mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 10:48:34 +02:00
+ | Some opti
This commit is contained in:
@ -6,7 +6,7 @@
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|||||||
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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||||||
/* +#+#+#+#+#+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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||||||
/* Created: 2024/12/23 18:30:18 by ycontre #+# #+# */
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/* Created: 2024/12/23 18:30:18 by ycontre #+# #+# */
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||||||
/* Updated: 2025/01/19 18:46:38 by ycontre ### ########.fr */
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/* Updated: 2025/01/23 18:30:18 by ycontre ### ########.fr */
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/* */
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/* */
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/* ************************************************************************** */
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/* ************************************************************************** */
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@ -89,6 +89,7 @@ struct GPUBvh
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struct GPUBvhData
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struct GPUBvhData
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{
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{
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glm::mat4 transform;
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glm::mat4 transform;
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glm::mat4 inv_transform;
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alignas(16) glm::vec3 offset;
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alignas(16) glm::vec3 offset;
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float scale;
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float scale;
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@ -6,7 +6,7 @@
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|||||||
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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||||||
/* +#+#+#+#+#+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/12/23 19:12:51 by ycontre #+# #+# */
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/* Created: 2024/12/23 19:12:51 by ycontre #+# #+# */
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/* Updated: 2025/01/17 18:17:30 by ycontre ### ########.fr */
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/* Updated: 2025/01/23 19:39:33 by ycontre ### ########.fr */
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/* */
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/* */
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/* ************************************************************************** */
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/* ************************************************************************** */
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@ -42,21 +42,23 @@ class Triangle : public Object
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_vertex2 = glm::vec3(x2, y2, z2);
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_vertex2 = glm::vec3(x2, y2, z2);
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_vertex3 = glm::vec3(x3, y3, z3);
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_vertex3 = glm::vec3(x3, y3, z3);
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// _vertex2 -= _position; //optimization
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// _vertex3 -= _position; //optimization
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_normal = glm::normalize(glm::cross(_vertex2 - _position, _vertex3 - _position)); //optimization
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_normal = glm::normalize(glm::cross(_vertex2 - _position, _vertex3 - _position)); //optimization
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_centroid = (_position + _vertex2 + _vertex3) / 3.0f;
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_centroid = (_position + _vertex2 + _vertex3) / 3.0f;
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// _vertex2 -= _position; //optimization
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// _vertex3 -= _position; //optimization
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_mat_index = mat_index;
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_mat_index = mat_index;
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}
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}
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Triangle(const glm::vec3& position, const glm::vec3& vertex2, const glm::vec3& vertex3, const int mat_index)
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Triangle(const glm::vec3& position, const glm::vec3& vertex2, const glm::vec3& vertex3, const int mat_index)
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: Object(position, mat_index), _vertex2(vertex2), _vertex3(vertex3) {
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: Object(position, mat_index), _vertex2(vertex2), _vertex3(vertex3) {
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// _vertex2 -= _position; //optimization
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// _vertex3 -= _position; //optimization
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_normal = glm::normalize(glm::cross(_vertex2 - _position, _vertex3 - _position)); //optimization
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_normal = glm::normalize(glm::cross(_vertex2 - _position, _vertex3 - _position)); //optimization
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_centroid = (_position + _vertex2 + _vertex3) / 3.0f;
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_centroid = (_position + _vertex2 + _vertex3) / 3.0f;
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// _vertex2 -= _position; //optimization
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// _vertex3 -= _position; //optimization
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}
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}
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const glm::vec3 &getVertex2() const { return (_vertex2); }
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const glm::vec3 &getVertex2() const { return (_vertex2); }
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@ -987,7 +987,7 @@ vt 0.65883 0.412179
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vt 0.544646 0.412179
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vt 0.544646 0.412179
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vt 0.715921 0.408093
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vt 0.715921 0.408093
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vt 0.487555 0.408093
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vt 0.487555 0.408093
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mtllib obj/Lowpoly_tree_sample.mtl
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mtllib Lowpoly_tree_sample.mtl
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usemtl Bark
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usemtl Bark
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g Default
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g Default
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f 7 8 14 13
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f 7 8 14 13
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111
scenes/test.rt
111
scenes/test.rt
@ -25,113 +25,4 @@ qu 11.5 0 -2.5 0 5 0 0 0 15 1
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qu -2.5 0 11.5 0 5 0 15 0 0 4
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qu -2.5 0 11.5 0 5 0 15 0 0 4
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OBJ obj/Lowpoly_tree_sample.obj
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OBJ obj/Dragon_8K.obj 0 0.38 0 1
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OBJ obj/Dragon_8K.obj 0 0.38 1 1
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OBJ obj/Dragon_8K.obj 0 0.38 2 1
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OBJ obj/Dragon_8K.obj 0 0.38 3 1
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OBJ obj/Dragon_8K.obj 0 0.38 4 1
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OBJ obj/Dragon_8K.obj 0 0.38 5 1
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OBJ obj/Dragon_8K.obj 0 0.38 6 1
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OBJ obj/Dragon_8K.obj 0 0.38 7 1
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OBJ obj/Dragon_8K.obj 0 0.38 8 1
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OBJ obj/Dragon_8K.obj 0 0.38 9 1
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OBJ obj/Dragon_8K.obj 1 0.38 0 1
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OBJ obj/Dragon_8K.obj 1 0.38 1 1
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OBJ obj/Dragon_8K.obj 1 0.38 2 1
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OBJ obj/Dragon_8K.obj 1 0.38 3 1
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OBJ obj/Dragon_8K.obj 1 0.38 4 1
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OBJ obj/Dragon_8K.obj 1 0.38 5 1
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OBJ obj/Dragon_8K.obj 1 0.38 6 1
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OBJ obj/Dragon_8K.obj 1 0.38 7 1
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OBJ obj/Dragon_8K.obj 1 0.38 8 1
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OBJ obj/Dragon_8K.obj 1 0.38 9 1
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OBJ obj/Dragon_8K.obj 2 0.38 0 1
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OBJ obj/Dragon_8K.obj 2 0.38 1 1
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OBJ obj/Dragon_8K.obj 2 0.38 2 1
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OBJ obj/Dragon_8K.obj 2 0.38 3 1
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OBJ obj/Dragon_8K.obj 2 0.38 4 1
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OBJ obj/Dragon_8K.obj 2 0.38 5 1
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OBJ obj/Dragon_8K.obj 2 0.38 6 1
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OBJ obj/Dragon_8K.obj 2 0.38 7 1
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OBJ obj/Dragon_8K.obj 2 0.38 8 1
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OBJ obj/Dragon_8K.obj 2 0.38 9 1
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OBJ obj/Dragon_8K.obj 3 0.38 0 1
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OBJ obj/Dragon_8K.obj 3 0.38 1 1
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OBJ obj/Dragon_8K.obj 3 0.38 2 1
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OBJ obj/Dragon_8K.obj 3 0.38 3 1
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OBJ obj/Dragon_8K.obj 3 0.38 4 1
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OBJ obj/Dragon_8K.obj 3 0.38 5 1
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OBJ obj/Dragon_8K.obj 3 0.38 6 1
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OBJ obj/Dragon_8K.obj 3 0.38 7 1
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OBJ obj/Dragon_8K.obj 3 0.38 8 1
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OBJ obj/Dragon_8K.obj 3 0.38 9 1
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OBJ obj/Dragon_8K.obj 4 0.38 0 1
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OBJ obj/Dragon_8K.obj 4 0.38 1 1
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OBJ obj/Dragon_8K.obj 4 0.38 2 1
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OBJ obj/Dragon_8K.obj 4 0.38 3 1
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OBJ obj/Dragon_8K.obj 4 0.38 4 1
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OBJ obj/Dragon_8K.obj 4 0.38 5 1
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OBJ obj/Dragon_8K.obj 4 0.38 6 1
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OBJ obj/Dragon_8K.obj 4 0.38 7 1
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OBJ obj/Dragon_8K.obj 4 0.38 8 1
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OBJ obj/Dragon_8K.obj 4 0.38 9 1
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OBJ obj/Dragon_8K.obj 5 0.38 0 1
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OBJ obj/Dragon_8K.obj 5 0.38 1 1
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OBJ obj/Dragon_8K.obj 5 0.38 2 1
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OBJ obj/Dragon_8K.obj 5 0.38 3 1
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OBJ obj/Dragon_8K.obj 5 0.38 4 1
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OBJ obj/Dragon_8K.obj 5 0.38 5 1
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OBJ obj/Dragon_8K.obj 5 0.38 6 1
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OBJ obj/Dragon_8K.obj 5 0.38 7 1
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OBJ obj/Dragon_8K.obj 5 0.38 8 1
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OBJ obj/Dragon_8K.obj 5 0.38 9 1
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OBJ obj/Dragon_8K.obj 6 0.38 0 1
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OBJ obj/Dragon_8K.obj 6 0.38 1 1
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OBJ obj/Dragon_8K.obj 6 0.38 2 1
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OBJ obj/Dragon_8K.obj 6 0.38 3 1
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OBJ obj/Dragon_8K.obj 6 0.38 4 1
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OBJ obj/Dragon_8K.obj 6 0.38 5 1
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OBJ obj/Dragon_8K.obj 6 0.38 6 1
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OBJ obj/Dragon_8K.obj 6 0.38 7 1
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OBJ obj/Dragon_8K.obj 6 0.38 8 1
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OBJ obj/Dragon_8K.obj 6 0.38 9 1
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OBJ obj/Dragon_8K.obj 7 0.38 0 1
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OBJ obj/Dragon_8K.obj 7 0.38 1 1
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OBJ obj/Dragon_8K.obj 7 0.38 2 1
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OBJ obj/Dragon_8K.obj 7 0.38 3 1
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OBJ obj/Dragon_8K.obj 7 0.38 4 1
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OBJ obj/Dragon_8K.obj 7 0.38 5 1
|
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||||||
OBJ obj/Dragon_8K.obj 7 0.38 6 1
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||||||
OBJ obj/Dragon_8K.obj 7 0.38 7 1
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||||||
OBJ obj/Dragon_8K.obj 7 0.38 8 1
|
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||||||
OBJ obj/Dragon_8K.obj 7 0.38 9 1
|
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||||||
|
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||||||
OBJ obj/Dragon_8K.obj 8 0.38 0 1
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||||||
OBJ obj/Dragon_8K.obj 8 0.38 1 1
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||||||
OBJ obj/Dragon_8K.obj 8 0.38 2 1
|
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||||||
OBJ obj/Dragon_8K.obj 8 0.38 3 1
|
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||||||
OBJ obj/Dragon_8K.obj 8 0.38 4 1
|
|
||||||
OBJ obj/Dragon_8K.obj 8 0.38 5 1
|
|
||||||
OBJ obj/Dragon_8K.obj 8 0.38 6 1
|
|
||||||
OBJ obj/Dragon_8K.obj 8 0.38 7 1
|
|
||||||
OBJ obj/Dragon_8K.obj 8 0.38 8 1
|
|
||||||
OBJ obj/Dragon_8K.obj 8 0.38 9 1
|
|
||||||
|
|
||||||
OBJ obj/Dragon_8K.obj 9 0.38 0 1
|
|
||||||
OBJ obj/Dragon_8K.obj 9 0.38 1 1
|
|
||||||
OBJ obj/Dragon_8K.obj 9 0.38 2 1
|
|
||||||
OBJ obj/Dragon_8K.obj 9 0.38 3 1
|
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OBJ obj/Dragon_8K.obj 9 0.38 4 1
|
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||||||
OBJ obj/Dragon_8K.obj 9 0.38 5 1
|
|
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OBJ obj/Dragon_8K.obj 9 0.38 6 1
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|
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OBJ obj/Dragon_8K.obj 9 0.38 7 1
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OBJ obj/Dragon_8K.obj 9 0.38 8 1
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OBJ obj/Dragon_8K.obj 9 0.38 9 1
|
|
@ -64,6 +64,7 @@ struct GPUVolume
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struct GPUBvhData
|
struct GPUBvhData
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{
|
{
|
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mat4 transform;
|
mat4 transform;
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|
mat4 inv_transform;
|
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vec3 offset;
|
vec3 offset;
|
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float scale;
|
float scale;
|
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|
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@ -262,7 +262,7 @@ hitInfo traverseBVHs(Ray ray, inout Stats stats)
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GPUBvhData bvh_data = BvhData[i];
|
GPUBvhData bvh_data = BvhData[i];
|
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|
|
||||||
mat3 transformMatrix = mat3(bvh_data.transform);
|
mat3 transformMatrix = mat3(bvh_data.transform);
|
||||||
mat3 inverseTransformMatrix = inverse(transformMatrix);
|
mat3 inverseTransformMatrix = mat3(bvh_data.inv_transform);
|
||||||
|
|
||||||
Ray transformedRay;
|
Ray transformedRay;
|
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transformedRay.direction = normalize(transformMatrix * ray.direction);
|
transformedRay.direction = normalize(transformMatrix * ray.direction);
|
||||||
|
@ -93,31 +93,26 @@ bool intersectTriangle(Ray ray, GPUObject obj, out hitInfo hit)
|
|||||||
return (valid);
|
return (valid);
|
||||||
}
|
}
|
||||||
|
|
||||||
bool intersectTriangle(Ray ray, GPUTriangle obj, out hitInfo hit)
|
bool intersectTriangle(Ray ray, GPUTriangle tri, out hitInfo hit)
|
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{
|
{
|
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vec3 vertex1 = obj.vertex1 - obj.position;
|
vec3 edgeAB = tri.vertex1 - tri.position;
|
||||||
vec3 vertex2 = obj.vertex2 - obj.position;
|
vec3 edgeAC = tri.vertex2 - tri.position;
|
||||||
|
vec3 normalVector = tri.normal;
|
||||||
|
vec3 ao = ray.origin - tri.position;
|
||||||
|
vec3 dao = cross(ao, ray.direction);
|
||||||
|
|
||||||
vec3 pvec = cross(ray.direction, vertex2);
|
float determinant = -dot(ray.direction, normalVector);
|
||||||
float det = dot(vertex1, pvec);
|
float invDet = 1 / determinant;
|
||||||
vec3 tvec = ray.origin - obj.position;
|
|
||||||
|
float dst = dot(ao, normalVector) * invDet;
|
||||||
float invDet = 1.0 / det;
|
float u = dot(edgeAC, dao) * invDet;
|
||||||
float u = dot(tvec, pvec) * invDet;
|
float v = -dot(edgeAB, dao) * invDet;
|
||||||
vec3 qvec = cross(tvec, vertex1);
|
float w = 1 - u - v;
|
||||||
float v = dot(ray.direction, qvec) * invDet;
|
|
||||||
float t = dot(vertex2, qvec) * invDet;
|
hit.position = ray.origin + ray.direction * dst;
|
||||||
|
hit.normal = normalVector;
|
||||||
bool valid = abs(det) > 1e-8 &&
|
hit.t = dst;
|
||||||
u >= 0.0 && u <= 1.0 &&
|
return (determinant >= 1E-8 && dst >= 0 && u >= 0 && v >= 0 && w >= 0);
|
||||||
v >= 0.0 && (u + v) <= 1.0 &&
|
|
||||||
t > 0.0;
|
|
||||||
|
|
||||||
hit.t = t;
|
|
||||||
hit.position = ray.origin + ray.direction * t;
|
|
||||||
hit.normal = obj.normal * sign(-dot(ray.direction, obj.normal));
|
|
||||||
|
|
||||||
return (valid);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
bool intersectCube(Ray ray, GPUObject obj, out hitInfo hit)
|
bool intersectCube(Ray ray, GPUObject obj, out hitInfo hit)
|
||||||
|
@ -79,26 +79,6 @@ Ray transparencyRay(hitInfo hit, Ray ray, GPUMaterial mat, inout uint rng_state)
|
|||||||
return newRay;
|
return newRay;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
// Ray transparencyRay(hitInfo hit, Ray ray, GPUMaterial mat, inout uint rng_state)
|
|
||||||
// {
|
|
||||||
// vec3 specular_origin = hit.position + hit.normal * 0.001;
|
|
||||||
// vec3 specular_dir = mix(normalize(reflect(ray.direction, hit.normal)), lambertRay(hit, ray, mat, rng_state).direction, mat.roughness);
|
|
||||||
|
|
||||||
// vec3 transparency_origin = ray.origin + ray.direction * hit.last_t + ray.direction * 0.001;
|
|
||||||
// vec3 transparency_dir = ray.direction;
|
|
||||||
|
|
||||||
// Ray specular_ray = Ray(specular_origin, specular_dir);
|
|
||||||
// Ray transparency_ray = Ray(transparency_origin, transparency_dir);
|
|
||||||
|
|
||||||
// bool is_transparent = (mat.metallic >= randomValue(rng_state));
|
|
||||||
|
|
||||||
// if (is_transparent)
|
|
||||||
// return (transparency_ray);
|
|
||||||
// return (specular_ray);
|
|
||||||
// }
|
|
||||||
|
|
||||||
|
|
||||||
Ray newRay(hitInfo hit, Ray ray, inout uint rng_state)
|
Ray newRay(hitInfo hit, Ray ray, inout uint rng_state)
|
||||||
{
|
{
|
||||||
GPUObject obj;
|
GPUObject obj;
|
||||||
|
@ -22,7 +22,7 @@ Ray portalRay(Ray ray, hitInfo hit)
|
|||||||
ray.origin = portal_2.position + rotation * relative;
|
ray.origin = portal_2.position + rotation * relative;
|
||||||
ray.direction = normalize(rotation * ray.direction);
|
ray.direction = normalize(rotation * ray.direction);
|
||||||
|
|
||||||
ray.origin += ray.direction * 0.01f;
|
ray.origin += ray.direction * 0.01f;
|
||||||
|
|
||||||
return (ray);
|
return (ray);
|
||||||
}
|
}
|
||||||
@ -39,6 +39,7 @@ hitInfo traceScene(Ray ray)
|
|||||||
GPUObject obj = objects[i];
|
GPUObject obj = objects[i];
|
||||||
|
|
||||||
hitInfo temp_hit;
|
hitInfo temp_hit;
|
||||||
|
|
||||||
if (intersect(ray, obj, temp_hit) && temp_hit.t < hit.t)
|
if (intersect(ray, obj, temp_hit) && temp_hit.t < hit.t)
|
||||||
{
|
{
|
||||||
hit.t = temp_hit.t;
|
hit.t = temp_hit.t;
|
||||||
@ -118,36 +119,6 @@ hitInfo traceBVH(Ray ray, GPUBvhData bvh_data)
|
|||||||
return (hit);
|
return (hit);
|
||||||
}
|
}
|
||||||
|
|
||||||
// hitInfo traverseBVHs(Ray ray)
|
|
||||||
// {
|
|
||||||
// hitInfo hit;
|
|
||||||
|
|
||||||
// hit.t = 1e30;
|
|
||||||
// hit.obj_index = -1;
|
|
||||||
|
|
||||||
// for (int i = 0; i < u_bvhNum; i++)
|
|
||||||
// {
|
|
||||||
// GPUBvhData bvh_data = BvhData[i];
|
|
||||||
|
|
||||||
// ray.origin -= bvh_data.offset;
|
|
||||||
// hitInfo temp_hit = traceBVH(ray, bvh_data);
|
|
||||||
|
|
||||||
// if (temp_hit.t < hit.t)
|
|
||||||
// {
|
|
||||||
// hit.t = temp_hit.t;
|
|
||||||
// hit.last_t = temp_hit.last_t;
|
|
||||||
// hit.obj_index = temp_hit.obj_index;
|
|
||||||
// hit.mat_index = temp_hit.mat_index;
|
|
||||||
// hit.position = temp_hit.position;
|
|
||||||
// hit.normal = temp_hit.normal;
|
|
||||||
// }
|
|
||||||
|
|
||||||
// ray.origin += bvh_data.offset;
|
|
||||||
// }
|
|
||||||
|
|
||||||
// return (hit);
|
|
||||||
// }
|
|
||||||
|
|
||||||
hitInfo traverseBVHs(Ray ray)
|
hitInfo traverseBVHs(Ray ray)
|
||||||
{
|
{
|
||||||
hitInfo hit;
|
hitInfo hit;
|
||||||
@ -160,7 +131,7 @@ hitInfo traverseBVHs(Ray ray)
|
|||||||
GPUBvhData bvh_data = BvhData[i];
|
GPUBvhData bvh_data = BvhData[i];
|
||||||
|
|
||||||
mat3 transformMatrix = mat3(bvh_data.transform);
|
mat3 transformMatrix = mat3(bvh_data.transform);
|
||||||
mat3 inverseTransformMatrix = inverse(transformMatrix);
|
mat3 inverseTransformMatrix = mat3(bvh_data.inv_transform);
|
||||||
|
|
||||||
Ray transformedRay;
|
Ray transformedRay;
|
||||||
transformedRay.direction = normalize(transformMatrix * ray.direction);
|
transformedRay.direction = normalize(transformMatrix * ray.direction);
|
||||||
|
@ -6,7 +6,7 @@
|
|||||||
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
|
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
|
||||||
/* +#+#+#+#+#+ +#+ */
|
/* +#+#+#+#+#+ +#+ */
|
||||||
/* Created: 2025/01/16 21:48:48 by TheRed #+# #+# */
|
/* Created: 2025/01/16 21:48:48 by TheRed #+# #+# */
|
||||||
/* Updated: 2025/01/19 18:30:27 by ycontre ### ########.fr */
|
/* Updated: 2025/01/23 18:30:20 by ycontre ### ########.fr */
|
||||||
/* */
|
/* */
|
||||||
/* ************************************************************************** */
|
/* ************************************************************************** */
|
||||||
|
|
||||||
|
@ -6,7 +6,7 @@
|
|||||||
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
|
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
|
||||||
/* +#+#+#+#+#+ +#+ */
|
/* +#+#+#+#+#+ +#+ */
|
||||||
/* Created: 2024/12/23 18:29:41 by ycontre #+# #+# */
|
/* Created: 2024/12/23 18:29:41 by ycontre #+# #+# */
|
||||||
/* Updated: 2025/01/21 14:45:04 by tomoron ### ########.fr */
|
/* Updated: 2025/01/23 18:31:52 by ycontre ### ########.fr */
|
||||||
/* */
|
/* */
|
||||||
/* ************************************************************************** */
|
/* ************************************************************************** */
|
||||||
|
|
||||||
@ -155,6 +155,7 @@ void Scene::addBvh(std::vector<Triangle> &triangles, glm::vec3 offset, float sc
|
|||||||
new_bvhs_list = bvh->getGPUBvhs();
|
new_bvhs_list = bvh->getGPUBvhs();
|
||||||
|
|
||||||
new_bvh_data.transform = transform * scale;
|
new_bvh_data.transform = transform * scale;
|
||||||
|
new_bvh_data.inv_transform = glm::inverse(new_bvh_data.transform);
|
||||||
new_bvh_data.offset = offset;
|
new_bvh_data.offset = offset;
|
||||||
new_bvh_data.scale = scale;
|
new_bvh_data.scale = scale;
|
||||||
new_bvh_data.bvh_start_index = _gpu_bvh.size();
|
new_bvh_data.bvh_start_index = _gpu_bvh.size();
|
||||||
|
@ -6,7 +6,7 @@
|
|||||||
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
|
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
|
||||||
/* +#+#+#+#+#+ +#+ */
|
/* +#+#+#+#+#+ +#+ */
|
||||||
/* Created: 2024/10/13 20:21:13 by ycontre #+# #+# */
|
/* Created: 2024/10/13 20:21:13 by ycontre #+# #+# */
|
||||||
/* Updated: 2025/01/19 18:58:42 by ycontre ### ########.fr */
|
/* Updated: 2025/01/23 18:46:34 by ycontre ### ########.fr */
|
||||||
/* */
|
/* */
|
||||||
/* ************************************************************************** */
|
/* ************************************************************************** */
|
||||||
|
|
||||||
@ -67,7 +67,7 @@ Shader::Shader(std::string vertexPath, std::string fragmentPath, std::string com
|
|||||||
const char *fragmentCode = loadFileWithIncludes(fragmentPath);
|
const char *fragmentCode = loadFileWithIncludes(fragmentPath);
|
||||||
const char *computeCode = loadFileWithIncludes(computePath);
|
const char *computeCode = loadFileWithIncludes(computePath);
|
||||||
|
|
||||||
printWithLineNumbers(computeCode);
|
// printWithLineNumbers(computeCode);
|
||||||
|
|
||||||
_vertex = glCreateShader(GL_VERTEX_SHADER);
|
_vertex = glCreateShader(GL_VERTEX_SHADER);
|
||||||
|
|
||||||
|
Reference in New Issue
Block a user