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https://github.com/TheRedShip/RT_GPU.git
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+ | BVH Working
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118
shaders/trace.glsl
Normal file
118
shaders/trace.glsl
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@ -0,0 +1,118 @@
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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 traceScene(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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hitInfo traceBVH(Ray ray)
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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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const int MAX_STACK_SIZE = 64;
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int stack[MAX_STACK_SIZE];
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int stack_ptr = 0;
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stack[0] = 0;
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while (stack_ptr >= 0)
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{
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int current_index = stack[stack_ptr--];
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GPUBvh node = bvh[current_index];
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if (intersectRayBVH(ray, node))
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{
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if (node.is_leaf != 0)
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{
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for (int i = 0; i < node.primitive_count; i++)
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{
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GPUObject obj = objects[node.first_primitive + 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 = node.first_primitive + 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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}
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if (node.is_leaf == 0 && stack_ptr < MAX_STACK_SIZE - 2)
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{
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stack_ptr++;
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stack[stack_ptr] = node.left_index;
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stack_ptr++;
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stack[stack_ptr] = node.right_index;
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}
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}
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}
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return (hit);
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}
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hitInfo traceRay(Ray ray)
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{
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if (true)
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return (traceBVH(ray));
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return (traceScene(ray));
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}
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