Ray portalRay(Ray ray, hitInfo hit) { GPUObject portal_1; GPUObject portal_2; vec3 relative; portal_1 = objects[hit.obj_index]; portal_2 = objects[int(portal_1.radius)]; // saving memory radius = portal_index relative = hit.position - portal_1.position; mat3 rotation = mat3(portal_2.rotation) * transpose(mat3(portal_1.rotation)); if (dot(portal_1.normal, portal_2.normal) > 0.0) { mat3 reflection = mat3(1.0) - 2.0 * outerProduct(portal_2.normal, portal_2.normal); rotation *= reflection; } ray.origin = portal_2.position + rotation * relative; ray.direction = normalize(rotation * ray.direction); ray.origin += ray.direction * 0.01f; return (ray); } hitInfo traceScene(Ray ray) { hitInfo hit; for (int p = 0; p < 25; p++) //portals { hit.t = 1e30; hit.obj_index = -1; for (int i = 0; i < u_objectsNum; i++) { GPUObject obj = objects[i]; hitInfo temp_hit; if (intersect(ray, obj, temp_hit) && temp_hit.t > 0.0f && temp_hit.t < hit.t + 0.0001) { hit.t = temp_hit.t; hit.last_t = temp_hit.last_t; hit.obj_index = i; hit.mat_index = obj.mat_index; hit.position = temp_hit.position; hit.normal = temp_hit.normal; } } if (hit.obj_index == -1 || objects[hit.obj_index].type != 5) break ; ray = portalRay(ray, hit); } return (hit); } hitInfo traceBVH(Ray ray) { hitInfo hit; hit.t = 1e30; hit.obj_index = -1; const int MAX_STACK_SIZE = 64; int stack[MAX_STACK_SIZE]; int stack_ptr = 0; stack[0] = 0; while (stack_ptr >= 0) { int current_index = stack[stack_ptr--]; GPUBvh node = bvh[current_index]; if (intersectRayBVH(ray, node)) { if (node.is_leaf != 0) { for (int i = 0; i < node.primitive_count; i++) { GPUTriangle obj = triangles[node.first_primitive + i]; hitInfo temp_hit; if (intersectTriangle(ray, obj, temp_hit) && temp_hit.t > 0.0f && temp_hit.t < hit.t + 0.0001) { hit.t = temp_hit.t; hit.last_t = temp_hit.last_t; hit.obj_index = node.first_primitive + i; hit.mat_index = obj.mat_index; hit.position = temp_hit.position; hit.normal = temp_hit.normal; } } } if (node.is_leaf == 0 && stack_ptr < MAX_STACK_SIZE - 2) { stack_ptr++; stack[stack_ptr] = node.left_index; stack_ptr++; stack[stack_ptr] = node.right_index; } } } return (hit); } hitInfo traceRay(Ray ray) { hitInfo hitBVH = traceBVH(ray); hitInfo hitScene = traceScene(ray); if (hitBVH.t < hitScene.t) return (hitBVH); return (hitScene); }