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Improve direct light sampling quality
Fix command line argument bug
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parent
2efd031fa2
commit
973a5b28b7
4 changed files with 58 additions and 6 deletions
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@ -309,6 +309,24 @@ struct ThingLight
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return spotAttenuation;
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}
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Vec3 SpotDir() const
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{
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if (outerAngleCos > -1.0f)
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{
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float negPitch = -radians(mapThing->pitch);
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float xyLen = std::cos(negPitch);
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Vec3 spotDir;
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spotDir.x = -std::cos(radians(mapThing->angle)) * xyLen;
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spotDir.y = -std::sin(radians(mapThing->angle)) * xyLen;
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spotDir.z = -std::sin(negPitch);
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return spotDir;
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}
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else
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{
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return Vec3(0.0f);
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}
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}
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float DistAttenuation(float distance) const
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{
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return std::max(1.0f - (distance / LightRadius()), 0.0f);
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@ -198,6 +198,7 @@ void GPURaytracer::Raytrace(LevelMesh* level)
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uniforms.LightSpotDir = light.SpotDir();
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uniforms.LightColor = light.rgb;
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uniforms.PassType = firstPass ? 0.0f : 1.0f;
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uniforms.SampleDistance = mesh->samples;
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firstPass = false;
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auto data = uniformTransferBuffer->Map(0, sizeof(Uniforms));
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@ -705,11 +706,26 @@ void GPURaytracer::CreateShaders()
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float LightInnerAngleCos;
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float LightOuterAngleCos;
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vec3 LightSpotDir;
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float Padding1;
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float SampleDistance;
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vec3 LightColor;
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float Padding2;
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float Padding;
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};
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float RadicalInverse_VdC(uint bits)
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{
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bits = (bits << 16u) | (bits >> 16u);
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bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
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bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
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bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
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bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
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return float(bits) * 2.3283064365386963e-10f; // / 0x100000000
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}
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vec2 Hammersley(uint i, uint N)
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{
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return vec2(float(i) / float(N), RadicalInverse_VdC(i));
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}
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void main()
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{
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ivec2 texelPos = ivec2(gl_LaunchIDEXT.xy);
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@ -744,8 +760,25 @@ void GPURaytracer::CreateShaders()
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float attenuation = distAttenuation * angleAttenuation * spotAttenuation;
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if (attenuation > 0.0)
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{
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traceRayEXT(acc, gl_RayFlagsOpaqueEXT, 0xff, 0, 0, 0, origin, minDistance, dir, dist, 0);
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attenuation *= payload.hitAttenuation;
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const uint sample_count = 1024;
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float shadowAttenuation = 0.0;
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vec3 e0 = cross(normal, abs(normal.x) < abs(normal.y) ? vec3(1.0, 0.0, 0.0) : vec3(0.0, 1.0, 0.0));
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vec3 e1 = cross(normal, e0);
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e0 = cross(normal, e1);
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for (uint i = 0; i < sample_count; i++)
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{
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vec2 offset = (Hammersley(i, sample_count) - 0.5) * SampleDistance;
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vec3 origin2 = origin + offset.x * e0 + offset.y * e1;
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float dist2 = distance(LightOrigin, origin2);
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vec3 dir2 = normalize(LightOrigin - origin2);
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traceRayEXT(acc, gl_RayFlagsOpaqueEXT, 0xff, 0, 0, 0, origin2, minDistance, dir2, dist2, 0);
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shadowAttenuation += payload.hitAttenuation;
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}
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shadowAttenuation *= 1.0 / float(sample_count);
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attenuation *= shadowAttenuation;
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emittance.rgb += LightColor * (attenuation * LightIntensity);
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}
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@ -15,9 +15,9 @@ struct Uniforms
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float LightInnerAngleCos;
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float LightOuterAngleCos;
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Vec3 LightSpotDir;
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float Padding1;
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float SampleDistance;
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Vec3 LightColor;
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float Padding2;
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float Padding;
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};
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class GPURaytracer
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@ -527,6 +527,7 @@ static void ShowUsage()
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, SplitCost
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, AAPreference
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, (int)std::thread::hardware_concurrency()
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, Samples
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, Multisample
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, LightBounce
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, GridSize
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