keeps track of iterations glaobally, fix endless loop at min border
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e3829a73e4
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839907c8a7
5 changed files with 70 additions and 56 deletions
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@ -34,6 +34,9 @@ int half_diffuse_raster_steps = int(scene_info.infos[2]);
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float raster_distance = uintBitsToFloat(scene_info.infos[3]);
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int raster_points = (2 * half_diffuse_raster_steps + 1) * (2 * half_diffuse_raster_steps + 1);
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float pos_infinity = uintBitsToFloat(0x7F800000);
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// set limit for maximal iterations
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uint max_iterations = max_num_lights * max_iterations_per_light * raster_points;
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uint iteration_num = 0;
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uvec4 unpack_color(uint val) {
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// left most 8 bits first
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@ -212,11 +215,10 @@ struct Tracing {
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bool has_transparent_hit;
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};
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Tracing trace_ray(uint volume_start, vec3 starting_pos, vec3 start_direction, float start_max_factor, uint start_cycle, uint max_cycle, bool allow_reflect) {
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Tracing trace_ray(uint volume_start, vec3 starting_pos, vec3 start_direction, float start_max_factor, bool allow_reflect) {
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vec3 direction = start_direction;
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float max_factor = start_max_factor;
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vec3 pos = starting_pos;
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uint cycle = start_cycle;
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// setup volume info
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uint volume_index = volume_start;
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float volume_scale = uintBitsToFloat(scene_info.infos[volume_index + array_descr_offset + color_array_offset - 1]);
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@ -251,8 +253,8 @@ Tracing trace_ray(uint volume_start, vec3 starting_pos, vec3 start_direction, fl
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uvec2 end_raster_transparent;
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vec3 color_mul_transparent;
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while (cycle < max_cycle) {
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cycle ++;
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while (iteration_num < max_iterations) {
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iteration_num ++;
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float x_border = volume_pos_x + float((scene_info.infos[volume_index + 3]) * uint(x_pos)) * volume_scale - 0.5 * volume_scale;
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float y_border = volume_pos_y + float((scene_info.infos[volume_index + 4]) * uint(y_pos)) * volume_scale - 0.5 * volume_scale;
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float z_border = volume_pos_z + float((scene_info.infos[volume_index + 5]) * uint(z_pos)) * volume_scale - 0.5 * volume_scale;
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@ -370,8 +372,14 @@ Tracing trace_ray(uint volume_start, vec3 starting_pos, vec3 start_direction, fl
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}
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}
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}
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/*if (iteration_num == max_iterations) {
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end_color_transparent = uvec4(0, 0, 255, 255);
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result.end_color = uvec4(0, 0, 255, 255);
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result.color_mul = vec3(0.0, 0.0, 1.0);
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}*/
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result.end_factor = min(min(x_factor, y_factor), z_factor);
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result.end_cycle = cycle;
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result.end_cycle = iteration_num;
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// in case we have a transparent hit but no hit afterwards
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if (!result.has_hit && result.has_transparent_hit) {
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@ -395,11 +403,9 @@ vec3 get_lighting_color(uint volume_start, vec3 starting_pos, vec4 orig_color_sa
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uint light_num = 0;
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// initialize color
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vec3 color_sum = vec3(0.0, 0.0, 0.0) + (orig_color_sample.xyz * 0.005);
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vec3 color_sum = vec3(0.0, 0.0, 0.0);// + (orig_color_sample.xyz * 0.005);
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uint max_iterations = max_num_lights * max_iterations_per_light;
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uint iteration = 0;
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while (iteration < max_iterations) {
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while (iteration_num < max_iterations) {
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// setup light info
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uint light_index = scene_info.infos[volume_start + 6 + light_num];
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if (light_index == 0) {
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@ -419,11 +425,12 @@ vec3 get_lighting_color(uint volume_start, vec3 starting_pos, vec4 orig_color_sa
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}
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vec3 light_color = get_light_color(light_index);
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Tracing result = trace_ray(volume_start, starting_pos, light_direction, max_factor, iteration, max_iterations, false);
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Tracing result = trace_ray(volume_start, starting_pos, light_direction, max_factor, false);
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// add result, if there is a hit the null vector will be added
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color_sum += float(!result.has_hit) * result.color_mul * max(dot(normal, normalize(light_direction)), 0.0) * (orig_color_sample.xyz * light_color) / (length(light_direction) * length(light_direction));
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iteration = result.end_cycle;
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/*if (scene_info.infos[light_index] == 1) {
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color_sum = float(!result.has_hit) * result.color_mul;
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}*/
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light_num += 1;
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if (light_num >= max_num_lights) {
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@ -487,7 +494,7 @@ vec3 add_reflection(vec3 view_vector, uint f, uint volume_start, vec3 pos, uvec4
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if (reflectivity > 0.01) {
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vec3 orig_color_sample = vec3(float(color_sample.x) / 255.0, float(color_sample.y) / 255.0, float(color_sample.z) / 255.0);
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vec3 reflection_direction = reflect_vector(view_vector, f);
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Tracing reflection_tracing = trace_ray(volume_start, pos, reflection_direction, pos_infinity, 0, max_iterations_per_light, true);
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Tracing reflection_tracing = trace_ray(volume_start, pos, reflection_direction, pos_infinity, true);
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if (reflection_tracing.has_hit || reflection_tracing.has_transparent_hit) {
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vec3 color_from_reflection = diffuse_tracing(reflection_tracing.end_volume, reflection_tracing.end_raster, reflection_tracing.end_pos, reflection_tracing.end_facing) * orig_color_sample;
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color_sum = color_sum * (1.0 - reflectivity) + color_from_reflection * reflectivity;
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@ -507,20 +514,21 @@ void main() {
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uint orig_neighbor = sample_neighbor_from_scene_info(fragVolumeStart, clamped_raster_pos, facing);
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if (orig_neighbor != 0) {
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vec3 color_direct = diffuse_tracing(fragVolumeStart, clamped_raster_pos, clamped_pos, facing);
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color_direct = add_reflection(normalize(clamped_pos - ubo.camera_pos), facing, fragVolumeStart, clamped_pos, color_roughness, color_direct);
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Tracing t = trace_ray(fragVolumeStart, ubo.camera_pos, clamped_pos - ubo.camera_pos, pos_infinity, 0, max_iterations_per_light, false);
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Tracing t = trace_ray(fragVolumeStart, ubo.camera_pos, clamped_pos - ubo.camera_pos, pos_infinity, false);
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float opacity = float(color_roughness.w) / 255.0;
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vec3 color_seen_through;
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if (t.has_hit) {
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vec3 color_seen_through = diffuse_tracing(t.end_volume, t.end_raster, t.end_pos, t.end_facing) * orig_color_sample * t.color_mul;
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color_seen_through = diffuse_tracing(t.end_volume, t.end_raster, t.end_pos, t.end_facing) * orig_color_sample * t.color_mul;
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color_seen_through = add_reflection(t.end_direction, t.end_facing, t.end_volume, t.end_pos, t.end_color, color_seen_through);
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color_sum = opacity * color_direct + (1.0 - opacity) * color_seen_through;
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}
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else {
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// Todo: hit sky box
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color_sum = opacity * color_direct + (1.0 - opacity) * vec3(0.0, 0.0, 0.0);
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color_seen_through = vec3(0.0, 0.0, 0.0);
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}
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color_direct = add_reflection(normalize(clamped_pos - ubo.camera_pos), facing, fragVolumeStart, clamped_pos, color_roughness, color_direct);
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color_sum = opacity * color_direct + (1.0 - opacity) * color_seen_through;
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}
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else {
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color_sum = diffuse_tracing(fragVolumeStart, clamped_raster_pos, clamped_pos, facing);
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@ -224,8 +224,8 @@ impl App {
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image::create_texture_image_view(&device, &mut data)?;
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image::create_texture_sampler(&device, &mut data)?;
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//let cur_pos = generators::generate_test_scene(&mut scene_handler, &mut data)?;
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let cur_pos = generators::generate_test_scene2(&mut scene_handler, &mut data, 31, 31,1, 5)?;
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let cur_pos = generators::generate_test_scene(&mut scene_handler, &mut data)?;
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//let cur_pos = generators::generate_test_scene2(&mut scene_handler, &mut data, 31, 31,1, 5)?;
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scene_handler.prepare_data(&instance, &device, &mut data)?;
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buffer::create_uniform_buffers(&instance, &device, &mut data)?;
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@ -553,16 +553,18 @@ impl EmptyVolume {
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let mut bottom_neighbors = vec![];
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let mut bottom_elements_num = 0;
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let mut all_same = true;
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for x in 0..reference.borrow().size_x {
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for y in 0..reference.borrow().size_y {
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if let Some(c) = neighbors.get_element(reference.borrow().grid_position.x + x, reference.borrow().grid_position.y + y, z_min_pos) {
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bottom_elements_num += 1;
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bottom_neighbors.push(Some(c.clone()));
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all_same = all_same && (bottom_neighbors[0] == Some(c));
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}
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else {
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bottom_neighbors.push(None);
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all_same = all_same && (bottom_neighbors[0] == None);
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if reference.borrow().grid_position.z != 0 {
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for x in 0..reference.borrow().size_x {
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for y in 0..reference.borrow().size_y {
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if let Some(c) = neighbors.get_element(reference.borrow().grid_position.x + x, reference.borrow().grid_position.y + y, z_min_pos) {
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bottom_elements_num += 1;
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bottom_neighbors.push(Some(c.clone()));
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all_same = all_same && (bottom_neighbors[0] == Some(c));
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}
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else {
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bottom_neighbors.push(None);
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all_same = all_same && (bottom_neighbors[0] == None);
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}
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}
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}
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}
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@ -639,16 +641,18 @@ impl EmptyVolume {
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let mut front_neighbors = vec![];
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let mut front_elements_num = 0;
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let mut all_same = true;
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for x in 0..reference.borrow().size_x {
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for z in 0..reference.borrow().size_z {
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if let Some(c) = neighbors.get_element(reference.borrow().grid_position.x + x, y_min_pos, reference.borrow().grid_position.z + z) {
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front_elements_num += 1;
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front_neighbors.push(Some(c.clone()));
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all_same = all_same && (front_neighbors[0] == Some(c));
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}
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else {
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front_neighbors.push(None);
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all_same = all_same && (front_neighbors[0] == None);
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if reference.borrow().grid_position.y != 0 {
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for x in 0..reference.borrow().size_x {
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for z in 0..reference.borrow().size_z {
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if let Some(c) = neighbors.get_element(reference.borrow().grid_position.x + x, y_min_pos, reference.borrow().grid_position.z + z) {
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front_elements_num += 1;
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front_neighbors.push(Some(c.clone()));
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all_same = all_same && (front_neighbors[0] == Some(c));
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}
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else {
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front_neighbors.push(None);
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all_same = all_same && (front_neighbors[0] == None);
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}
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}
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}
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}
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@ -668,16 +672,18 @@ impl EmptyVolume {
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let mut left_neighbors = vec![];
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let mut left_elements_num = 0;
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let mut all_same = true;
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for y in 0..reference.borrow().size_y {
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for z in 0..reference.borrow().size_z {
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if let Some(c) = neighbors.get_element(x_min_pos, reference.borrow().grid_position.y + y, reference.borrow().grid_position.z + z) {
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left_elements_num += 1;
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left_neighbors.push(Some(c.clone()));
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all_same = all_same && (left_neighbors[0] == Some(c));
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}
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else {
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left_neighbors.push(None);
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all_same = all_same && (left_neighbors[0] == None);
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if reference.borrow().grid_position.x != 0 {
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for y in 0..reference.borrow().size_y {
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for z in 0..reference.borrow().size_z {
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if let Some(c) = neighbors.get_element(x_min_pos, reference.borrow().grid_position.y + y, reference.borrow().grid_position.z + z) {
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left_elements_num += 1;
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left_neighbors.push(Some(c.clone()));
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all_same = all_same && (left_neighbors[0] == Some(c));
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}
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else {
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left_neighbors.push(None);
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all_same = all_same && (left_neighbors[0] == None);
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}
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}
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}
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}
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@ -58,8 +58,8 @@ pub fn generate_test_scene(scene: &mut Scene, data: &mut AppData) -> Result<(Poi
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pos: vec3(10.0, 10.0, 10.0),
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color: vec3(0.0, 0.0, 0.9),
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tex_coord: vec2(0.0, 0.0),
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transparent: false,
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roughness: 128,
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transparent: true,
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roughness: 32,
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};
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oct_tree1.set_cube(cube.clone());
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@ -67,8 +67,8 @@ pub fn generate_test_scene(scene: &mut Scene, data: &mut AppData) -> Result<(Poi
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pos: vec3(10.0, 10.0, 9.0),
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color: vec3(0.0, 0.0, 0.9),
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tex_coord: vec2(0.0, 0.0),
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transparent: false,
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roughness: 128,
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transparent: true,
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roughness: 32,
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};
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oct_tree1.set_cube(cube.clone());
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@ -91,7 +91,7 @@ pub fn generate_test_scene(scene: &mut Scene, data: &mut AppData) -> Result<(Poi
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};
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oct_tree2.set_cube(cube.clone());
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scene.point_lights.push(Rc::new(RefCell::new(PointLight { pos: vec3(11.0 + grid_size as f32, 11.0 + grid_size as f32, 11.0) * scale, color: vec3(1.0, 1.0, 1.0), memory_start: 0 })));
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scene.point_lights.push(Rc::new(RefCell::new(PointLight { pos: vec3(11.0 + grid_size as f32, 11.0 + grid_size as f32, 11.0) * scale, color: vec3(2.0, 2.0, 2.0), memory_start: 0 })));
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scene.point_lights.push(Rc::new(RefCell::new(PointLight { pos: vec3(9.0 + grid_size as f32, 9.0 + grid_size as f32, 11.0) * scale, color: vec3(0.5, 0.5, 0.5), memory_start: 0 })));
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scene.directional_lights.push(Rc::new(RefCell::new(DirectionalLight { direction: vec3(1.0, 1.0, -1.0), color: vec3(0.1, 0.1, 0.1), memory_start: 0 })));
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