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https://github.com/TheRedShip/RT_GPU.git
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~ | Better portals
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@ -16,7 +16,10 @@
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# define WIDTH 1920
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# define HEIGHT 1080
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#define GLM_ENABLE_EXPERIMENTAL
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# include "glm/glm.hpp"
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# include "glm/gtx/string_cast.hpp"
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# include "glm/gtc/matrix_transform.hpp"
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# include "glm/gtc/type_ptr.hpp"
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@ -48,7 +48,7 @@ class Camera
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float _maxSpeed = 8.0f;
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float _acceleration_rate = 40.0f;
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float _deceleration_rate = 20.0f;
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float _deceleration_rate = 10000.0f;
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float _sensitivity = 0.2f;
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};
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@ -17,6 +17,8 @@
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struct GPUObject
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{
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glm::mat4 transform;
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alignas(16) glm::vec3 position;
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alignas(16) glm::vec3 normal; // plane triangle
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@ -46,6 +46,18 @@ class Portal : public Object
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_edge1 = glm::vec3(x1, y1, z1);
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_edge2 = glm::vec3(x2, y2, z2);
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glm::vec3 up = glm::normalize(_edge1);
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glm::vec3 right = glm::normalize(_edge2);
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glm::vec3 forward = glm::normalize(glm::cross(right, up));
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up = normalize(glm::cross(forward, right));
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_transform = glm::mat3(right, up, forward);
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_normal = forward;
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std::cout << "Portal Transform Matrix:" << std::endl;
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std::cout << glm::to_string(_transform) << std::endl;
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_linked_portal = linked_portal;
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_mat_index = mat_index;
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@ -57,12 +69,20 @@ class Portal : public Object
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glm::vec3 getEdge1() const { return (_edge1); }
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glm::vec3 getEdge2() const { return (_edge2); }
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glm::vec3 getNormal() const { return (_normal); }
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glm::mat3 getTransform() const { return (_transform); }
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int getLinkedPortalIndex() const { return (_linked_portal); }
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Type getType() const override { return Type::PORTAL; }
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private:
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glm::vec3 _edge1;
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glm::vec3 _edge2;
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glm::vec3 _normal;
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glm::mat3 _transform;
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int _linked_portal;
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};
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@ -12,7 +12,11 @@ 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 0 0 2 0 0 0 2 0 4 0
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po -3 0 0 2 0 0 0 2 0 3 0
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qu 2.9 0.9 -0.001 0 2.2 0 2.2 0 0 3
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po 3 1 0 0 2 0 2 0 0 6 0
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qu -3.1 0.9 -0.001 0 2.2 0 2.2 0 0 4
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po -3 1 0 0 2 0 2 0 0 4 0
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sp 0 30 0 30 2
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@ -5,6 +5,8 @@ layout(binding = 0, rgba32f) uniform image2D output_image;
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layout(binding = 1, rgba32f) uniform image2D accumulation_image;
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struct GPUObject {
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mat4 transform;
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vec3 position; // 12 + 4
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vec3 normal; // 12 + 4
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@ -12,6 +14,7 @@ struct GPUObject {
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vec3 vertex1; // 12 + 4
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vec3 vertex2; // 12 + 4
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float radius; // 4
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int mat_index; // 4
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@ -71,13 +74,17 @@ Ray portalRay(Ray ray, hitInfo hit)
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portal_1 = objects[hit.obj_index];
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portal_2 = objects[int(portal_1.radius)]; // saving memory radius = portal_index
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vec3 portal_2_normal = normalize(cross(portal_2.vertex1, portal_2.vertex2));
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portal_2_normal *= sign(dot(ray.direction, portal_2_normal));
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vec3 portal_2_normal = portal_2.normal * sign(dot(ray.direction, portal_2.normal));
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relative = portal_2.position - portal_1.position;
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relative = hit.position - portal_1.position;
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ray.origin = hit.position + relative + portal_2_normal * 0.01;
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ray.direction = normalize(ray.direction + portal_2_normal * 0.01);
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ray.origin = portal_2.position + mat3(portal_2.transform) * relative;
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ray.origin += portal_2_normal * 0.01;
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if (dot(ray.direction, portal_2_normal) < 0.0)
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ray.direction = reflect(ray.direction, portal_2_normal);
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ray.direction = normalize(mat3(portal_2.transform) * ray.direction);
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return (ray);
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}
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@ -111,6 +111,8 @@ void Scene::updateGPUData()
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auto portal = static_cast<const Portal *>(obj);
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gpu_obj.vertex1 = portal->getEdge1();
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gpu_obj.vertex2 = portal->getEdge2();
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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.radius = portal->getLinkedPortalIndex();
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}
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