random offsets in raygen
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2bc40926b8
commit
74457d1a9c
5 changed files with 37 additions and 38 deletions
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@ -351,22 +351,21 @@ void HelloVulkan::createPointsetTexture(const VkCommandBuffer& cmdBuf)
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// TODO: generate and parse pointset here
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// TODO: generate and parse pointset here
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std::vector<float_t> points{};
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std::vector<float_t> points{};
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points.reserve(swapchainExtent.height * swapchainExtent.width * 2);
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points.reserve(swapchainExtent.height * swapchainExtent.width * 2 * 4);
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for(int y = 0; y < swapchainExtent.height; ++y)
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for(int y = 0; y < swapchainExtent.height * 4; ++y)
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{
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{
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for(int x = 0; x < swapchainExtent.width; ++x)
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for(int x = 0; x < swapchainExtent.width; ++x)
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{
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{
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float rand_x = static_cast<float>(rand()) / static_cast<float_t>(RAND_MAX);
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float rand_x = static_cast<float>(rand()) / static_cast<float_t>(RAND_MAX);
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float rand_y = static_cast<float>(rand()) / static_cast<float_t>(RAND_MAX);
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float rand_y = static_cast<float>(rand()) / static_cast<float_t>(RAND_MAX);
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std::cout << "x: " << rand_x << "|y: " << rand_y << std::endl;
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points.push_back(rand_x);
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points.emplace_back(rand_x);
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points.push_back(rand_y);
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points.emplace_back(rand_y);
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}
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}
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}
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}
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VkImageCreateInfo imageCreateInfo =
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VkImageCreateInfo imageCreateInfo = nvvk::makeImage2DCreateInfo(swapchainExtent, VK_FORMAT_R32G32_SFLOAT, VK_IMAGE_USAGE_SAMPLED_BIT, false);
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nvvk::makeImage2DCreateInfo(swapchainExtent, VK_FORMAT_R32G32_SFLOAT, VK_IMAGE_USAGE_SAMPLED_BIT, false);
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nvvk::Image image = m_alloc.createImage(cmdBuf, points.size(), points.data(), imageCreateInfo);
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nvvk::Image image = m_alloc.createImage(cmdBuf, points.size(), points.data(), imageCreateInfo);
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VkImageViewCreateInfo ivInfo = nvvk::makeImageViewCreateInfo(image.image, imageCreateInfo);
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VkImageViewCreateInfo ivInfo = nvvk::makeImageViewCreateInfo(image.image, imageCreateInfo);
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m_pointset = m_alloc.createTexture(image, ivInfo, samplerCreateInfo);
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m_pointset = m_alloc.createTexture(image, ivInfo, samplerCreateInfo);
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@ -71,8 +71,8 @@ void renderUI(HelloVulkan& helloVk, bool useRaytracer)
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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static int const SAMPLE_WIDTH = 1280;
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static int const SAMPLE_WIDTH = 800;
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static int const SAMPLE_HEIGHT = 720;
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static int const SAMPLE_HEIGHT = 800;
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//--------------------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------------------
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@ -35,13 +35,15 @@ layout(set = 0, binding = 1, rgba32f) uniform image2D image;
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layout(set = 1, binding = 0) uniform _GlobalUniforms { GlobalUniforms uni; };
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layout(set = 1, binding = 0) uniform _GlobalUniforms { GlobalUniforms uni; };
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layout(push_constant) uniform _PushConstantRay { PushConstantRay pcRay; };
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layout(push_constant) uniform _PushConstantRay { PushConstantRay pcRay; };
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layout(set = 1, binding = ePointsetTexture) uniform sampler2D pointset; // bluenoise pointset
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layout(set = 1, binding = ePointsetTexture) uniform sampler2D pointset;// bluenoise pointset
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// clang-format on
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// clang-format on
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void main()
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void main()
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{
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{
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const vec2 pixelCenter = vec2(gl_LaunchIDEXT.xy) + vec2(0.5);
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vec2 uv = vec2(float(gl_LaunchIDEXT.x) / float(gl_LaunchSizeEXT.x), float(gl_LaunchIDEXT.y) / float(gl_LaunchSizeEXT.y));
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const vec2 inUV = pixelCenter / vec2(gl_LaunchSizeEXT.xy);
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const vec2 rayOriginInPix = vec2(gl_LaunchIDEXT.xy) + texture(pointset, uv).xy;
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const vec2 inUV = rayOriginInPix / vec2(gl_LaunchSizeEXT.xy);
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vec2 d = inUV * 2.0 - 1.0;
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vec2 d = inUV * 2.0 - 1.0;
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vec4 origin = uni.viewInverse * vec4(0, 0, 0, 1);
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vec4 origin = uni.viewInverse * vec4(0, 0, 0, 1);
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@ -62,10 +64,8 @@ void main()
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tMin, // ray min range
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tMin, // ray min range
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direction.xyz, // ray direction
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direction.xyz, // ray direction
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tMax, // ray max range
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tMax, // ray max range
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0 // payload (location = 0)
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0// payload (location = 0)
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);
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);
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//imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(prd.hitValue, 1.0));
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imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(prd.hitValue, 1.0));
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vec2 uv = vec2(float(gl_LaunchIDEXT.x) / float(gl_LaunchSizeEXT.x) - 0.5, float(gl_LaunchIDEXT.y) / float(gl_LaunchSizeEXT.y) - 0.5);
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imageStore(image, ivec2(gl_LaunchIDEXT.xy), texture(pointset, uv));
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}
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}
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utk_experiments/plotting/animation_cutoffs_with_radspec.mp4
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utk_experiments/plotting/animation_cutoffs_with_radspec.mp4
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utk_experiments/plotting/anmimation_cutoffs_with_radspec.mp4
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utk_experiments/plotting/anmimation_cutoffs_with_radspec.mp4
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