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https://github.com/wolfpld/tracy.git
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381 lines
15 KiB
C++
381 lines
15 KiB
C++
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#include "Config.h"
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#include "Test.h"
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#include "Maths.h"
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#include <algorithm>
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#if CPU_CAN_DO_THREADS
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#include "enkiTS/TaskScheduler_c.h"
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#endif
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#include <atomic>
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// 46 spheres (2 emissive) when enabled; 9 spheres (1 emissive) when disabled
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#define DO_BIG_SCENE 1
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static Sphere s_Spheres[] =
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{
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{float3(0,-100.5,-1), 100},
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{float3(2,0,-1), 0.5f},
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{float3(0,0,-1), 0.5f},
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{float3(-2,0,-1), 0.5f},
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{float3(2,0,1), 0.5f},
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{float3(0,0,1), 0.5f},
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{float3(-2,0,1), 0.5f},
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{float3(0.5f,1,0.5f), 0.5f},
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{float3(-1.5f,1.5f,0.f), 0.3f},
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#if DO_BIG_SCENE
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{float3(4,0,-3), 0.5f}, {float3(3,0,-3), 0.5f}, {float3(2,0,-3), 0.5f}, {float3(1,0,-3), 0.5f}, {float3(0,0,-3), 0.5f}, {float3(-1,0,-3), 0.5f}, {float3(-2,0,-3), 0.5f}, {float3(-3,0,-3), 0.5f}, {float3(-4,0,-3), 0.5f},
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{float3(4,0,-4), 0.5f}, {float3(3,0,-4), 0.5f}, {float3(2,0,-4), 0.5f}, {float3(1,0,-4), 0.5f}, {float3(0,0,-4), 0.5f}, {float3(-1,0,-4), 0.5f}, {float3(-2,0,-4), 0.5f}, {float3(-3,0,-4), 0.5f}, {float3(-4,0,-4), 0.5f},
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{float3(4,0,-5), 0.5f}, {float3(3,0,-5), 0.5f}, {float3(2,0,-5), 0.5f}, {float3(1,0,-5), 0.5f}, {float3(0,0,-5), 0.5f}, {float3(-1,0,-5), 0.5f}, {float3(-2,0,-5), 0.5f}, {float3(-3,0,-5), 0.5f}, {float3(-4,0,-5), 0.5f},
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{float3(4,0,-6), 0.5f}, {float3(3,0,-6), 0.5f}, {float3(2,0,-6), 0.5f}, {float3(1,0,-6), 0.5f}, {float3(0,0,-6), 0.5f}, {float3(-1,0,-6), 0.5f}, {float3(-2,0,-6), 0.5f}, {float3(-3,0,-6), 0.5f}, {float3(-4,0,-6), 0.5f},
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{float3(1.5f,1.5f,-2), 0.3f},
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#endif // #if DO_BIG_SCENE
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};
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const int kSphereCount = sizeof(s_Spheres) / sizeof(s_Spheres[0]);
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static SpheresSoA s_SpheresSoA(kSphereCount);
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struct Material
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{
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enum Type { Lambert, Metal, Dielectric };
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Type type;
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float3 albedo;
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float3 emissive;
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float roughness;
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float ri;
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};
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static Material s_SphereMats[kSphereCount] =
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{
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{ Material::Lambert, float3(0.8f, 0.8f, 0.8f), float3(0,0,0), 0, 0, },
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{ Material::Lambert, float3(0.8f, 0.4f, 0.4f), float3(0,0,0), 0, 0, },
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{ Material::Lambert, float3(0.4f, 0.8f, 0.4f), float3(0,0,0), 0, 0, },
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{ Material::Metal, float3(0.4f, 0.4f, 0.8f), float3(0,0,0), 0, 0 },
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{ Material::Metal, float3(0.4f, 0.8f, 0.4f), float3(0,0,0), 0, 0 },
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{ Material::Metal, float3(0.4f, 0.8f, 0.4f), float3(0,0,0), 0.2f, 0 },
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{ Material::Metal, float3(0.4f, 0.8f, 0.4f), float3(0,0,0), 0.6f, 0 },
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{ Material::Dielectric, float3(0.4f, 0.4f, 0.4f), float3(0,0,0), 0, 1.5f },
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{ Material::Lambert, float3(0.8f, 0.6f, 0.2f), float3(30,25,15), 0, 0 },
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#if DO_BIG_SCENE
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{ Material::Lambert, float3(0.1f, 0.1f, 0.1f), float3(0,0,0), 0, 0, }, { Material::Lambert, float3(0.2f, 0.2f, 0.2f), float3(0,0,0), 0, 0, }, { Material::Lambert, float3(0.3f, 0.3f, 0.3f), float3(0,0,0), 0, 0, }, { Material::Lambert, float3(0.4f, 0.4f, 0.4f), float3(0,0,0), 0, 0, }, { Material::Lambert, float3(0.5f, 0.5f, 0.5f), float3(0,0,0), 0, 0, }, { Material::Lambert, float3(0.6f, 0.6f, 0.6f), float3(0,0,0), 0, 0, }, { Material::Lambert, float3(0.7f, 0.7f, 0.7f), float3(0,0,0), 0, 0, }, { Material::Lambert, float3(0.8f, 0.8f, 0.8f), float3(0,0,0), 0, 0, }, { Material::Lambert, float3(0.9f, 0.9f, 0.9f), float3(0,0,0), 0, 0, },
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{ Material::Metal, float3(0.1f, 0.1f, 0.1f), float3(0,0,0), 0, 0, }, { Material::Metal, float3(0.2f, 0.2f, 0.2f), float3(0,0,0), 0, 0, }, { Material::Metal, float3(0.3f, 0.3f, 0.3f), float3(0,0,0), 0, 0, }, { Material::Metal, float3(0.4f, 0.4f, 0.4f), float3(0,0,0), 0, 0, }, { Material::Metal, float3(0.5f, 0.5f, 0.5f), float3(0,0,0), 0, 0, }, { Material::Metal, float3(0.6f, 0.6f, 0.6f), float3(0,0,0), 0, 0, }, { Material::Metal, float3(0.7f, 0.7f, 0.7f), float3(0,0,0), 0, 0, }, { Material::Metal, float3(0.8f, 0.8f, 0.8f), float3(0,0,0), 0, 0, }, { Material::Metal, float3(0.9f, 0.9f, 0.9f), float3(0,0,0), 0, 0, },
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{ Material::Metal, float3(0.8f, 0.1f, 0.1f), float3(0,0,0), 0, 0, }, { Material::Metal, float3(0.8f, 0.5f, 0.1f), float3(0,0,0), 0, 0, }, { Material::Metal, float3(0.8f, 0.8f, 0.1f), float3(0,0,0), 0, 0, }, { Material::Metal, float3(0.4f, 0.8f, 0.1f), float3(0,0,0), 0, 0, }, { Material::Metal, float3(0.1f, 0.8f, 0.1f), float3(0,0,0), 0, 0, }, { Material::Metal, float3(0.1f, 0.8f, 0.5f), float3(0,0,0), 0, 0, }, { Material::Metal, float3(0.1f, 0.8f, 0.8f), float3(0,0,0), 0, 0, }, { Material::Metal, float3(0.1f, 0.1f, 0.8f), float3(0,0,0), 0, 0, }, { Material::Metal, float3(0.5f, 0.1f, 0.8f), float3(0,0,0), 0, 0, },
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{ Material::Lambert, float3(0.8f, 0.1f, 0.1f), float3(0,0,0), 0, 0, }, { Material::Lambert, float3(0.8f, 0.5f, 0.1f), float3(0,0,0), 0, 0, }, { Material::Lambert, float3(0.8f, 0.8f, 0.1f), float3(0,0,0), 0, 0, }, { Material::Lambert, float3(0.4f, 0.8f, 0.1f), float3(0,0,0), 0, 0, }, { Material::Lambert, float3(0.1f, 0.8f, 0.1f), float3(0,0,0), 0, 0, }, { Material::Lambert, float3(0.1f, 0.8f, 0.5f), float3(0,0,0), 0, 0, }, { Material::Lambert, float3(0.1f, 0.8f, 0.8f), float3(0,0,0), 0, 0, }, { Material::Lambert, float3(0.1f, 0.1f, 0.8f), float3(0,0,0), 0, 0, }, { Material::Metal, float3(0.5f, 0.1f, 0.8f), float3(0,0,0), 0, 0, },
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{ Material::Lambert, float3(0.1f, 0.2f, 0.5f), float3(3,10,20), 0, 0 },
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#endif
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};
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static int s_EmissiveSpheres[kSphereCount];
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static int s_EmissiveSphereCount;
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static Camera s_Cam;
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const float kMinT = 0.001f;
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const float kMaxT = 1.0e7f;
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const int kMaxDepth = 10;
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bool HitWorld(const Ray& r, float tMin, float tMax, Hit& outHit, int& outID)
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{
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outID = HitSpheres(r, s_SpheresSoA, tMin, tMax, outHit);
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return outID != -1;
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}
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static bool Scatter(const Material& mat, const Ray& r_in, const Hit& rec, float3& attenuation, Ray& scattered, float3& outLightE, int& inoutRayCount, uint32_t& state)
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{
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outLightE = float3(0,0,0);
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if (mat.type == Material::Lambert)
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{
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// random point on unit sphere that is tangent to the hit point
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float3 target = rec.pos + rec.normal + RandomUnitVector(state);
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scattered = Ray(rec.pos, normalize(target - rec.pos));
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attenuation = mat.albedo;
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// sample lights
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#if DO_LIGHT_SAMPLING
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for (int j = 0; j < s_EmissiveSphereCount; ++j)
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{
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int i = s_EmissiveSpheres[j];
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const Material& smat = s_SphereMats[i];
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if (&mat == &smat)
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continue; // skip self
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const Sphere& s = s_Spheres[i];
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// create a random direction towards sphere
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// coord system for sampling: sw, su, sv
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float3 sw = normalize(s.center - rec.pos);
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float3 su = normalize(cross(fabs(sw.getX())>0.01f ? float3(0,1,0):float3(1,0,0), sw));
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float3 sv = cross(sw, su);
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// sample sphere by solid angle
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float cosAMax = sqrtf(1.0f - s.radius*s.radius / sqLength(rec.pos-s.center));
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float eps1 = RandomFloat01(state), eps2 = RandomFloat01(state);
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float cosA = 1.0f - eps1 + eps1 * cosAMax;
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float sinA = sqrtf(1.0f - cosA*cosA);
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float phi = 2 * kPI * eps2;
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float3 l = su * (cosf(phi) * sinA) + sv * (sinf(phi) * sinA) + sw * cosA;
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//l = normalize(l); // NOTE(fg): This is already normalized, by construction.
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// shoot shadow ray
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Hit lightHit;
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int hitID;
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++inoutRayCount;
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if (HitWorld(Ray(rec.pos, l), kMinT, kMaxT, lightHit, hitID) && hitID == i)
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{
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float omega = 2 * kPI * (1-cosAMax);
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float3 rdir = r_in.dir;
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AssertUnit(rdir);
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float3 nl = dot(rec.normal, rdir) < 0 ? rec.normal : -rec.normal;
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outLightE += (mat.albedo * smat.emissive) * (std::max(0.0f, dot(l, nl)) * omega / kPI);
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}
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}
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#endif
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return true;
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}
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else if (mat.type == Material::Metal)
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{
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AssertUnit(r_in.dir); AssertUnit(rec.normal);
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float3 refl = reflect(r_in.dir, rec.normal);
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// reflected ray, and random inside of sphere based on roughness
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float roughness = mat.roughness;
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#if DO_MITSUBA_COMPARE
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roughness = 0; // until we get better BRDF for metals
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#endif
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scattered = Ray(rec.pos, normalize(refl + roughness*RandomInUnitSphere(state)));
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attenuation = mat.albedo;
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return dot(scattered.dir, rec.normal) > 0;
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}
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else if (mat.type == Material::Dielectric)
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{
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AssertUnit(r_in.dir); AssertUnit(rec.normal);
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float3 outwardN;
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float3 rdir = r_in.dir;
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float3 refl = reflect(rdir, rec.normal);
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float nint;
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attenuation = float3(1,1,1);
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float3 refr;
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float reflProb;
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float cosine;
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if (dot(rdir, rec.normal) > 0)
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{
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outwardN = -rec.normal;
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nint = mat.ri;
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cosine = mat.ri * dot(rdir, rec.normal);
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}
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else
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{
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outwardN = rec.normal;
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nint = 1.0f / mat.ri;
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cosine = -dot(rdir, rec.normal);
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}
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if (refract(rdir, outwardN, nint, refr))
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{
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reflProb = schlick(cosine, mat.ri);
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}
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else
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{
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reflProb = 1;
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}
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if (RandomFloat01(state) < reflProb)
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scattered = Ray(rec.pos, normalize(refl));
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else
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scattered = Ray(rec.pos, normalize(refr));
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}
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else
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{
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attenuation = float3(1,0,1);
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return false;
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}
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return true;
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}
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static float3 Trace(const Ray& r, int depth, int& inoutRayCount, uint32_t& state, bool doMaterialE = true)
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{
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Hit rec;
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int id = 0;
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++inoutRayCount;
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if (HitWorld(r, kMinT, kMaxT, rec, id))
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{
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Ray scattered;
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float3 attenuation;
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float3 lightE;
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const Material& mat = s_SphereMats[id];
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float3 matE = mat.emissive;
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if (depth < kMaxDepth && Scatter(mat, r, rec, attenuation, scattered, lightE, inoutRayCount, state))
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{
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#if DO_LIGHT_SAMPLING
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if (!doMaterialE) matE = float3(0,0,0); // don't add material emission if told so
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// dor Lambert materials, we just did explicit light (emissive) sampling and already
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// for their contribution, so if next ray bounce hits the light again, don't add
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// emission
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doMaterialE = (mat.type != Material::Lambert);
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#endif
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return matE + lightE + attenuation * Trace(scattered, depth+1, inoutRayCount, state, doMaterialE);
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}
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else
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{
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return matE;
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}
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}
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else
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{
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// sky
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#if DO_MITSUBA_COMPARE
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return float3(0.15f,0.21f,0.3f); // easier compare with Mitsuba's constant environment light
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#else
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float3 unitDir = r.dir;
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float t = 0.5f*(unitDir.getY() + 1.0f);
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return ((1.0f-t)*float3(1.0f, 1.0f, 1.0f) + t*float3(0.5f, 0.7f, 1.0f)) * 0.3f;
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#endif
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}
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}
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#if CPU_CAN_DO_THREADS
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static enkiTaskScheduler* g_TS;
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#endif
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void InitializeTest()
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{
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#if CPU_CAN_DO_THREADS
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g_TS = enkiNewTaskScheduler();
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enkiInitTaskScheduler(g_TS);
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#endif
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}
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void ShutdownTest()
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{
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#if CPU_CAN_DO_THREADS
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enkiDeleteTaskScheduler(g_TS);
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#endif
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}
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struct JobData
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{
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float time;
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int frameCount;
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int screenWidth, screenHeight;
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float* backbuffer;
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Camera* cam;
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std::atomic<int> rayCount;
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unsigned testFlags;
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};
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static void TraceRowJob(uint32_t start, uint32_t end, uint32_t threadnum, void* data_)
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{
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JobData& data = *(JobData*)data_;
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float* backbuffer = data.backbuffer + start * data.screenWidth * 4;
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float invWidth = 1.0f / data.screenWidth;
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float invHeight = 1.0f / data.screenHeight;
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float lerpFac = float(data.frameCount) / float(data.frameCount+1);
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if (data.testFlags & kFlagAnimate)
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lerpFac *= DO_ANIMATE_SMOOTHING;
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if (!(data.testFlags & kFlagProgressive))
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lerpFac = 0;
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int rayCount = 0;
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for (uint32_t y = start; y < end; ++y)
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{
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uint32_t state = (y * 9781 + data.frameCount * 6271) | 1;
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for (int x = 0; x < data.screenWidth; ++x)
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{
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float3 col(0, 0, 0);
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for (int s = 0; s < DO_SAMPLES_PER_PIXEL; s++)
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{
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float u = float(x + RandomFloat01(state)) * invWidth;
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float v = float(y + RandomFloat01(state)) * invHeight;
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Ray r = data.cam->GetRay(u, v, state);
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col += Trace(r, 0, rayCount, state);
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}
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col *= 1.0f / float(DO_SAMPLES_PER_PIXEL);
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float3 prev(backbuffer[0], backbuffer[1], backbuffer[2]);
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col = prev * lerpFac + col * (1-lerpFac);
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col.store(backbuffer);
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backbuffer += 4;
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}
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}
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data.rayCount += rayCount;
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}
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void UpdateTest(float time, int frameCount, int screenWidth, int screenHeight, unsigned testFlags)
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{
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if (testFlags & kFlagAnimate)
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{
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s_Spheres[1].center.setY(cosf(time) + 1.0f);
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||
|
s_Spheres[8].center.setZ(sinf(time)*0.3f);
|
||
|
}
|
||
|
float3 lookfrom(0, 2, 3);
|
||
|
float3 lookat(0, 0, 0);
|
||
|
float distToFocus = 3;
|
||
|
#if DO_MITSUBA_COMPARE
|
||
|
float aperture = 0.0f;
|
||
|
#else
|
||
|
float aperture = 0.1f;
|
||
|
#endif
|
||
|
#if DO_BIG_SCENE
|
||
|
aperture *= 0.2f;
|
||
|
#endif
|
||
|
|
||
|
s_EmissiveSphereCount = 0;
|
||
|
for (int i = 0; i < kSphereCount; ++i)
|
||
|
{
|
||
|
Sphere& s = s_Spheres[i];
|
||
|
s.UpdateDerivedData();
|
||
|
s_SpheresSoA.centerX[i] = s.center.getX();
|
||
|
s_SpheresSoA.centerY[i] = s.center.getY();
|
||
|
s_SpheresSoA.centerZ[i] = s.center.getZ();
|
||
|
s_SpheresSoA.sqRadius[i] = s.radius * s.radius;
|
||
|
s_SpheresSoA.invRadius[i] = s.invRadius;
|
||
|
|
||
|
// Remember IDs of emissive spheres (light sources)
|
||
|
const Material& smat = s_SphereMats[i];
|
||
|
if (smat.emissive.getX() > 0 || smat.emissive.getY() > 0 || smat.emissive.getZ() > 0)
|
||
|
{
|
||
|
s_EmissiveSpheres[s_EmissiveSphereCount] = i;
|
||
|
s_EmissiveSphereCount++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
s_Cam = Camera(lookfrom, lookat, float3(0, 1, 0), 60, float(screenWidth) / float(screenHeight), aperture, distToFocus);
|
||
|
}
|
||
|
|
||
|
void DrawTest(float time, int frameCount, int screenWidth, int screenHeight, float* backbuffer, int& outRayCount, unsigned testFlags)
|
||
|
{
|
||
|
JobData args;
|
||
|
args.time = time;
|
||
|
args.frameCount = frameCount;
|
||
|
args.screenWidth = screenWidth;
|
||
|
args.screenHeight = screenHeight;
|
||
|
args.backbuffer = backbuffer;
|
||
|
args.cam = &s_Cam;
|
||
|
args.testFlags = testFlags;
|
||
|
args.rayCount = 0;
|
||
|
|
||
|
#if CPU_CAN_DO_THREADS
|
||
|
enkiTaskSet* task = enkiCreateTaskSet(g_TS, TraceRowJob);
|
||
|
bool threaded = true;
|
||
|
enkiAddTaskSetToPipeMinRange(g_TS, task, &args, screenHeight, threaded ? 4 : screenHeight);
|
||
|
enkiWaitForTaskSet(g_TS, task);
|
||
|
enkiDeleteTaskSet(task);
|
||
|
#else
|
||
|
TraceRowJob(0, screenHeight, 0, &args);
|
||
|
#endif
|
||
|
|
||
|
outRayCount = args.rayCount;
|
||
|
}
|
||
|
|
||
|
void GetObjectCount(int& outCount, int& outObjectSize, int& outMaterialSize, int& outCamSize)
|
||
|
{
|
||
|
outCount = kSphereCount;
|
||
|
outObjectSize = sizeof(Sphere);
|
||
|
outMaterialSize = sizeof(Material);
|
||
|
outCamSize = sizeof(Camera);
|
||
|
}
|
||
|
|
||
|
void GetSceneDesc(void* outObjects, void* outMaterials, void* outCam, void* outEmissives, int* outEmissiveCount)
|
||
|
{
|
||
|
memcpy(outObjects, s_Spheres, kSphereCount * sizeof(s_Spheres[0]));
|
||
|
memcpy(outMaterials, s_SphereMats, kSphereCount * sizeof(s_SphereMats[0]));
|
||
|
memcpy(outCam, &s_Cam, sizeof(s_Cam));
|
||
|
memcpy(outEmissives, s_EmissiveSpheres, s_EmissiveSphereCount * sizeof(s_EmissiveSpheres[0]));
|
||
|
*outEmissiveCount = s_EmissiveSphereCount;
|
||
|
}
|