added smooth shading
This commit is contained in:
parent
182f7f2ba1
commit
0a3e4a8281
10
README.md
10
README.md
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@ -2,12 +2,14 @@
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Eruption is a vulkan based pathtracer. It is in an experimental state an may have performance issues
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# Features
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* Oren-Nayar diffuse pathtracing
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* Specular reflection with roughness
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* Cosine weighted ray generation
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* flat and gouraud shading
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* physically based rendering (PBR)
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* Oren-Nayar diffuse BRDF
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* Schlick approximation for fresnel equations
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* Cosine weighted sampling
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* Temporal anti aliasing
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* Realtime denoising
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* Tonemapping
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* Reinhard jodie tonemapping
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* Progressive sampling
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# Screenshots
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50
res/head.mtl
50
res/head.mtl
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@ -1,7 +1,17 @@
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# Blender 3.4.1 MTL File: 'None'
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# www.blender.org
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newmtl light
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newmtl glass
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Ns 1000.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.500000 0.500000 0.500000
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Ke 0.000000 0.000000 0.000000
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Ni 1.450000
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d 1.000000
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illum 2
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newmtl glossy
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Ns 250.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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@ -11,15 +21,45 @@ Ni 1.450000
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d 1.000000
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illum 2
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newmtl light_blue
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Ns 250.000000
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newmtl green
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Ns 0.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.500000 0.500000 0.500000
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Ks 0.000000 0.000000 0.000000
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Ke 0.000000 0.000000 0.000000
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Ni 1.450000
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d 1.000000
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illum 2
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illum 1
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newmtl light
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Ns 0.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.000000 0.000000 0.000000
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Ke 0.000000 0.000000 0.000000
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Ni 1.450000
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d 1.000000
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illum 1
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newmtl red
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Ns 0.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.000000 0.000000 0.000000
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Ke 0.000000 0.000000 0.000000
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Ni 1.450000
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d 1.000000
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illum 1
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newmtl white
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Ns 0.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.000000 0.000000 0.000000
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Ke 0.000000 0.000000 0.000000
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Ni 1.450000
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d 1.000000
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illum 1
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newmtl white
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Ns 250.000000
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14473
res/head.obj
14473
res/head.obj
File diff suppressed because it is too large
Load Diff
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@ -1 +0,0 @@
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@ -17,8 +17,8 @@ impl Camera {
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front: Vector3::new(0.0, 0.0, -1.0),
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left: Vector3::new(1.0, 0.0, 0.0),
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up: Vector3::new(0.0, -1.0, 0.0),
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pos: Vector3::new(0.0, 0.0, 9.0),
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fov: 65.0f32
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pos: Vector3::new(0.0, 0.0, 3.9),
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fov: 120.0f32
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}
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}
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@ -4,7 +4,7 @@ use std::collections::HashMap;
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use std::sync::{Arc, Mutex};
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use std::time::Instant;
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use lazy_static::lazy_static;
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use vulkano::buffer::{Buffer, BufferCreateInfo, BufferUsage, Subbuffer};
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use vulkano::buffer::{Buffer, BufferContents, BufferCreateInfo, BufferError, BufferUsage, Subbuffer};
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use vulkano::buffer::allocator::{SubbufferAllocator, SubbufferAllocatorCreateInfo};
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use vulkano::command_buffer::allocator::StandardCommandBufferAllocator;
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use vulkano::command_buffer::{AutoCommandBufferBuilder, CommandBufferUsage, PrimaryAutoCommandBuffer, PrimaryCommandBufferAbstract};
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@ -50,29 +50,40 @@ fn add_default_materials() {
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albedo: Padded::from([1.0, 1.0, 1.0]),
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emission: Padded::from([0.0, 0.0, 0.0]),
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specular_color: [0.0, 0.0, 0.0],
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roughness: 1.0,
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roughness: 0.4,
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specular: 0.0,
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transmission: 0.0,
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ior: 1.0,
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metallic: false as u32,
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});
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material_collection.insert(String::from("glossy"), cs::Material {
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material_collection.insert(String::from("mirror"), cs::Material {
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albedo: Padded::from([1.0, 1.0, 1.0]),
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emission: Padded::from([0.0, 0.0, 0.0]),
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specular_color: [0.0, 0.0, 0.0],
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roughness: 0.0,
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specular: 0.8,
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roughness: 0.12,
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specular: 1.0,
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transmission: 0.0,
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ior: 1.0,
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metallic: false as u32,
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metallic: true as u32,
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});
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material_collection.insert(String::from("gold"), cs::Material {
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albedo: Padded::from([0.944, 0.776, 0.373]),
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emission: Padded::from([0.0, 0.0, 0.0]),
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specular_color: [0.0, 0.0, 0.0],
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roughness: 0.4,
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specular: 0.0,
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transmission: 0.0,
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ior: 1.0,
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metallic: true as u32,
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});
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material_collection.insert(String::from("red"), cs::Material {
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albedo: Padded::from([1.0, 0.0, 0.0]),
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emission: Padded::from([0.0, 0.0, 0.0]),
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specular_color: [0.0, 0.0, 0.0],
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roughness: 1.0,
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roughness: 0.4,
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specular: 0.0,
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transmission: 0.0,
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ior: 1.0,
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albedo: Padded::from([0.0, 1.0, 0.0]),
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emission: Padded::from([0.0, 0.0, 0.0]),
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specular_color: [0.0, 0.0, 0.0],
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roughness: 1.0,
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roughness: 0.4,
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specular: 0.0,
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transmission: 0.0,
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ior: 1.0,
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albedo: Padded::from([1.0, 1.0, 1.0]),
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emission: Padded::from([0.0, 0.0, 0.0]),
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specular_color: [0.0, 0.0, 0.0],
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roughness: 1.5,
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roughness: 0.0,
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specular: 0.0,
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transmission: 1.0,
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ior: 1.0,
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albedo: Padded::from([1.0, 1.0, 1.0]),
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emission: Padded::from([1.0, 1.0, 1.0]),
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specular_color: [0.0, 0.0, 0.0],
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roughness: 1.5,
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roughness: 1.0,
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specular: 0.0,
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transmission: 0.0,
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ior: 0.0,
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albedo: Padded::from([0.3, 0.3, 1.0]),
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emission: Padded::from([0.3, 0.3, 1.0]),
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specular_color: [0.0, 0.0, 0.0],
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roughness: 1.5,
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roughness: 1.0,
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specular: 0.0,
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transmission: 0.0,
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ior: 0.0,
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albedo: Padded::from([1.0, 0.3, 0.3]),
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emission: Padded::from([1.0, 0.3, 0.3]),
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specular_color: [0.0, 0.0, 0.0],
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roughness: 1.5,
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roughness: 1.0,
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specular: 0.0,
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transmission: 0.0,
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ior: 0.0,
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albedo: Padded::from([0.3, 1.0, 0.3]),
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emission: Padded::from([0.3, 1.0, 0.3]),
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specular_color: [0.0, 0.0, 0.0],
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roughness: 1.5,
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roughness: 1.0,
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specular: 0.0,
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transmission: 0.0,
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ior: 0.0,
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metallic: false as u32,
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});
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material_collection.insert(String::from("glossy"), cs::Material {
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albedo: Padded::from([1.0, 1.0, 1.0]),
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emission: Padded::from([0.0, 0.0, 0.0]),
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specular_color: [0.0, 0.0, 0.0],
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roughness: 0.0,
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specular: 1.0,
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transmission: 0.0,
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ior: 0.0,
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metallic: false as u32,
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});
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}
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pub struct PathtracerPipeline {
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uniform_buffer: Arc<SubbufferAllocator>,
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vertex_buffer: Subbuffer<[[f32; 4]]>,
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index_buffer: Subbuffer<[u32]>,
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normal_buffer: Subbuffer<[[f32; 4]]>,
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material_buffer: Subbuffer<[cs::Material]>,
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camera: Camera,
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frames: f32
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},
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);
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let (vertices, indices, materials) = load_example_scene();
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let (vertices, indices, normals, materials) = load_example_scene();
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let (vertex_buffer, index_buffer, materials) = create_gpu_buffer(&vertices, &indices, &materials, &renderer.memory_allocator);
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let (vertex_buffer, index_buffer, normal_buffer, materials) = create_gpu_buffer(&vertices, &indices, &normals, &materials, &renderer.memory_allocator);
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return PathtracerPipeline {
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compute_queue: compute_queue.clone(),
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uniform_buffer: Arc::new(uniform_buffer),
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vertex_buffer,
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index_buffer,
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normal_buffer,
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material_buffer: materials,
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seconds: Instant::now(),
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camera: Camera::new(),
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@ -235,6 +259,7 @@ impl PathtracerPipeline {
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let image = create_image(&self.memory_allocator, &self.compute_queue, size);
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self.image = image;
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self.frames = 0.0;
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}
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/// Builds the command for a dispatch.
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@ -268,7 +293,8 @@ impl PathtracerPipeline {
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WriteDescriptorSet::buffer(2, subbuffer),
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WriteDescriptorSet::buffer(3, self.vertex_buffer.clone()),
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WriteDescriptorSet::buffer(4, self.index_buffer.clone()),
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WriteDescriptorSet::buffer(5, self.material_buffer.clone())
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WriteDescriptorSet::buffer(5, self.material_buffer.clone()),
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WriteDescriptorSet::buffer(6, self.normal_buffer.clone())
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],
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).unwrap();
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).unwrap()
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}
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fn load_example_scene() -> (Vec<[f32; 4]>, Vec<u32>, Vec<cs::Material>) {
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fn load_example_scene() -> (Vec<[f32; 4]>, Vec<u32>, Vec<[f32; 4]>, Vec<cs::Material>) {
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let (mut models, materials) = tobj::load_obj("res/head.obj", &tobj::GPU_LOAD_OPTIONS).expect("unable to load scene from obj");
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// allocate some host memory
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let mut indices:Vec<u32> = vec![];
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let mut shader_materials:Vec<cs::Material> = vec![];
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let mut normals:Vec<[f32; 4]> = vec![];
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for model in models.iter_mut() {
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let offset = vertices.len() as u32;
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let vertex_offset = vertices.len() as u32;
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let material = model.mesh.material_id.unwrap_or(0);
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// fill the index buffer
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for index in model.mesh.indices.iter() {
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indices.push(*index + offset);
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indices.push(*index + vertex_offset);
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}
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// fill the normal buffer
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for normal_index in (0..model.mesh.normals.len()).step_by(3) {
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normals.push([
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model.mesh.normals[normal_index],
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model.mesh.normals[normal_index + 1],
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model.mesh.normals[normal_index + 2],
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0.0 // padding
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]);
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}
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}
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println!("loaded vertices: {}", vertices.len());
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println!("loaded indices: {}", indices.len());
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println!("loaded normals: {}", normals.len());
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let material_collection = &MATERIAL_COLLECTIO.lock().unwrap();
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for material in materials.unwrap().iter() {
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shader_materials.push(*material_collection.get(&material.name).unwrap_or(&DEFAULT_MATERIAL));
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}
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(vertices, indices, shader_materials)
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(vertices, indices, normals, shader_materials)
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}
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fn create_gpu_buffer(vertices: &Vec<[f32; 4]>, indices: &Vec<u32>, materials: &Vec<cs::Material>, memory_allocator: &StandardMemoryAllocator) -> (Subbuffer<[[f32; 4]]>, Subbuffer<[u32]>, Subbuffer<[cs::Material]>) {
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let vertex_buffer = Buffer::from_iter(
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memory_allocator,
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BufferCreateInfo {
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usage: BufferUsage::STORAGE_BUFFER,
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..Default::default()
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},
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AllocationCreateInfo {
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usage: MemoryUsage::Upload,
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..Default::default()
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},
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vertices.clone(),
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).unwrap();
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fn create_gpu_buffer(vertices: &Vec<[f32; 4]>, indices: &Vec<u32>, normals: &Vec<[f32; 4]>, materials: &Vec<cs::Material>, memory_allocator: &StandardMemoryAllocator) -> (Subbuffer<[[f32; 4]]>, Subbuffer<[u32]>, Subbuffer<[[f32; 4]]>, Subbuffer<[cs::Material]>) {
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let vertex_buffer = create_subbuffer_from_host(memory_allocator, vertices)
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.expect("Failed to create subbuffer for vertices");
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let index_buffer = Buffer::from_iter(
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memory_allocator,
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BufferCreateInfo {
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usage: BufferUsage::STORAGE_BUFFER,
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..Default::default()
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},
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AllocationCreateInfo {
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usage: MemoryUsage::Upload,
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..Default::default()
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},
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indices.clone(),
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).unwrap();
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let index_buffer = create_subbuffer_from_host(memory_allocator, indices)
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.expect("Failed to create subbuffer for indices");
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let material_buffer = Buffer::from_iter(
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memory_allocator,
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BufferCreateInfo {
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usage: BufferUsage::STORAGE_BUFFER,
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..Default::default()
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},
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AllocationCreateInfo {
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usage: MemoryUsage::Upload,
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..Default::default()
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},
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materials.clone(),
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).unwrap();
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let normal_buffer = create_subbuffer_from_host(memory_allocator, normals)
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.expect("Failed to create subbuffer for vertices");
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(vertex_buffer, index_buffer, material_buffer)
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let material_buffer = create_subbuffer_from_host(memory_allocator, materials)
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.expect("Failed to create subbuffer for material");
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(vertex_buffer, index_buffer, normal_buffer, material_buffer)
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}
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fn create_subbuffer_from_host<T, I>(memory_allocator: &StandardMemoryAllocator, host_data: &I) -> Result<Subbuffer<[T]>, BufferError> where
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T: BufferContents,
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I: IntoIterator<Item = T> + Clone,
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I::IntoIter: ExactSizeIterator, {
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Buffer::from_iter(
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memory_allocator,
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BufferCreateInfo {
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usage: BufferUsage::STORAGE_BUFFER,
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..Default::default()
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},
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AllocationCreateInfo {
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usage: MemoryUsage::Upload,
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..Default::default()
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},
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host_data.clone(),
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)
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}
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@ -43,6 +43,16 @@ vec3 oren_nayar_diffuse(in vec3 lightDirection, in vec3 viewDirection, in vec3 s
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return albedo * max(0.0, NdotL) * (A + B * s / t) / PI;
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}
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float schlick(in float cosTheta, in float R0) {
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return R0 + (1.0 - R0) * pow(1.0 - cosTheta, 5.0);
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}
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float R0(in float ior) {
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float a = (ior - 1.0);
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float b = (ior + 1.0);
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return (a * a) / (b * b);
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}
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vec3 trace_direct(in Ray ray) {
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vec3 color = vec3(0);
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vec3 throughput = vec3(1);
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@ -58,19 +68,44 @@ vec3 trace_direct(in Ray ray) {
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Material material = materials[hit.material_index];
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color += material.emission * 256.0 * throughput * pdf;
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color += material.emission * 512.0 * throughput * pdf;
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float fresnel = abs(dot(ray.direction, hit.normal));
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float R0 = R0(1.45);
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float fresnel = schlick(abs(dot(ray.direction, hit.normal)), R0);
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if (random() * material.specular > fresnel) {
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// reflection ray
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ray.origin = ray.origin + ray.direction * hit.depth;
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// metalic
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if (material.metallic) {
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||||
// reflection ray
|
||||
ray.direction = generate_brdf_ray_direction(hit.normal, ray.direction, material.roughness);
|
||||
|
||||
throughput *= material.albedo;
|
||||
continue;
|
||||
}
|
||||
|
||||
// transmission
|
||||
if (material.transmission > random()) {
|
||||
|
||||
if (random() < fresnel) {
|
||||
// reflection ray
|
||||
ray.direction = generate_brdf_ray_direction(hit.normal, ray.direction, material.roughness);
|
||||
} else {
|
||||
// refraction ray
|
||||
ray.direction = generate_btdf_ray_direction(-hit.normal, ray.direction, material.roughness, material.ior);
|
||||
}
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
// dielectric
|
||||
if (random() < material.specular * fresnel) {
|
||||
// reflection ray
|
||||
ray.direction = generate_brdf_ray_direction(hit.normal, ray.direction, material.roughness);
|
||||
} else {
|
||||
vec3 incident = ray.direction;
|
||||
|
||||
// diffuse ray
|
||||
ray.origin = ray.origin + ray.direction * hit.depth;
|
||||
ray.direction = generate_brdf_ray_direction(hit.normal, ray.direction, 1.0);
|
||||
|
||||
throughput *= oren_nayar_diffuse(ray.direction, incident, hit.normal, material.roughness, material.albedo);
|
||||
|
|
|
@ -1,22 +0,0 @@
|
|||
#ifdef _ONE_AT_A_TIME_
|
||||
|
||||
uint x;
|
||||
|
||||
void init_random_state_one_at_a_time(in float seed) {
|
||||
x = ((gl_GlobalInvocationID.y << 16) | (gl_GlobalInvocationID.x)) + floatBitsToInt(seed);
|
||||
}
|
||||
|
||||
// A single iteration of Bob Jenkins' One-At-A-Time hashing algorithm.
|
||||
uint one_at_a_time_hash() {
|
||||
x += (x << 10u);
|
||||
x ^= (x >> 6u);
|
||||
x += (x << 3u);
|
||||
x ^= (x >> 11u);
|
||||
x += (x << 15u);
|
||||
return x;
|
||||
}
|
||||
|
||||
#define HASH_FUNCTION one_at_a_time_hash
|
||||
#define INIT_STATE_FUNCTION init_random_state_one_at_a_time
|
||||
|
||||
#endif
|
|
@ -1,30 +1,32 @@
|
|||
#ifndef __RANDOM_GLSL__
|
||||
#define __RANDOM_GLSL__
|
||||
|
||||
#define _ONE_AT_A_TIME_
|
||||
//#define _XOSHIRO_
|
||||
// Gold Noise ©2015 dcerisano@standard3d.com
|
||||
// - based on the Golden Ratio
|
||||
// - uniform normalized distribution
|
||||
// - fastest static noise generator function (also runs at low precision)
|
||||
// - use with indicated fractional seeding method.
|
||||
|
||||
#include "one-at-a-time.glsl"
|
||||
#include "xoshiro.glsl"
|
||||
const float PHI = 1.61803398874989484820459; // Φ = Golden Ratio
|
||||
|
||||
// Construct a float with half-open range [0:1] using low 23 bits.
|
||||
// All zeroes yields 0.0, all ones yields the next smallest representable value below 1.0.
|
||||
float floatConstruct(in uint m) {
|
||||
const uint ieeeMantissa = 0x007FFFFFu; // binary32 mantissa bitmask
|
||||
const uint ieeeOne = 0x3F800000u; // 1.0 in IEEE binary32
|
||||
// different for every pixel on the image
|
||||
vec2 xy;
|
||||
// different for every iteration and based on time
|
||||
float seed;
|
||||
|
||||
m &= ieeeMantissa; // Keep only mantissa bits (fractional part)
|
||||
m |= ieeeOne; // Add fractional part to 1.0
|
||||
|
||||
return uintBitsToFloat(m) - 1.0;
|
||||
// based on https://www.shadertoy.com/view/ltB3zD
|
||||
float gold_noise(){
|
||||
return fract(tan(distance(xy * PHI, xy) * seed)*xy.x);
|
||||
}
|
||||
|
||||
void init_random_state(in float seed) {
|
||||
INIT_STATE_FUNCTION(seed);
|
||||
void init_random_state(in float time) {
|
||||
xy = vec2(gl_GlobalInvocationID.xy);
|
||||
seed = time;
|
||||
}
|
||||
|
||||
float random() {
|
||||
return floatConstruct(HASH_FUNCTION());
|
||||
seed += 0.1;
|
||||
return gold_noise();
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
@ -1,36 +0,0 @@
|
|||
|
||||
#ifdef _XOSHIRO_
|
||||
|
||||
uint rol(in uint x, in uint k) {
|
||||
return (x << k) | (x >> (32 - k));
|
||||
}
|
||||
|
||||
uint XoshiroState[4];
|
||||
|
||||
void init_random_state_xhoshiro(in float seed) {
|
||||
uint utime = floatBitsToUint(seed);
|
||||
XoshiroState[0] = ((gl_GlobalInvocationID.x << 16) | gl_GlobalInvocationID.y) + utime;
|
||||
XoshiroState[1] = XoshiroState[0] ^ utime;
|
||||
XoshiroState[2] = 0x92abc32;
|
||||
XoshiroState[3] = rol(utime, 16);
|
||||
}
|
||||
|
||||
uint xoshiro_hash() {
|
||||
uint result = rol(XoshiroState[1] * 5, 7) * 9;
|
||||
uint t = XoshiroState[1] << 8;
|
||||
|
||||
XoshiroState[2] ^= XoshiroState[0];
|
||||
XoshiroState[3] ^= XoshiroState[1];
|
||||
XoshiroState[1] ^= XoshiroState[2];
|
||||
XoshiroState[0] ^= XoshiroState[3];
|
||||
|
||||
XoshiroState[2] ^= t;
|
||||
XoshiroState[3] = rol(XoshiroState[3], 22);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
#define HASH_FUNCTION xoshiro_hash
|
||||
#define INIT_STATE_FUNCTION init_random_state_xhoshiro
|
||||
|
||||
#endif
|
|
@ -41,9 +41,20 @@ vec3 cosine_weighted_hemisphere(in float radius) {
|
|||
}
|
||||
|
||||
vec3 generate_brdf_ray_direction(in vec3 normal, in vec3 incident, in float roughness) {
|
||||
vec3 merged_normal = mix(normal, reflect(incident, normal), 1.0 - roughness);
|
||||
vec3 merged_normal = mix(reflect(incident, normal), normal, roughness * roughness);
|
||||
|
||||
vec3 hemisphere = cosine_weighted_hemisphere(roughness);
|
||||
vec3 hemisphere = cosine_weighted_hemisphere(roughness * roughness);
|
||||
|
||||
vec3 u, v, w;
|
||||
construct_orthonormal_basis(merged_normal, u, v, w);
|
||||
|
||||
return u * hemisphere.x + v * hemisphere.y + w * hemisphere.z;
|
||||
}
|
||||
|
||||
vec3 generate_btdf_ray_direction(in vec3 normal, in vec3 incident, in float roughness, in float ior) {
|
||||
vec3 merged_normal = mix(refract(incident, normal, ior), normal, roughness * roughness);
|
||||
|
||||
vec3 hemisphere = cosine_weighted_hemisphere(roughness * roughness);
|
||||
|
||||
vec3 u, v, w;
|
||||
construct_orthonormal_basis(merged_normal, u, v, w);
|
||||
|
|
|
@ -39,18 +39,22 @@ struct Material {
|
|||
bool metallic;
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 3) buffer VertexBuffer {
|
||||
layout(set = 0, binding = 3) readonly buffer VertexBuffer {
|
||||
vec4 vertices[];
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 4) buffer IndexBuffer {
|
||||
layout(set = 0, binding = 4) readonly buffer IndexBuffer {
|
||||
uint indices[];
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 5) buffer MaterialBuffer {
|
||||
layout(set = 0, binding = 5) readonly buffer MaterialBuffer {
|
||||
Material materials[];
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 6) readonly buffer NormalBuffer {
|
||||
vec4 normals[];
|
||||
};
|
||||
|
||||
// from: https://iquilezles.org/articles/intersectors/ with a view modifications
|
||||
vec3 intersect_triangle(in Ray ray, in vec3 v0, in vec3 v1, in vec3 v2, out vec3 n) {
|
||||
// triangle edges
|
||||
|
@ -83,9 +87,13 @@ Hit intersect_scene(in Ray ray) {
|
|||
hit.intersected = false;
|
||||
|
||||
for (int i = 0; i < indices.length(); i += 3) {
|
||||
vec3 v0 = vertices[indices[i]].xyz;
|
||||
vec3 v1 = vertices[indices[i + 1]].xyz;
|
||||
vec3 v2 = vertices[indices[i + 2]].xyz;
|
||||
uint index_0 = indices[i];
|
||||
uint index_1 = indices[i + 1];
|
||||
uint index_2 = indices[i + 2];
|
||||
|
||||
vec3 v0 = vertices[index_0].xyz;
|
||||
vec3 v1 = vertices[index_1].xyz;
|
||||
vec3 v2 = vertices[index_2].xyz;
|
||||
|
||||
vec3 normal;
|
||||
vec3 result = intersect_triangle(ray, v0, v1, v2, normal);
|
||||
|
@ -93,7 +101,12 @@ Hit intersect_scene(in Ray ray) {
|
|||
if (result.x > ray.near && result.x < hit.depth) {
|
||||
hit.barycentric = result.yz;
|
||||
hit.depth = result.x;
|
||||
hit.normal = normalize(normal);
|
||||
|
||||
vec2 smoother_barycentric = smoothstep(vec2(0.0), vec2(1.0), result.yz);
|
||||
|
||||
// gouraud shading: interpolate between vertex normals with barycentric coordinates
|
||||
hit.normal = mix(mix(normals[index_0], normals[index_1], smoother_barycentric.x), normals[index_2], smoother_barycentric.y).xyz;
|
||||
// flat shading only: use raw triangle normals: hit.normal = normalize(normal);
|
||||
hit.material_index = uint(vertices[indices[i]].a);
|
||||
hit.intersected = true;
|
||||
}
|
||||
|
|
|
@ -2,6 +2,7 @@ mod device;
|
|||
pub(crate) mod textured_quad;
|
||||
|
||||
use std::sync::Arc;
|
||||
use std::thread;
|
||||
use std::time::Instant;
|
||||
use vulkano::device::{Device};
|
||||
use vulkano::image::{ImageAccess, ImageUsage, SwapchainImage};
|
||||
|
@ -19,6 +20,7 @@ use vulkano::pipeline::graphics::viewport::Viewport;
|
|||
use vulkano::render_pass::{Framebuffer, FramebufferCreateInfo, RenderPass};
|
||||
use vulkano::sync::{FlushError, GpuFuture};
|
||||
use winit::event::{Event, VirtualKeyCode, WindowEvent};
|
||||
use winit::platform::run_return::EventLoopExtRunReturn;
|
||||
use crate::shader::composite::TextureDrawPipeline;
|
||||
use crate::shader::pathtracing::PathtracerPipeline;
|
||||
|
||||
|
@ -55,7 +57,7 @@ pub fn init() {
|
|||
//
|
||||
// This returns a `vulkano::swapchain::Surface` object that contains both a cross-platform
|
||||
// winit window and a cross-platform Vulkan surface that represents the surface of the window.
|
||||
let event_loop = EventLoop::new();
|
||||
let mut event_loop = EventLoop::new();
|
||||
let surface = WindowBuilder::new()
|
||||
.build_vk_surface(&event_loop, instance.clone())
|
||||
.unwrap();
|
||||
|
@ -108,7 +110,7 @@ pub fn init() {
|
|||
//
|
||||
// Since we need to draw to multiple images, we are going to create a different framebuffer for
|
||||
// each image.
|
||||
let mut framebuffers = window_size_dependent_setup(&images, render_pass.clone(), &mut viewport, &mut pathtracer);
|
||||
let mut framebuffers = window_size_dependent_setup(&images, &render_pass, &mut viewport, &mut pathtracer);
|
||||
|
||||
// Initialization is finally finished!
|
||||
|
||||
|
@ -133,74 +135,19 @@ pub fn init() {
|
|||
|
||||
let texture_drawer = TextureDrawPipeline::new(&renderer, &queue, &render_pass);
|
||||
|
||||
let mut now_keys = [false; 255];
|
||||
|
||||
let mut start_frame = Instant::now();
|
||||
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
match event {
|
||||
Event::WindowEvent {
|
||||
event: WindowEvent::CloseRequested,
|
||||
..
|
||||
} => {
|
||||
*control_flow = ControlFlow::Exit;
|
||||
}
|
||||
Event::WindowEvent {
|
||||
event: WindowEvent::Resized(_),
|
||||
..
|
||||
} => {
|
||||
recreate_swapchain = true;
|
||||
},
|
||||
Event::WindowEvent {
|
||||
// Note this deeply nested pattern match
|
||||
event: WindowEvent::KeyboardInput {
|
||||
input:winit::event::KeyboardInput {
|
||||
// Which serves to filter out only events we actually want
|
||||
virtual_keycode:Some(keycode),
|
||||
state,
|
||||
..
|
||||
},
|
||||
..
|
||||
},
|
||||
..
|
||||
} => {
|
||||
// It also binds these handy variable names!
|
||||
match state {
|
||||
winit::event::ElementState::Pressed => {
|
||||
// VirtualKeycode is an enum with a defined representation
|
||||
now_keys[keycode as usize] = true;
|
||||
},
|
||||
winit::event::ElementState::Released => {
|
||||
now_keys[keycode as usize] = false;
|
||||
}
|
||||
}
|
||||
},
|
||||
Event::RedrawEventsCleared => {
|
||||
let elapsed = (Instant::now() - start_frame).as_secs_f32();
|
||||
loop {
|
||||
let (running, resized) = handle_events(&mut event_loop);
|
||||
|
||||
// Do not draw the frame when the screen dimensions are zero. On Windows, this can
|
||||
// occur when minimizing the application.
|
||||
let window = surface.object().unwrap().downcast_ref::<Window>().unwrap();
|
||||
let dimensions = window.inner_size();
|
||||
if dimensions.width == 0 || dimensions.height == 0 {
|
||||
return;
|
||||
if !running {
|
||||
break;
|
||||
}
|
||||
|
||||
// It is important to call this function from time to time, otherwise resources
|
||||
// will keep accumulating and you will eventually reach an out of memory error.
|
||||
// Calling this function polls various fences in order to determine what the GPU
|
||||
// has already processed, and frees the resources that are no longer needed.
|
||||
previous_frame_end.as_mut().unwrap().cleanup_finished();
|
||||
|
||||
// Whenever the window resizes we need to recreate everything dependent on the
|
||||
// window size. In this example that includes the swapchain, the framebuffers and
|
||||
// the dynamic state viewport.
|
||||
if recreate_swapchain {
|
||||
// Use the new dimensions of the window.
|
||||
|
||||
if resized || recreate_swapchain {
|
||||
let (new_swapchain, new_images) =
|
||||
match swapchain.recreate(SwapchainCreateInfo {
|
||||
image_extent: dimensions.into(),
|
||||
//image_extent: dimensions.into(),
|
||||
..swapchain.create_info()
|
||||
}) {
|
||||
Ok(r) => r,
|
||||
|
@ -217,14 +164,29 @@ pub fn init() {
|
|||
// recreate framebuffers as well.
|
||||
framebuffers = window_size_dependent_setup(
|
||||
&new_images,
|
||||
render_pass.clone(),
|
||||
&render_pass,
|
||||
&mut viewport,
|
||||
&mut pathtracer
|
||||
);
|
||||
|
||||
recreate_swapchain = false;
|
||||
}
|
||||
|
||||
let elapsed = (Instant::now() - start_frame).as_secs_f32();
|
||||
|
||||
// Do not draw the frame when the screen dimensions are zero. On Windows, this can
|
||||
// occur when minimizing the application.
|
||||
let window = surface.object().unwrap().downcast_ref::<Window>().unwrap();
|
||||
let dimensions = window.inner_size();
|
||||
if dimensions.width == 0 || dimensions.height == 0 {
|
||||
return;
|
||||
}
|
||||
|
||||
// It is important to call this function from time to time, otherwise resources
|
||||
// will keep accumulating and you will eventually reach an out of memory error.
|
||||
// Calling this function polls various fences in order to determine what the GPU
|
||||
// has already processed, and frees the resources that are no longer needed.
|
||||
previous_frame_end.as_mut().unwrap().cleanup_finished();
|
||||
|
||||
// Before we can draw on the output, we have to *acquire* an image from the
|
||||
// swapchain. If no image is available (which happens if you submit draw commands
|
||||
// too quickly), then the function will block. This operation returns the index of
|
||||
|
@ -291,15 +253,43 @@ pub fn init() {
|
|||
|
||||
start_frame = Instant::now();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// Handles events and returns a `bool` indicating if we should quit.
|
||||
fn handle_events(
|
||||
event_loop: &mut EventLoop<()>,
|
||||
) -> (bool, bool) {
|
||||
let mut is_running = true;
|
||||
let mut resize = false;
|
||||
|
||||
event_loop.run_return(|event, _, control_flow| {
|
||||
*control_flow = ControlFlow::Wait;
|
||||
|
||||
match &event {
|
||||
Event::WindowEvent { event, .. } => match event {
|
||||
WindowEvent::CloseRequested => is_running = false,
|
||||
WindowEvent::Resized(_) | WindowEvent::ScaleFactorChanged { .. } => {
|
||||
resize = true;
|
||||
}
|
||||
_ => (),
|
||||
},
|
||||
Event::MainEventsCleared => *control_flow = ControlFlow::Exit,
|
||||
_ => (),
|
||||
}
|
||||
|
||||
// Pass event for the app to handle our inputs.
|
||||
// app.handle_input(renderer.window_size(), &event);
|
||||
});
|
||||
|
||||
(is_running, resize)
|
||||
}
|
||||
|
||||
|
||||
/// This function is called once during initialization, then again whenever the window is resized.
|
||||
fn window_size_dependent_setup(
|
||||
images: &[Arc<SwapchainImage>],
|
||||
render_pass: Arc<RenderPass>,
|
||||
render_pass: &Arc<RenderPass>,
|
||||
viewport: &mut Viewport,
|
||||
pathtracer: &mut PathtracerPipeline,
|
||||
) -> Vec<Arc<Framebuffer>> {
|
||||
|
|
Reference in New Issue