Created
September 11, 2017 13:54
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__kernel void raycastStream(__global Ray* rays, __global BVHNode* bvh, __global Triangle* triangles, __global RayHit* hits) | |
{ | |
int workID = get_global_id(0); | |
Ray ray = rays[workID]; | |
int signs[3]; | |
signs[0] = ray.direction[0] < 0; | |
signs[1] = ray.direction[1] < 0; | |
signs[2] = ray.direction[2] < 0; | |
float3 inverseDirection = (float3)(1.f/ray.direction[0],1.f/ray.direction[1],1.f/ray.direction[2]); | |
int nodeStack[STACK_DEPTH]; | |
int todoNode = 0; | |
nodeStack[0] = 0; | |
float2 currentUV; | |
float nearestDistance = FLT_MAX; | |
RayHit hit; | |
hit.t = -1; | |
hit.index = -1; | |
while(todoNode >= 0) | |
{ | |
BVHNode node = bvh[nodeStack[todoNode]]; | |
todoNode--; | |
if(!(node.nextNode[0] & (1<<(sizeof(unsigned int)*8-1)))) | |
{ | |
float aabbDistance[2]; | |
aabbDistance[0] = rayAABBIntersection(ray,signs,inverseDirection,bvh[node.nextNode[0]].aabb); | |
aabbDistance[1] = rayAABBIntersection(ray,signs,inverseDirection,bvh[node.nextNode[1]].aabb); | |
if(aabbDistance[0] >= 0)// && aabbDistance[0] < nearestDistance) | |
nodeStack[++todoNode] = node.nextNode[0]; | |
if(aabbDistance[1] >= 0)// && aabbDistance[1] < nearestDistance) | |
nodeStack[++todoNode] = node.nextNode[1]; | |
} | |
else | |
{ | |
int triangleIndex = node.nextNode[0] & (~(1<<(sizeof(unsigned int)*8-1))); | |
const Triangle triangle = triangles[triangleIndex]; | |
float dist = findIntersection(ray, triangle, ¤tUV); | |
if(dist > 0 && dist < nearestDistance) | |
{ | |
nearestDistance = dist; | |
hit.t = nearestDistance; | |
hit.index = triangleIndex; | |
hit.u = currentUV.x; | |
hit.v = currentUV.y; | |
} | |
} | |
} | |
hits[workID] = hit; | |
} |
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