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https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
~ | Working Toplevel bvh for untransformed obj
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@ -61,6 +61,20 @@ struct GPUVolume
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int enabled;
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};
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struct GPUTopBvh
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{
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vec3 min;
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vec3 max;
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int left_index;
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int right_index;
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int is_leaf;
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int first_bvh;
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int bvh_count;
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};
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struct GPUBvhData
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{
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mat4 transform;
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@ -95,22 +109,27 @@ layout(std430, binding = 2) buffer TriangleBuffer
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GPUTriangle triangles[];
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};
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layout(std430, binding = 3) buffer BvhDataBuffer
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layout(std430, binding = 3) buffer TopBvhBuffer
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{
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GPUTopBvh TopBvh[];
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};
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layout(std430, binding = 4) buffer BvhDataBuffer
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{
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GPUBvhData BvhData[];
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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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layout(std430, binding = 5) buffer MaterialBuffer
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layout(std430, binding = 6) buffer MaterialBuffer
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{
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GPUMaterial materials[];
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};
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layout(std430, binding = 6) buffer LightsBuffer
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layout(std430, binding = 7) buffer LightsBuffer
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{
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int lightsIndex[];
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};
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@ -192,12 +192,10 @@ hitInfo traceBVH(Ray ray, GPUBvhData bvh_data, inout Stats stats)
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if (intersectTriangle(ray, obj, temp_hit) && temp_hit.t < hit.t)
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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 = bvh_data.triangle_start_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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hit.obj_index = bvh_data.triangle_start_index + node.first_primitive + i;
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}
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stats.triangle_count++;
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}
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}
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else
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@ -211,8 +209,10 @@ hitInfo traceBVH(Ray ray, GPUBvhData bvh_data, inout Stats stats)
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left_hit.t = 1e30;
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right_hit.t = 1e30;
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// stats.box_count += 2;
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bool left_bool = intersectRayBVH(ray, left_node.min, left_node.max, left_hit);
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bool right_bool = intersectRayBVH(ray, right_node.min, left_node.max, right_hit);
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bool right_bool = intersectRayBVH(ray, right_node.min, right_node.max, right_hit);
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if (left_hit.t > right_hit.t)
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{
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@ -230,11 +230,10 @@ hitInfo traceBVH(Ray ray, GPUBvhData bvh_data, inout Stats stats)
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return (hit);
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}
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hitInfo traverseBVHs(Ray ray, GPUBvhData bvh_data, inout Stats stats)
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{
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hitInfo hit;
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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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@ -246,17 +245,16 @@ hitInfo traverseBVHs(Ray ray, GPUBvhData bvh_data, inout Stats stats)
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transformedRay.origin = transformMatrix * (ray.origin - bvh_data.offset);
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transformedRay.inv_direction = (1. / transformedRay.direction);
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hit = traceBVH(transformedRay, bvh_data, stats);
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hitInfo temp_hit = traceBVH(transformedRay, bvh_data, stats);
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if (hit.obj_index == -1)
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return (hit);
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hit.t = hit.t / bvh_data.scale;
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hit.last_t = hit.last_t / bvh_data.scale;
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hit.obj_index = hit.obj_index;
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hit.mat_index = hit.mat_index;
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hit.position = inverseTransformMatrix * hit.position + bvh_data.offset;
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hit.normal = normalize(inverseTransformMatrix * hit.normal);
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temp_hit.t = temp_hit.t / bvh_data.scale;
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if (temp_hit.t < hit.t)
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{
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hit.t = temp_hit.t;
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hit.obj_index = temp_hit.obj_index;
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hit.normal = normalize(inverseTransformMatrix * temp_hit.normal);
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}
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return (hit);
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}
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@ -289,10 +287,7 @@ hitInfo traceTopBVH(Ray ray, inout Stats stats)
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if (temp_hit.obj_index != -1 && temp_hit.t < hit.t)
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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 = temp_hit.obj_index;
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hit.mat_index = temp_hit.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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}
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@ -346,8 +341,10 @@ vec3 debugColor(vec2 uv)
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Ray ray = initRay(uv);
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Stats stats = Stats(0, 0);
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// hitInfo hit = traceBVH(ray, BvhData[0], stats);
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// hitInfo hit = traverseBVHs(ray, BvhData[0], stats);
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hitInfo hit = traceTopBVH(ray, stats);
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float box_display = float(stats.box_count) / float(debug.box_treshold);
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float triangle_display = float(stats.triangle_count) / float(debug.triangle_treshold);
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@ -100,7 +100,7 @@ hitInfo traceBVH(Ray ray, GPUBvhData bvh_data)
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right_hit.t = 1e30;
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bool left_bool = intersectRayBVH(ray, left_node.min, left_node.max, left_hit);
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bool right_bool = intersectRayBVH(ray, right_node.min, left_node.max, right_hit);
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bool right_bool = intersectRayBVH(ray, right_node.min, right_node.max, right_hit);
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if (left_hit.t > right_hit.t)
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{
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@ -118,9 +118,10 @@ hitInfo traceBVH(Ray ray, GPUBvhData bvh_data)
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return (hit);
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}
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hitInfo traverseBVHs(Ray ray, GPUBvhData bvh_data)
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{
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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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@ -132,7 +133,7 @@ hitInfo traverseBVHs(Ray ray, GPUBvhData bvh_data)
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transformedRay.origin = transformMatrix * (ray.origin - bvh_data.offset);
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transformedRay.inv_direction = (1. / transformedRay.direction);
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hit = traceBVH(transformedRay, BvhData[i]);
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hit = traceBVH(transformedRay, bvh_data);
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if (hit.obj_index == -1)
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return (hit);
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@ -155,6 +156,24 @@ hitInfo traceTopBVH(Ray ray)
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hit.t = 1e30;
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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_ptr = 0;
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stack[0] = 0;
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@ -164,19 +183,20 @@ hitInfo traceTopBVH(Ray ray)
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int current_index = stack[stack_ptr--];
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GPUTopBvh node = TopBvh[current_index];
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if (node.is_leaf != 0)
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{
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for (int i = 0; i < node.bvh_count; i++)
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{
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GPUBvhData bvh_data = bvh_data[node.first_bvh + i];
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GPUBvhData bvh_data = BvhData[node.first_bvh + i];
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hitInfo temp_hit = traverseBVHs(ray, bvh_data);
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if (temp_hit.obj_index != -1 && temp_hit.t < hit.t)
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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 = bvh_data.triangle_start_index + node.first_primitive + i;
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hit.mat_index = obj.mat_index;
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hit.obj_index = temp_hit.obj_index;
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hit.mat_index = temp_hit.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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@ -194,7 +214,7 @@ hitInfo traceTopBVH(Ray ray)
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right_hit.t = 1e30;
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bool left_bool = intersectRayBVH(ray, left_node.min, left_node.max, left_hit);
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bool right_bool = intersectRayBVH(ray, right_node.min, left_mode.max, right_hit);
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bool right_bool = intersectRayBVH(ray, right_node.min, right_node.max, right_hit);
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if (left_hit.t > right_hit.t)
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{
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@ -224,7 +244,7 @@ hitInfo traceRay(Ray ray)
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hitScene = traceScene(ray);
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hit = hitBVH.t < hitScene.t ? hitBVH : hitScene;
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#if 1
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#if 0
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if (hit.obj_index == -1 || objects[hit.obj_index].type != 5)
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break ;
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ray = portalRay(ray, hit);
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