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+ | BVH Working
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@ -66,6 +66,24 @@ layout(std430, binding = 3) buffer LightsBuffer
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int lightsIndex[];
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};
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struct GPUBvh
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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_primitive;
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int primitive_count;
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};
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layout(std430, binding = 4) buffer BvhBuffer
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{
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GPUBvh bvh[];
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};
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layout(std140, binding = 0) uniform CameraData
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{
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@ -105,64 +123,8 @@ struct hitInfo
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#include "shaders/scatter.glsl"
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#include "shaders/light.glsl"
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#include "shaders/volumetric.glsl"
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#include "shaders/trace.glsl"
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Ray portalRay(Ray ray, hitInfo hit)
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{
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GPUObject portal_1;
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GPUObject portal_2;
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vec3 relative;
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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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relative = hit.position - portal_1.position;
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mat3 rotation = mat3(portal_2.rotation) * transpose(mat3(portal_1.rotation));
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if (dot(portal_1.normal, portal_2.normal) > 0.0)
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{
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mat3 reflection = mat3(1.0) - 2.0 * outerProduct(portal_2.normal, portal_2.normal);
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rotation *= reflection;
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}
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ray.origin = portal_2.position + rotation * relative;
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ray.direction = normalize(rotation * ray.direction);
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ray.origin += ray.direction * 0.01f;
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return (ray);
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}
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hitInfo traceRay(Ray ray)
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{
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hitInfo hit;
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for (int p = 0; p < 25; p++) //portals
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{
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hit.t = 1e30;
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hit.obj_index = -1;
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for (int i = 0; i < u_objectsNum; i++)
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{
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GPUObject obj = objects[i];
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hitInfo temp_hit;
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if (intersect(ray, obj, temp_hit) && temp_hit.t > 0.0f && temp_hit.t < hit.t + 0.0001)
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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 = i;
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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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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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}
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return (hit);
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}
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vec3 pathtrace(Ray ray, inout uint rng_state)
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{
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