mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
+ | Multiple obj implenting on compute
This commit is contained in:
@ -3,7 +3,7 @@ Pos=60,60
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Size=400,400
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Size=400,400
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[Window][Camera]
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[Window][Camera]
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Pos=1646,5
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Pos=1643,7
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Size=259,200
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Size=259,200
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[Window][Material]
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[Window][Material]
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@ -24,8 +24,8 @@ 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_800K.obj
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OBJ obj/Dragon_80K.obj
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OBJ obj/Lowpoly_tree_sample.obj
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# OBJ obj/Lowpoly_tree_sample.obj
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po -1.99 -0.5 -0.5 0 1 0 0 0 1 1 4
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# po -1.99 -0.5 -0.5 0 1 0 0 0 1 1 4
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po -0.5 -0.5 -1.99 0 1 0 1 0 0 0 4
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# po -0.5 -0.5 -1.99 0 1 0 1 0 0 0 4
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@ -61,6 +61,14 @@ struct GPUVolume
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int enabled;
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int enabled;
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};
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};
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struct GPUBvhData
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{
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vec3 offset;
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int bvh_start_index;
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int triangle_start_index;
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};
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struct GPUBvh
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struct GPUBvh
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{
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{
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vec3 min;
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vec3 min;
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@ -85,17 +93,22 @@ layout(std430, binding = 2) buffer TriangleBuffer
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GPUTriangle triangles[];
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GPUTriangle triangles[];
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};
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};
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layout(std430, binding = 3) buffer BvhBuffer
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layout(std430, binding = 3) buffer BvhDataBuffer
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{
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{
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GPUBvh bvh[];
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GPUBvhData BvhData[];
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};
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};
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layout(std430, binding = 4) buffer MaterialBuffer
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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(std430, binding = 5) buffer MaterialBuffer
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{
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{
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GPUMaterial materials[];
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GPUMaterial materials[];
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};
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};
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layout(std430, binding = 5) buffer LightsBuffer
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layout(std430, binding = 6) buffer LightsBuffer
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{
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{
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int lightsIndex[];
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int lightsIndex[];
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};
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};
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@ -115,6 +128,7 @@ layout(std140, binding = 1) uniform VolumeData
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uniform int u_objectsNum;
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uniform int u_objectsNum;
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uniform int u_bvhNum;
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uniform int u_lightsNum;
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uniform int u_lightsNum;
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uniform vec2 u_resolution;
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uniform vec2 u_resolution;
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uniform int u_pixelisation;
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uniform int u_pixelisation;
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@ -53,10 +53,10 @@ hitInfo traceScene(Ray ray)
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return (hit);
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return (hit);
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}
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}
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hitInfo traceBVH(Ray ray)
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hitInfo traceBVH(Ray ray, GPUBvhData bvh_data)
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{
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{
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hitInfo temp_hit;
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hitInfo hit;
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hitInfo hit;
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hitInfo hit_bvh;
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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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@ -68,20 +68,20 @@ hitInfo traceBVH(Ray ray)
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while (stack_ptr >= 0)
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while (stack_ptr >= 0)
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{
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{
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int current_index = stack[stack_ptr--];
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int current_index = stack[stack_ptr--];
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GPUBvh node = Bvh[bvh_data.bvh_start_index + current_index];
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GPUBvh node = bvh[current_index];
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if (node.is_leaf != 0)
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if (node.is_leaf != 0)
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{
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{
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for (int i = 0; i < node.primitive_count; i++)
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for (int i = 0; i < node.primitive_count; i++)
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{
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{
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GPUTriangle obj = triangles[node.first_primitive + i];
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GPUTriangle obj = triangles[bvh_data.triangle_start_index + node.first_primitive + i];
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hitInfo temp_hit;
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if (intersectTriangle(ray, obj, temp_hit) && temp_hit.t < hit.t)
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if (intersectTriangle(ray, obj, temp_hit) && temp_hit.t < hit.t)
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{
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{
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hit.t = temp_hit.t;
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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.last_t = temp_hit.last_t;
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hit.obj_index = node.first_primitive + i;
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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.mat_index = obj.mat_index;
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hit.position = temp_hit.position;
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hit.position = temp_hit.position;
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hit.normal = temp_hit.normal;
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hit.normal = temp_hit.normal;
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@ -90,8 +90,8 @@ hitInfo traceBVH(Ray ray)
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}
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}
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else
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else
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{
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{
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GPUBvh left_node = bvh[node.left_index];
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GPUBvh left_node = Bvh[bvh_data.bvh_start_index + node.left_index];
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GPUBvh right_node = bvh[node.right_index];
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GPUBvh right_node = Bvh[bvh_data.bvh_start_index + node.right_index];
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hitInfo left_hit;
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hitInfo left_hit;
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hitInfo right_hit;
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hitInfo right_hit;
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@ -118,6 +118,32 @@ hitInfo traceBVH(Ray ray)
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return (hit);
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return (hit);
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}
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}
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hitInfo traverseBVHs(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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for (int i = 0; i < u_bvhNum; i++)
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{
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ray.origin = i == 0 ? ray.origin : ray.origin + vec3(2., 0., 0.);
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hitInfo temp_hit = traceBVH(ray, BvhData[i]);
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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.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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return (hit);
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}
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hitInfo traceRay(Ray ray)
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hitInfo traceRay(Ray ray)
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{
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{
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hitInfo hitBVH;
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hitInfo hitBVH;
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@ -126,7 +152,7 @@ hitInfo traceRay(Ray ray)
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for (int i = 0; i < 10; i++) // portal ray
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for (int i = 0; i < 10; i++) // portal ray
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{
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{
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hitBVH = traceBVH(ray);
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hitBVH = traverseBVHs(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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@ -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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