random offsets in raygen

This commit is contained in:
CDaut 2024-06-29 19:08:24 +02:00
parent 2bc40926b8
commit 74457d1a9c
Signed by: clara
GPG key ID: 223391B52FAD4463
5 changed files with 37 additions and 38 deletions

View file

@ -351,22 +351,21 @@ void HelloVulkan::createPointsetTexture(const VkCommandBuffer& cmdBuf)
// TODO: generate and parse pointset here
std::vector<float_t> points{};
points.reserve(swapchainExtent.height * swapchainExtent.width * 2);
points.reserve(swapchainExtent.height * swapchainExtent.width * 2 * 4);
for(int y = 0; y < swapchainExtent.height; ++y)
for(int y = 0; y < swapchainExtent.height * 4; ++y)
{
for(int x = 0; x < swapchainExtent.width; ++x)
{
float rand_x = static_cast<float>(rand()) / static_cast<float_t>(RAND_MAX);
float rand_y = static_cast<float>(rand()) / static_cast<float_t>(RAND_MAX);
std::cout << "x: " << rand_x << "|y: " << rand_y << std::endl;
points.emplace_back(rand_x);
points.emplace_back(rand_y);
points.push_back(rand_x);
points.push_back(rand_y);
}
}
VkImageCreateInfo imageCreateInfo = nvvk::makeImage2DCreateInfo(swapchainExtent, VK_FORMAT_R32G32_SFLOAT, VK_IMAGE_USAGE_SAMPLED_BIT, false);
VkImageCreateInfo imageCreateInfo =
nvvk::makeImage2DCreateInfo(swapchainExtent, VK_FORMAT_R32G32_SFLOAT, VK_IMAGE_USAGE_SAMPLED_BIT, false);
nvvk::Image image = m_alloc.createImage(cmdBuf, points.size(), points.data(), imageCreateInfo);
VkImageViewCreateInfo ivInfo = nvvk::makeImageViewCreateInfo(image.image, imageCreateInfo);
m_pointset = m_alloc.createTexture(image, ivInfo, samplerCreateInfo);

View file

@ -71,8 +71,8 @@ void renderUI(HelloVulkan& helloVk, bool useRaytracer)
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
static int const SAMPLE_WIDTH = 1280;
static int const SAMPLE_HEIGHT = 720;
static int const SAMPLE_WIDTH = 800;
static int const SAMPLE_HEIGHT = 800;
//--------------------------------------------------------------------------------------------------

View file

@ -40,8 +40,10 @@ layout(set = 1, binding = ePointsetTexture) uniform sampler2D pointset; // bluen
void main()
{
const vec2 pixelCenter = vec2(gl_LaunchIDEXT.xy) + vec2(0.5);
const vec2 inUV = pixelCenter / vec2(gl_LaunchSizeEXT.xy);
vec2 uv = vec2(float(gl_LaunchIDEXT.x) / float(gl_LaunchSizeEXT.x), float(gl_LaunchIDEXT.y) / float(gl_LaunchSizeEXT.y));
const vec2 rayOriginInPix = vec2(gl_LaunchIDEXT.xy) + texture(pointset, uv).xy;
const vec2 inUV = rayOriginInPix / vec2(gl_LaunchSizeEXT.xy);
vec2 d = inUV * 2.0 - 1.0;
vec4 origin = uni.viewInverse * vec4(0, 0, 0, 1);
@ -65,7 +67,5 @@ void main()
0// payload (location = 0)
);
//imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(prd.hitValue, 1.0));
vec2 uv = vec2(float(gl_LaunchIDEXT.x) / float(gl_LaunchSizeEXT.x) - 0.5, float(gl_LaunchIDEXT.y) / float(gl_LaunchSizeEXT.y) - 0.5);
imageStore(image, ivec2(gl_LaunchIDEXT.xy), texture(pointset, uv));
imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(prd.hitValue, 1.0));
}