 @@ vec3 pathtrace(Ray ray, inout uint rng_state)
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GPUObject obj = objects[hit.obj_index];
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color *= obj.color;
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// RR
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float p = max(color.r, max(color.g, color.b));
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if (randomValue(rng_state) > p)
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break;
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color /= p;
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//
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color *= obj.color;
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light += obj.emission * obj.color;
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if (obj.emission > 0.0)
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break;
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@ -31,23 +31,19 @@ bool intersectPlane(Ray ray, GPUObject obj, out hitInfo hit)
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bool intersectQuad(Ray ray, GPUObject obj, out hitInfo hit)
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{
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// obj.edge1 and obj.edge2 are the two edge vectors from quad origin
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vec3 normal = normalize(cross(obj.edge1, obj.edge2));
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vec3 normal = normalize(cross(obj.vertex1, obj.vertex2));
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float d = dot(normal, ray.direction);
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float t = dot(obj.position - ray.origin, normal) / d;
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if (t <= 0.0 || d == 0.0) return (false);
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// Get hit point relative to quad origin
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vec3 p = ray.origin + ray.direction * t - obj.position;
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// Project hit point onto edges using dot product
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float e1 = dot(p, obj.edge1);
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float e2 = dot(p, obj.edge2);
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float e1 = dot(p, obj.vertex1);
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float e2 = dot(p, obj.vertex2);
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// Check if point is inside quad using edge lengths
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float l1 = dot(obj.edge1, obj.edge1);
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float l2 = dot(obj.edge2, obj.edge2);
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float l1 = dot(obj.vertex1, obj.vertex1);
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float l2 = dot(obj.vertex2, obj.vertex2);
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bool inside = e1 >= 0.0 && e1 <= l1 && e2 >= 0.0 && e2 <= l2;
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@ -58,6 +54,60 @@ bool intersectQuad(Ray ray, GPUObject obj, out hitInfo hit)
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return (inside);
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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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// 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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// vec3 qvec = cross(tvec, obj.vertex1);
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// float v = dot(ray.direction, qvec) * invDet;
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// float t = dot(obj.vertex2, qvec) * invDet;
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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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// 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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// 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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if (abs(det) < 1e-8) return (false); // det < 0.0
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float invDet = 1.0 / det;
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vec3 tvec = ray.origin - obj.position;
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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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bool intersect(Ray ray, GPUObject obj, out hitInfo hit)
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{
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if (obj.type == 0)
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@ -66,6 +116,8 @@ bool intersect(Ray ray, GPUObject obj, out hitInfo hit)
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return (intersectPlane(ray, obj, hit));
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if (obj.type == 2)
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return (intersectQuad(ray, obj, hit));
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if (obj.type == 3)
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return (intersectTriangle(ray, obj, hit));
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return (false);
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}
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@ -1,9 +1,9 @@
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float randomValue(inout uint rng_state)
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{
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rng_state = rng_state * 747796405 + 2891336453;
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uint result = ((rng_state >> ((rng_state >> 28) + 4)) ^ rng_state) * 277803737;
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result = (result >> 22) ^ result;
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return (result / 4294967295.0);
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rng_state = rng_state * 747796405u + 2891336453u;
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uint result = ((rng_state >> ((rng_state >> 28u) + 4u)) ^ rng_state) * 277803737u;
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result = (result >> 22u) ^ result;
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return (float(result) * (1.0 / 4294967295.0));
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}
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float randomValueNormalDistribution(inout uint rng_state)
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@ -25,4 +25,31 @@ vec3 randomHemisphereDirection(vec3 normal, inout uint rng_state)
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{
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vec3 direction = randomDirection(rng_state);
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return (direction * sign(dot(normal, direction)));
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}
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}
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#define M_PI 3.1415926535897932384626433832795
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// vec3 randomHemisphereDirection(vec3 normal, inout uint rng_state)
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// {
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// float r1 = randomValue(rng_state);
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// float r2 = randomValue(rng_state);
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// float phi = 2.0 * M_PI * r1;
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// float cos_theta = sqrt(1.0 - r2);
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// float sin_theta = sqrt(r2);
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// // Create orthonormal basis
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// vec3 tangent, bitangent;
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// if (abs(normal.x) > abs(normal.z)) {
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// tangent = normalize(vec3(-normal.y, normal.x, 0.0));
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// } else {
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// tangent = normalize(vec3(0.0, -normal.z, normal.y));
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// }
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// bitangent = cross(normal, tangent);
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// return normalize(
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// tangent * (cos(phi) * sin_theta) +
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// bitangent * (sin(phi) * sin_theta) +
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// normal * cos_theta
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// );
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// }
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