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; 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 < hit.t) { 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; } } return (hit); } hitInfo traceBVH(Ray ray, GPUBvhData bvh_data) { hitInfo hit; hitInfo hit_bvh; hit.t = 1e30; hit.obj_index = -1; int stack[32]; int stack_ptr = 0; stack[0] = 0; while (stack_ptr >= 0) { int current_index = stack[stack_ptr--]; GPUBvh node = Bvh[bvh_data.bvh_start_index + current_index]; if (node.is_leaf != 0) { for (int i = 0; i < node.primitive_count; i++) { GPUTriangle obj = triangles[bvh_data.triangle_start_index + node.first_primitive + i]; hitInfo temp_hit; if (intersectTriangle(ray, obj, temp_hit) && temp_hit.t < hit.t) { hit.t = temp_hit.t; hit.last_t = temp_hit.last_t; hit.obj_index = bvh_data.triangle_start_index + node.first_primitive + i; hit.mat_index = obj.mat_index; hit.position = temp_hit.position; hit.normal = temp_hit.normal; } } } else { GPUBvh left_node = Bvh[bvh_data.bvh_start_index + node.left_index]; GPUBvh right_node = Bvh[bvh_data.bvh_start_index + node.right_index]; hitInfo left_hit; hitInfo right_hit; left_hit.t = 1e30; right_hit.t = 1e30; bool left_bool = intersectRayBVH(ray, left_node, left_hit); bool right_bool = intersectRayBVH(ray, right_node, right_hit); if (left_hit.t > right_hit.t) { if (left_hit.t < hit.t && left_bool) stack[++stack_ptr] = node.left_index; if (right_hit.t < hit.t && right_bool) stack[++stack_ptr] = node.right_index; } else { if (right_hit.t < hit.t && right_bool) stack[++stack_ptr] = node.right_index; if (left_hit.t < hit.t && left_bool) stack[++stack_ptr] = node.left_index; } } } 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 hit; hit.t = 1e30; hit.obj_index = -1; for (int i = 0; i < u_bvhNum; i++) { GPUBvhData bvh_data = BvhData[i]; mat3 transformMatrix = mat3(bvh_data.transform); mat3 inverseTransformMatrix = inverse(transformMatrix); Ray transformedRay; transformedRay.direction = normalize(transformMatrix * ray.direction); transformedRay.origin = transformMatrix * (ray.origin - bvh_data.offset); transformedRay.inv_direction = (1. / transformedRay.direction); hitInfo temp_hit = traceBVH(transformedRay, BvhData[i]); temp_hit.t = temp_hit.t / bvh_data.scale; if (temp_hit.t < hit.t) { hit.t = temp_hit.t; hit.last_t = temp_hit.last_t / bvh_data.scale; hit.obj_index = temp_hit.obj_index; hit.mat_index = temp_hit.mat_index; hit.position = inverseTransformMatrix * temp_hit.position + bvh_data.offset; hit.normal = normalize(inverseTransformMatrix * temp_hit.normal); } } return (hit); } hitInfo traceRay(Ray ray) { hitInfo hitBVH; hitInfo hitScene; hitInfo hit; for (int i = 0; i < 10; i++) // portal ray { hitBVH = traverseBVHs(ray); hitScene = traceScene(ray); hit = hitBVH.t < hitScene.t ? hitBVH : hitScene; #if 1 if (hit.obj_index == -1 || objects[hit.obj_index].type != 5) break ; ray = portalRay(ray, hit); ray.inv_direction = (1.0 / ray.direction); #else return (hit); #endif } return (hit); }