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Disable light bounces for now, after some internal discussion pertaining to future improvements
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parent
27a8ef3855
commit
5bb277ff31
3 changed files with 10 additions and 6 deletions
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@ -88,7 +88,7 @@ void FLevel::SetupLights()
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defaultSunColor = vec3(1, 1, 1);
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defaultSunDirection = vec3(0.45f, 0.3f, 0.9f);
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Samples = 8;
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LightBounce = 1;
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LightBounce = 0;
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GridSize = 32.0f;
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for (int i = 0; i < (int)Things.Size(); ++i)
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@ -132,10 +132,12 @@ void FLevel::SetupLights()
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if (Samples > 128) Samples = 128;
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Samples = Math::RoundPowerOfTwo(Samples);
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// number of light bounces
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/*
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// number of light bounces (temporarily disabled)
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LightBounce = thing->args[2];
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if (LightBounce < 0) LightBounce = 0;
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if (LightBounce > 8) LightBounce = 8;
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*/
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// auto probe grid size
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GridSize = thing->args[3] ? thing->args[3] : 64.0f;
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@ -60,11 +60,12 @@ void CPURaytracer::Raytrace(LevelMesh* level)
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CreateHemisphereVectors();
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CreateLights();
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printf("Ray tracing with %d bounce(s)\n", mesh->map->LightBounce);
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//printf("Ray tracing with %d bounce(s)\n", mesh->map->LightBounce);
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printf("Ray tracing in progress...\n");
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RunJob((int)tasks.size(), [=](int id) { RaytraceTask(tasks[id]); });
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printf("\nRaytrace complete\n");
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printf("\nRay tracing complete\n");
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}
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void CPURaytracer::RaytraceTask(const CPUTraceTask& task)
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@ -90,7 +90,8 @@ void GPURaytracer::Raytrace(LevelMesh* level)
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HemisphereVectors.push_back(H);
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}
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printf("Ray tracing with %d bounce(s)\n", mesh->map->LightBounce);
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//printf("Ray tracing with %d bounce(s)\n", mesh->map->LightBounce);
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printf("Ray tracing in progress...\n");
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RunWithProgressDots([&]() {
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size_t maxTasks = (size_t)rayTraceImageSize * rayTraceImageSize;
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