added vertex buffer
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dce8b57b0e
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# Blender 3.5.0 MTL File: 'None'
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# www.blender.org
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# Blender 3.5.0
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# www.blender.org
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mtllib cube.mtl
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o Cube
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v -1.000000 -1.000000 1.000000
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v -1.000000 1.000000 1.000000
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v -1.000000 -1.000000 -1.000000
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v -1.000000 1.000000 -1.000000
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v 1.000000 -1.000000 1.000000
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v 1.000000 1.000000 1.000000
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v 1.000000 -1.000000 -1.000000
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v 1.000000 1.000000 -1.000000
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s 0
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f 2 3 1
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f 4 7 3
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f 8 5 7
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f 6 1 5
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f 7 1 3
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f 4 6 8
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f 2 4 3
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f 4 8 7
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f 8 6 5
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f 6 2 1
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f 7 5 1
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f 4 2 6
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@ -0,0 +1,2 @@
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# Blender 3.5.0 MTL File: 'None'
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# www.blender.org
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File diff suppressed because it is too large
Load Diff
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@ -3,21 +3,21 @@ use cgmath::prelude::*;
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use cgmath::{Rad, Vector2, Vector3};
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pub struct Camera {
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front: Vector3<f32>,
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left: Vector3<f32>,
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up: Vector3<f32>,
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pos: Vector3<f32>,
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fov: f32,
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pub(crate) front: Vector3<f32>,
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pub(crate) left: Vector3<f32>,
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pub(crate) up: Vector3<f32>,
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pub(crate) pos: Vector3<f32>,
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pub(crate) fov: f32,
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}
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impl Camera {
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pub fn new() -> Self {
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Self {
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front: Vector3::new(0.0, 0.0, 1.0),
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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, -4.0),
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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: 90.0f32
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}
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}
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@ -16,6 +16,7 @@ use vulkano::memory::allocator::{AllocationCreateInfo, MemoryUsage, StandardMemo
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use vulkano::padded::Padded;
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use vulkano::pipeline::{ComputePipeline, Pipeline, PipelineBindPoint};
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use vulkano::sync::GpuFuture;
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use crate::shader::pathtracing::camera::Camera;
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use crate::vulkan::Renderer;
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pub(crate) mod cs {
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@ -36,8 +37,9 @@ pub struct PathtracerPipeline {
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raw_image: Subbuffer<[[f32; 4]]>,
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seconds: Instant,
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uniform_buffer: Arc<SubbufferAllocator>,
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vertex_buffer: Subbuffer<[[f32; 3]]>,
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vertex_buffer: Subbuffer<[[f32; 4]]>,
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index_buffer: Subbuffer<[u32]>,
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camera: Camera
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}
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impl PathtracerPipeline {
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@ -79,7 +81,8 @@ impl PathtracerPipeline {
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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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seconds: Instant::now()
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seconds: Instant::now(),
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camera: Camera::new()
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};
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}
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@ -118,13 +121,13 @@ impl PathtracerPipeline {
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builder: &mut AutoCommandBufferBuilder<PrimaryAutoCommandBuffer,Arc<StandardCommandBufferAllocator>>
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) {
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let camera = cs::Camera {
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front: Padded::from([0f32, 0f32, 1f32]),
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left: Padded::from([1f32, 0f32, 0f32]),
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up: Padded::from([0f32, 1f32, 0f32]),
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front: Padded::from(Into::<[f32; 3]>::into(self.camera.front)),
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left: Padded::from(Into::<[f32; 3]>::into(self.camera.left)),
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up: Padded::from(Into::<[f32; 3]>::into(self.camera.up)),
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position: [0f32, 0f32, -12f32],
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position: Into::<[f32; 3]>::into(self.camera.pos),
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fov: 90f32
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fov: self.camera.fov,
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};
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let subbuffer = self.uniform_buffer.allocate_sized().unwrap();
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@ -188,35 +191,33 @@ fn create_image(memory_allocator: &StandardMemoryAllocator, queue: &Arc<Queue>,
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(raw_image, image)
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}
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fn load_example_scene() -> (Vec<[f32; 3]>, Vec<u32>) {
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fn load_example_scene() -> (Vec<[f32; 4]>, Vec<u32>) {
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let (mut models, materials) = tobj::load_obj("res/example-scene.obj", &tobj::GPU_LOAD_OPTIONS).expect("unable to load scene from obj");
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let mut vertices:Vec<[f32; 3]> = Vec::new();
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let mut indices:Vec<u32> = Vec::new();
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let mut vertices:Vec<[f32; 4]> = vec![];
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let mut indices:Vec<u32> = vec![];
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for model in models.iter_mut() {
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let num_triangles = model.mesh.positions.len() / 3;
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let offset = vertices.len() as u32;
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for triangle_index in 0..num_triangles {
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let vertex_index = triangle_index * 3;
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for vertex_index in (0..model.mesh.positions.len()).step_by(3) {
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vertices.push([
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model.mesh.positions[vertex_index],
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model.mesh.positions[vertex_index + 1],
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model.mesh.positions[vertex_index + 2]
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model.mesh.positions[vertex_index + 2],
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0.0
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]);
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}
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for index in model.mesh.indices.iter() {
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indices.push(*index);
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indices.push(*index + offset);
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}
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// model.mesh.indices.iter_mut().for_each(|i| indices.push(*i));
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}
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(vertices, indices)
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}
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fn create_gpu_buffer(vertices: &Vec<[f32; 3]>, indices: &Vec<u32>, memory_allocator: &StandardMemoryAllocator) -> (Subbuffer<[[f32; 3]]>, Subbuffer<[u32]>) {
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fn create_gpu_buffer(vertices: &Vec<[f32; 4]>, indices: &Vec<u32>, memory_allocator: &StandardMemoryAllocator) -> (Subbuffer<[[f32; 4]]>, Subbuffer<[u32]>) {
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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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@ -25,6 +25,45 @@ uint get_pixel_index() {
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return gl_GlobalInvocationID.y * uint(program_metadata.resolution.x) + gl_GlobalInvocationID.x;
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}
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vec3 project(in vec3 a, in vec3 b) {
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return a * (dot(a, b) / dot(a, a));
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}
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void construct_orthonormal_basis(in vec3 up, out vec3 u, out vec3 v, out vec3 w) {
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u = normalize(up);
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vec3 n2 = vec3(1) - u;
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vec3 n3 = vec3(1) - u.zxy;
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vec3 w2 = normalize(n2 - (project(u, n2)));
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vec3 w3 = normalize(n3 - project(u, n3) - project(w2, n3));
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v = w2;
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w = w3;
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}
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vec3 cosine_weighted_hemisphere() {
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float u1 = random();
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float u2 = random();
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float r = sqrt(u1);
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float theta = 2 * 3.1415926535 * u2;
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float x = r * cos(theta);
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float y = r * sin(theta);
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return vec3(x, y, sqrt(1.0 - u1));
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}
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vec3 generate_diffuse_ray_direction(in vec3 nor) {
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vec3 hemisphere = cosine_weighted_hemisphere();
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vec3 u, v, w;
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construct_orthonormal_basis(nor, u, v, w);
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return normalize(u * hemisphere.x + v * hemisphere.y + w * hemisphere.z);
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}
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void main() {
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init_random_state(floatBitsToInt(program_metadata.seconds));
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vec3 color = vec3(0);
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vec4 result = intersect_scene(camera_ray);
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Hit result = intersect_scene(camera_ray);
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if (result.a == 1.0) {
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color = vec3(result.y, result.z, 0);
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if (result.depth < camera_ray.far) {
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Ray ao;
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ao.origin = camera_ray.origin + camera_ray.direction * result.depth;
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ao.direction = generate_diffuse_ray_direction(result.nor);
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ao.near = 1e-3;
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ao.far = 1e3;
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Hit r2 = intersect_scene(ao);
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if (r2.depth > 1.0) {
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color = vec3(1);
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}
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}
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// index of the current pixel as array index
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@ -7,42 +7,54 @@ struct Ray {
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float far;
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};
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struct Hit {
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vec3 nor;
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vec2 uv;
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float depth;
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};
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layout(set = 0, binding = 3) buffer VertexBuffer {
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vec3 vertices[];
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vec4 vertices[];
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};
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layout(set = 0, binding = 4) buffer IndexBuffer {
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uint indices[];
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};
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vec3 intersect_triangle(in Ray ray, in vec3 v0, in vec3 v1, in vec3 v2) {
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vec3 intersect_triangle(in Ray ray, in vec3 v0, in vec3 v1, in vec3 v2, out vec3 n) {
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vec3 v1v0 = v1 - v0;
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vec3 v2v0 = v2 - v0;
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vec3 rov0 = ray.origin - v0;
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vec3 n = cross(v1v0, v2v0);
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n = cross(v1v0, v2v0);
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vec3 q = cross(rov0, ray.direction);
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float d = 1.0 / dot(ray.direction, n);
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float u = d * dot( -q, v2v0);
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float v = d * dot( q, v1v0);
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float t = d * dot( -n, rov0);
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t = min(u, min(v, min(1.0 - (u + v), t)));
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if(u < 0.0 || v < 0.0 || (u+v) > 1.0 || d > 0.0)
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t = -1.0;
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return vec3( t, u, v );
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return vec3(t, u, v);
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}
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vec4 intersect_scene(in Ray ray) {
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vec4 hit = vec4(ray.far, -1, -1, 0);
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Hit intersect_scene(in Ray ray) {
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Hit hit;
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hit.depth = ray.far;
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for (int i = 0; i < indices.length(); i += 3) {
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vec3 v0 = vertices[indices[i]];
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vec3 v1 = vertices[indices[i + 1]];
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vec3 v2 = vertices[indices[i + 2]];
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vec3 v0 = vertices[indices[i]].xyz;
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vec3 v1 = vertices[indices[i + 1]].xyz;
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vec3 v2 = vertices[indices[i + 2]].xyz;
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vec3 result = intersect_triangle(ray, v0, v1, v2);
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vec3 n;
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vec3 result = intersect_triangle(ray, v0, v1, v2, n);
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if (result.x > ray.near && result.x < hit.x) {
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hit = vec4(result, 1);
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if (result.x > ray.near && result.x < hit.depth) {
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hit.uv = result.yz;
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hit.depth = result.x;
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hit.nor = n;
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}
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}
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pub(crate) mod textured_quad;
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use std::sync::Arc;
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use std::time::Instant;
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use vulkano::device::{Device};
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use vulkano::image::{ImageAccess, ImageUsage, SwapchainImage};
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use vulkano::instance::{Instance, InstanceCreateInfo};
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use vulkano::pipeline::graphics::viewport::Viewport;
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use vulkano::render_pass::{Framebuffer, FramebufferCreateInfo, RenderPass};
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use vulkano::sync::{FlushError, GpuFuture};
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use winit::event::{Event, WindowEvent};
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use winit::event::{Event, VirtualKeyCode, WindowEvent};
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use crate::shader::composite::TextureDrawPipeline;
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use crate::shader::pathtracing::PathtracerPipeline;
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@ -133,6 +134,8 @@ pub fn init() {
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let mut now_keys = [false; 255];
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let mut start_frame = Instant::now();
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event_loop.run(move |event, _, control_flow| {
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match event {
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Event::WindowEvent {
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}
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},
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Event::RedrawEventsCleared => {
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let elapsed = (Instant::now() - start_frame).as_secs_f32();
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// Do not draw the frame when the screen dimensions are zero. On Windows, this can
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// occur when minimizing the application.
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let window = surface.object().unwrap().downcast_ref::<Window>().unwrap();
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// previous_frame_end = Some(sync::now(device.clone()).boxed());
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}
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}
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start_frame = Instant::now();
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}
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_ => (),
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}
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