mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 10:48:34 +02:00
+ Done
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@ -1,4 +1,4 @@
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CAM 1.82501 0.45 0 -10 180 0.005 2.164 35 5
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CAM 1.99 0.45 0 -10 180 0.005 2.164 35 5
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MAT 255 255 255 0.0 1. 0.3 // white 0
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MAT 255 255 255 0.0 1. 0.3 // white 0
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@ -24,8 +24,9 @@ pl 0 -2 0 0 1 0 2 // floor
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qu -1 1.999 -1 2 0 0 0 0 2 6
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qu -1 1.999 -1 2 0 0 0 0 2 6
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OBJ obj/Dragon_80K.obj -0.5 0 0.55 1 0 90 0
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OBJ obj/Dragon_800K.obj -0.5 0 0.55 5 0 90 0
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OBJ obj/Dragon_80K.obj 0.5 0 -0.55 1 0 -90 0
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OBJ obj/Dragon_800K.obj 0.5 0 -0.55 5 0 -90 0
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# OBJ obj/Model.obj
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# OBJ obj/Model.obj
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@ -1,4 +1,5 @@
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CAM -0.75 1.3 -1. -15 50 0.005 2 45 5
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# CAM -0.75 1.3 -1. -15 50 0.005 2 45 5
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CAM -0.75 30 -1. -15 50 0.005 2 45 5
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MAT 255 255 255 0.0 1. 0.3 // white 0
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MAT 255 255 255 0.0 1. 0.3 // white 0
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@ -156,24 +156,6 @@ hitInfo traceTopBVH(Ray ray)
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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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//this is working
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// for (int i = 0; i < u_bvhNum; i++)
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// {
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// hit_bvh = traverseBVHs(ray, BvhData[i]);
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// if (hit_bvh.t < hit.t)
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// {
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// hit.t = hit_bvh.t;
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// hit.last_t = hit_bvh.last_t;
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// hit.obj_index = hit_bvh.obj_index;
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// hit.mat_index = hit_bvh.mat_index;
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// hit.position = hit_bvh.position;
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// hit.normal = hit_bvh.normal;
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// }
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// }
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// return (hit);
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//
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int stack[32];
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int stack[32];
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int stack_ptr = 0;
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int stack_ptr = 0;
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stack[0] = 0;
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stack[0] = 0;
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@ -244,7 +226,7 @@ hitInfo traceRay(Ray ray)
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hitScene = traceScene(ray);
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hitScene = traceScene(ray);
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hit = hitBVH.t < hitScene.t ? hitBVH : hitScene;
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hit = hitBVH.t < hitScene.t ? hitBVH : hitScene;
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#if 0
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#if 1
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if (hit.obj_index == -1 || objects[hit.obj_index].type != 5)
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if (hit.obj_index == -1 || objects[hit.obj_index].type != 5)
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break ;
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break ;
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ray = portalRay(ray, hit);
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ray = portalRay(ray, hit);
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@ -20,8 +20,8 @@ int main(int argc, char **argv)
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return (1);
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return (1);
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Window window(&scene, WIDTH, HEIGHT, "RT_GPU", 0);
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Window window(&scene, WIDTH, HEIGHT, "RT_GPU", 0);
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// Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl");
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Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl");
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Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/debug.glsl");
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// Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/debug.glsl");
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GLint max_gpu_size;
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GLint max_gpu_size;
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glGetIntegerv(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &max_gpu_size);
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glGetIntegerv(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &max_gpu_size);
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