561 lines
18 KiB
C++
561 lines
18 KiB
C++
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/*
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The MIT License (MIT)
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Copyright (c) 2015 - 2016 Light Transport Entertainment, Inc.
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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#ifdef _MSC_VER
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#pragma warning(disable : 4018)
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#pragma warning(disable : 4244)
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#pragma warning(disable : 4189)
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#pragma warning(disable : 4996)
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#pragma warning(disable : 4267)
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#pragma warning(disable : 4477)
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#endif
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#include "render.h"
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#include <chrono> // C++11
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#include <sstream>
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#include <thread> // C++11
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#include <vector>
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#include <iostream>
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#include "nanort.h"
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#include "matrix.h"
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#include "material.h"
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#include "mesh.h"
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#include "trackball.h"
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#ifdef WIN32
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#undef min
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#undef max
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#endif
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namespace example {
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// PCG32 code / (c) 2014 M.E. O'Neill / pcg-random.org
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// Licensed under Apache License 2.0 (NO WARRANTY, etc. see website)
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// http://www.pcg-random.org/
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typedef struct {
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unsigned long long state;
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unsigned long long inc; // not used?
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} pcg32_state_t;
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#define PCG32_INITIALIZER \
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{ 0x853c49e6748fea9bULL, 0xda3e39cb94b95bdbULL }
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float pcg32_random(pcg32_state_t* rng) {
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unsigned long long oldstate = rng->state;
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rng->state = oldstate * 6364136223846793005ULL + rng->inc;
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unsigned int xorshifted = ((oldstate >> 18u) ^ oldstate) >> 27u;
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unsigned int rot = oldstate >> 59u;
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unsigned int ret = (xorshifted >> rot) | (xorshifted << ((-static_cast<int>(rot)) & 31));
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return (float)((double)ret / (double)4294967296.0);
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}
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void pcg32_srandom(pcg32_state_t* rng, uint64_t initstate, uint64_t initseq) {
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rng->state = 0U;
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rng->inc = (initseq << 1U) | 1U;
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pcg32_random(rng);
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rng->state += initstate;
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pcg32_random(rng);
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}
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const float kPI = 3.141592f;
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typedef nanort::real3<float> float3;
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inline float3 Lerp3(float3 v0, float3 v1, float3 v2, float u, float v) {
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return (1.0f - u - v) * v0 + u * v1 + v * v2;
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}
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inline void CalcNormal(float3& N, float3 v0, float3 v1, float3 v2) {
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float3 v10 = v1 - v0;
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float3 v20 = v2 - v0;
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N = vcross(v20, v10);
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N = vnormalize(N);
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}
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void BuildCameraFrame(float3* origin, float3* corner, float3* u, float3* v,
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float quat[4], float eye[3], float lookat[3], float up[3],
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float fov, int width, int height) {
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float e[4][4];
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Matrix::LookAt(e, eye, lookat, up);
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float r[4][4];
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build_rotmatrix(r, quat);
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float3 lo;
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lo[0] = lookat[0] - eye[0];
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lo[1] = lookat[1] - eye[1];
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lo[2] = lookat[2] - eye[2];
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float dist = vlength(lo);
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float dir[3];
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dir[0] = 0.0;
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dir[1] = 0.0;
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dir[2] = dist;
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Matrix::Inverse(r);
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float rr[4][4];
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float re[4][4];
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float zero[3] = {0.0f, 0.0f, 0.0f};
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float localUp[3] = {0.0f, 1.0f, 0.0f};
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Matrix::LookAt(re, dir, zero, localUp);
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// translate
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re[3][0] += eye[0]; // 0.0; //lo[0];
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re[3][1] += eye[1]; // 0.0; //lo[1];
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re[3][2] += (eye[2] - dist);
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// rot -> trans
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Matrix::Mult(rr, r, re);
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float m[4][4];
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for (int j = 0; j < 4; j++) {
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for (int i = 0; i < 4; i++) {
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m[j][i] = rr[j][i];
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}
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}
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float vzero[3] = {0.0f, 0.0f, 0.0f};
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float eye1[3];
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Matrix::MultV(eye1, m, vzero);
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float lookat1d[3];
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dir[2] = -dir[2];
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Matrix::MultV(lookat1d, m, dir);
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float3 lookat1(lookat1d[0], lookat1d[1], lookat1d[2]);
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float up1d[3];
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Matrix::MultV(up1d, m, up);
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float3 up1(up1d[0], up1d[1], up1d[2]);
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// absolute -> relative
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up1[0] -= eye1[0];
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up1[1] -= eye1[1];
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up1[2] -= eye1[2];
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// printf("up1(after) = %f, %f, %f\n", up1[0], up1[1], up1[2]);
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// Use original up vector
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// up1[0] = up[0];
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// up1[1] = up[1];
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// up1[2] = up[2];
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{
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float flen =
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(0.5f * (float)height / tanf(0.5f * (float)(fov * kPI / 180.0f)));
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float3 look1;
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look1[0] = lookat1[0] - eye1[0];
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look1[1] = lookat1[1] - eye1[1];
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look1[2] = lookat1[2] - eye1[2];
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// vcross(u, up1, look1);
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// flip
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(*u) = nanort::vcross(look1, up1);
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(*u) = vnormalize((*u));
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(*v) = vcross(look1, (*u));
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(*v) = vnormalize((*v));
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look1 = vnormalize(look1);
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look1[0] = flen * look1[0] + eye1[0];
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look1[1] = flen * look1[1] + eye1[1];
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look1[2] = flen * look1[2] + eye1[2];
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(*corner)[0] = look1[0] - 0.5f * (width * (*u)[0] + height * (*v)[0]);
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(*corner)[1] = look1[1] - 0.5f * (width * (*u)[1] + height * (*v)[1]);
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(*corner)[2] = look1[2] - 0.5f * (width * (*u)[2] + height * (*v)[2]);
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(*origin)[0] = eye1[0];
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(*origin)[1] = eye1[1];
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(*origin)[2] = eye1[2];
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}
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}
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#if 0 // TODO(LTE): Not used method. Delete.
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nanort::Ray<float> GenerateRay(const float3& origin, const float3& corner,
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const float3& du, const float3& dv, float u,
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float v) {
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float3 dir;
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dir[0] = (corner[0] + u * du[0] + v * dv[0]) - origin[0];
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dir[1] = (corner[1] + u * du[1] + v * dv[1]) - origin[1];
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dir[2] = (corner[2] + u * du[2] + v * dv[2]) - origin[2];
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dir = vnormalize(dir);
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float3 org;
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nanort::Ray<float> ray;
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ray.org[0] = origin[0];
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ray.org[1] = origin[1];
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ray.org[2] = origin[2];
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ray.dir[0] = dir[0];
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ray.dir[1] = dir[1];
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ray.dir[2] = dir[2];
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return ray;
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}
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#endif
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void FetchTexture(const Texture &texture, float u, float v, float* col) {
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int tx = u * texture.width;
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int ty = (1.0f - v) * texture.height;
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int idx_offset = (ty * texture.width + tx) * texture.components;
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col[0] = texture.image[idx_offset + 0] / 255.f;
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col[1] = texture.image[idx_offset + 1] / 255.f;
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col[2] = texture.image[idx_offset + 2] / 255.f;
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}
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bool Renderer::Render(float* rgba, float* aux_rgba, int* sample_counts,
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float quat[4],
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const nanosg::Scene<float, example::Mesh<float>> &scene,
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const example::Asset &asset,
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const RenderConfig& config,
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std::atomic<bool>& cancelFlag,
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int &_showBufferMode
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) {
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//if (!gAccel.IsValid()) {
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// return false;
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//}
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int width = config.width;
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int height = config.height;
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// camera
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float eye[3] = {config.eye[0], config.eye[1], config.eye[2]};
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float look_at[3] = {config.look_at[0], config.look_at[1], config.look_at[2]};
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float up[3] = {config.up[0], config.up[1], config.up[2]};
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float fov = config.fov;
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float3 origin, corner, u, v;
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BuildCameraFrame(&origin, &corner, &u, &v, quat, eye, look_at, up, fov, width,
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height);
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auto kCancelFlagCheckMilliSeconds = 300;
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std::vector<std::thread> workers;
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std::atomic<int> i(0);
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uint32_t num_threads = std::max(1U, std::thread::hardware_concurrency());
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auto startT = std::chrono::system_clock::now();
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// Initialize RNG.
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for (auto t = 0; t < num_threads; t++) {
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workers.emplace_back(std::thread([&, t]() {
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pcg32_state_t rng;
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pcg32_srandom(&rng, config.pass,
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t); // seed = combination of render pass + thread no.
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int y = 0;
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while ((y = i++) < config.height) {
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auto currT = std::chrono::system_clock::now();
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std::chrono::duration<double, std::milli> ms = currT - startT;
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// Check cancel flag
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if (ms.count() > kCancelFlagCheckMilliSeconds) {
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if (cancelFlag) {
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break;
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}
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}
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// draw dash line to aux buffer for progress.
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// for (int x = 0; x < config.width; x++) {
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// float c = (x / 8) % 2;
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// aux_rgba[4*(y*config.width+x)+0] = c;
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// aux_rgba[4*(y*config.width+x)+1] = c;
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// aux_rgba[4*(y*config.width+x)+2] = c;
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// aux_rgba[4*(y*config.width+x)+3] = 0.0f;
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//}
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for (int x = 0; x < config.width; x++) {
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nanort::Ray<float> ray;
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ray.org[0] = origin[0];
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ray.org[1] = origin[1];
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ray.org[2] = origin[2];
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float u0 = pcg32_random(&rng);
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float u1 = pcg32_random(&rng);
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float3 dir;
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//for modes not a "color"
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if(_showBufferMode != SHOW_BUFFER_COLOR)
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{
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//only one pass
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if(config.pass > 0)
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continue;
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//to the center of pixel
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u0 = 0.5f;
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u1 = 0.5f;
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}
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dir = corner + (float(x) + u0) * u +
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(float(config.height - y - 1) + u1) * v;
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dir = vnormalize(dir);
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ray.dir[0] = dir[0];
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ray.dir[1] = dir[1];
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ray.dir[2] = dir[2];
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float kFar = 1.0e+30f;
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ray.min_t = 0.0f;
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ray.max_t = kFar;
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nanosg::Intersection<float> isect;
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bool hit = scene.Traverse(ray, &isect, /* cull_back_face */false);
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if (hit) {
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const std::vector<Material> &materials = asset.materials;
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const std::vector<Texture> &textures = asset.textures;
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const Mesh<float> &mesh = asset.meshes[isect.node_id];
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//tigra: add default material
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const Material &default_material = asset.default_material;
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float3 p;
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p[0] =
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ray.org[0] + isect.t * ray.dir[0];
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p[1] =
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ray.org[1] + isect.t * ray.dir[1];
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p[2] =
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ray.org[2] + isect.t * ray.dir[2];
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config.positionImage[4 * (y * config.width + x) + 0] = p.x();
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config.positionImage[4 * (y * config.width + x) + 1] = p.y();
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config.positionImage[4 * (y * config.width + x) + 2] = p.z();
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config.positionImage[4 * (y * config.width + x) + 3] = 1.0f;
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config.varycoordImage[4 * (y * config.width + x) + 0] =
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isect.u;
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config.varycoordImage[4 * (y * config.width + x) + 1] =
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isect.v;
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config.varycoordImage[4 * (y * config.width + x) + 2] = 0.0f;
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config.varycoordImage[4 * (y * config.width + x) + 3] = 1.0f;
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unsigned int prim_id = isect.prim_id;
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float3 N;
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if (mesh.facevarying_normals.size() > 0) {
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float3 n0, n1, n2;
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n0[0] = mesh.facevarying_normals[9 * prim_id + 0];
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n0[1] = mesh.facevarying_normals[9 * prim_id + 1];
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n0[2] = mesh.facevarying_normals[9 * prim_id + 2];
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n1[0] = mesh.facevarying_normals[9 * prim_id + 3];
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n1[1] = mesh.facevarying_normals[9 * prim_id + 4];
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n1[2] = mesh.facevarying_normals[9 * prim_id + 5];
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n2[0] = mesh.facevarying_normals[9 * prim_id + 6];
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n2[1] = mesh.facevarying_normals[9 * prim_id + 7];
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n2[2] = mesh.facevarying_normals[9 * prim_id + 8];
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N = Lerp3(n0, n1, n2, isect.u, isect.v);
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} else {
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unsigned int f0, f1, f2;
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f0 = mesh.faces[3 * prim_id + 0];
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f1 = mesh.faces[3 * prim_id + 1];
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f2 = mesh.faces[3 * prim_id + 2];
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float3 v0, v1, v2;
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v0[0] = mesh.vertices[3 * f0 + 0];
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v0[1] = mesh.vertices[3 * f0 + 1];
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v0[2] = mesh.vertices[3 * f0 + 2];
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v1[0] = mesh.vertices[3 * f1 + 0];
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v1[1] = mesh.vertices[3 * f1 + 1];
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v1[2] = mesh.vertices[3 * f1 + 2];
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v2[0] = mesh.vertices[3 * f2 + 0];
|
||
|
v2[1] = mesh.vertices[3 * f2 + 1];
|
||
|
v2[2] = mesh.vertices[3 * f2 + 2];
|
||
|
CalcNormal(N, v0, v1, v2);
|
||
|
}
|
||
|
|
||
|
config.normalImage[4 * (y * config.width + x) + 0] =
|
||
|
0.5f * N[0] + 0.5f;
|
||
|
config.normalImage[4 * (y * config.width + x) + 1] =
|
||
|
0.5f * N[1] + 0.5f;
|
||
|
config.normalImage[4 * (y * config.width + x) + 2] =
|
||
|
0.5f * N[2] + 0.5f;
|
||
|
config.normalImage[4 * (y * config.width + x) + 3] = 1.0f;
|
||
|
|
||
|
config.depthImage[4 * (y * config.width + x) + 0] =
|
||
|
isect.t;
|
||
|
config.depthImage[4 * (y * config.width + x) + 1] =
|
||
|
isect.t;
|
||
|
config.depthImage[4 * (y * config.width + x) + 2] =
|
||
|
isect.t;
|
||
|
config.depthImage[4 * (y * config.width + x) + 3] = 1.0f;
|
||
|
|
||
|
float3 UV;
|
||
|
if (mesh.facevarying_uvs.size() > 0) {
|
||
|
float3 uv0, uv1, uv2;
|
||
|
uv0[0] = mesh.facevarying_uvs[6 * prim_id + 0];
|
||
|
uv0[1] = mesh.facevarying_uvs[6 * prim_id + 1];
|
||
|
uv1[0] = mesh.facevarying_uvs[6 * prim_id + 2];
|
||
|
uv1[1] = mesh.facevarying_uvs[6 * prim_id + 3];
|
||
|
uv2[0] = mesh.facevarying_uvs[6 * prim_id + 4];
|
||
|
uv2[1] = mesh.facevarying_uvs[6 * prim_id + 5];
|
||
|
|
||
|
UV = Lerp3(uv0, uv1, uv2, isect.u, isect.v);
|
||
|
|
||
|
config.texcoordImage[4 * (y * config.width + x) + 0] = UV[0];
|
||
|
config.texcoordImage[4 * (y * config.width + x) + 1] = UV[1];
|
||
|
}
|
||
|
|
||
|
// Fetch texture
|
||
|
unsigned int material_id =
|
||
|
mesh.material_ids[isect.prim_id];
|
||
|
|
||
|
//printf("material_id=%d materials=%lld\n", material_id, materials.size());
|
||
|
|
||
|
float diffuse_col[3];
|
||
|
|
||
|
float specular_col[3];
|
||
|
|
||
|
//tigra: material_id is ok
|
||
|
if(material_id<materials.size())
|
||
|
{
|
||
|
//printf("ok mat\n");
|
||
|
|
||
|
int diffuse_texid = materials[material_id].diffuse_texid;
|
||
|
if (diffuse_texid >= 0) {
|
||
|
FetchTexture(textures[diffuse_texid], UV[0], UV[1], diffuse_col);
|
||
|
} else {
|
||
|
diffuse_col[0] = materials[material_id].diffuse[0];
|
||
|
diffuse_col[1] = materials[material_id].diffuse[1];
|
||
|
diffuse_col[2] = materials[material_id].diffuse[2];
|
||
|
}
|
||
|
|
||
|
int specular_texid = materials[material_id].specular_texid;
|
||
|
if (specular_texid >= 0) {
|
||
|
FetchTexture(textures[specular_texid], UV[0], UV[1], specular_col);
|
||
|
} else {
|
||
|
specular_col[0] = materials[material_id].specular[0];
|
||
|
specular_col[1] = materials[material_id].specular[1];
|
||
|
specular_col[2] = materials[material_id].specular[2];
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
//tigra: wrong material_id, use default_material
|
||
|
{
|
||
|
|
||
|
//printf("default_material\n");
|
||
|
|
||
|
diffuse_col[0] = default_material.diffuse[0];
|
||
|
diffuse_col[1] = default_material.diffuse[1];
|
||
|
diffuse_col[2] = default_material.diffuse[2];
|
||
|
specular_col[0] = default_material.specular[0];
|
||
|
specular_col[1] = default_material.specular[1];
|
||
|
specular_col[2] = default_material.specular[2];
|
||
|
}
|
||
|
|
||
|
// Simple shading
|
||
|
float NdotV = fabsf(vdot(N, dir));
|
||
|
|
||
|
if (config.pass == 0) {
|
||
|
rgba[4 * (y * config.width + x) + 0] = NdotV * diffuse_col[0];
|
||
|
rgba[4 * (y * config.width + x) + 1] = NdotV * diffuse_col[1];
|
||
|
rgba[4 * (y * config.width + x) + 2] = NdotV * diffuse_col[2];
|
||
|
rgba[4 * (y * config.width + x) + 3] = 1.0f;
|
||
|
sample_counts[y * config.width + x] =
|
||
|
1; // Set 1 for the first pass
|
||
|
} else { // additive.
|
||
|
rgba[4 * (y * config.width + x) + 0] += NdotV * diffuse_col[0];
|
||
|
rgba[4 * (y * config.width + x) + 1] += NdotV * diffuse_col[1];
|
||
|
rgba[4 * (y * config.width + x) + 2] += NdotV * diffuse_col[2];
|
||
|
rgba[4 * (y * config.width + x) + 3] += 1.0f;
|
||
|
sample_counts[y * config.width + x]++;
|
||
|
}
|
||
|
|
||
|
} else {
|
||
|
{
|
||
|
if (config.pass == 0) {
|
||
|
// clear pixel
|
||
|
rgba[4 * (y * config.width + x) + 0] = 0.0f;
|
||
|
rgba[4 * (y * config.width + x) + 1] = 0.0f;
|
||
|
rgba[4 * (y * config.width + x) + 2] = 0.0f;
|
||
|
rgba[4 * (y * config.width + x) + 3] = 0.0f;
|
||
|
aux_rgba[4 * (y * config.width + x) + 0] = 0.0f;
|
||
|
aux_rgba[4 * (y * config.width + x) + 1] = 0.0f;
|
||
|
aux_rgba[4 * (y * config.width + x) + 2] = 0.0f;
|
||
|
aux_rgba[4 * (y * config.width + x) + 3] = 0.0f;
|
||
|
sample_counts[y * config.width + x] =
|
||
|
1; // Set 1 for the first pass
|
||
|
} else {
|
||
|
sample_counts[y * config.width + x]++;
|
||
|
}
|
||
|
|
||
|
// No super sampling
|
||
|
config.normalImage[4 * (y * config.width + x) + 0] = 0.0f;
|
||
|
config.normalImage[4 * (y * config.width + x) + 1] = 0.0f;
|
||
|
config.normalImage[4 * (y * config.width + x) + 2] = 0.0f;
|
||
|
config.normalImage[4 * (y * config.width + x) + 3] = 0.0f;
|
||
|
config.positionImage[4 * (y * config.width + x) + 0] = 0.0f;
|
||
|
config.positionImage[4 * (y * config.width + x) + 1] = 0.0f;
|
||
|
config.positionImage[4 * (y * config.width + x) + 2] = 0.0f;
|
||
|
config.positionImage[4 * (y * config.width + x) + 3] = 0.0f;
|
||
|
config.depthImage[4 * (y * config.width + x) + 0] = 0.0f;
|
||
|
config.depthImage[4 * (y * config.width + x) + 1] = 0.0f;
|
||
|
config.depthImage[4 * (y * config.width + x) + 2] = 0.0f;
|
||
|
config.depthImage[4 * (y * config.width + x) + 3] = 0.0f;
|
||
|
config.texcoordImage[4 * (y * config.width + x) + 0] = 0.0f;
|
||
|
config.texcoordImage[4 * (y * config.width + x) + 1] = 0.0f;
|
||
|
config.texcoordImage[4 * (y * config.width + x) + 2] = 0.0f;
|
||
|
config.texcoordImage[4 * (y * config.width + x) + 3] = 0.0f;
|
||
|
config.varycoordImage[4 * (y * config.width + x) + 0] = 0.0f;
|
||
|
config.varycoordImage[4 * (y * config.width + x) + 1] = 0.0f;
|
||
|
config.varycoordImage[4 * (y * config.width + x) + 2] = 0.0f;
|
||
|
config.varycoordImage[4 * (y * config.width + x) + 3] = 0.0f;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for (int x = 0; x < config.width; x++) {
|
||
|
aux_rgba[4 * (y * config.width + x) + 0] = 0.0f;
|
||
|
aux_rgba[4 * (y * config.width + x) + 1] = 0.0f;
|
||
|
aux_rgba[4 * (y * config.width + x) + 2] = 0.0f;
|
||
|
aux_rgba[4 * (y * config.width + x) + 3] = 0.0f;
|
||
|
}
|
||
|
}
|
||
|
}));
|
||
|
}
|
||
|
|
||
|
for (auto& t : workers) {
|
||
|
t.join();
|
||
|
}
|
||
|
|
||
|
return (!cancelFlag);
|
||
|
};
|
||
|
|
||
|
} // namespace example
|