Raytracing - a more pleasing way sequencing blocks to render.

This commit is contained in:
Henner Zeller 2019-05-13 21:36:34 -07:00 committed by Wayne Stambaugh
parent dcd4b13104
commit 2aea26de1e
1 changed files with 24 additions and 18 deletions

View File

@ -28,10 +28,11 @@
*/
#include <GL/glew.h>
#include <climits>
#include <algorithm>
#include <atomic>
#include <thread>
#include <chrono>
#include <climits>
#include <thread>
#include "c3d_render_raytracing.h"
#include "mortoncodes.h"
@ -2074,6 +2075,13 @@ bool C3D_RENDER_RAYTRACING::initializeOpenGL()
}
static float distance( const SFVEC2UI& a, const SFVEC2UI& b )
{
const float dx = (float) a.x - (float) b.x;
const float dy = (float) a.y - (float) b.y;
return hypotf( dx, dy );
}
void C3D_RENDER_RAYTRACING::initialize_block_positions()
{
@ -2123,26 +2131,24 @@ void C3D_RENDER_RAYTRACING::initialize_block_positions()
m_postshader_ssao.UpdateSize( m_realBufferSize );
// Calc block positions
// Calc block positions for regular rendering. Choose an 'inside out'
// style of rendering
// /////////////////////////////////////////////////////////////////////
m_blockPositions.clear();
m_blockPositions.reserve( (m_realBufferSize.x / RAYPACKET_DIM) *
(m_realBufferSize.y / RAYPACKET_DIM) );
const int blocks_x = m_realBufferSize.x / RAYPACKET_DIM;
const int blocks_y = m_realBufferSize.y / RAYPACKET_DIM;
m_blockPositions.reserve( blocks_x * blocks_y );
i = 0;
for( int x = 0; x < blocks_x; ++x )
for( int y = 0; y < blocks_y; ++y )
m_blockPositions.push_back( SFVEC2UI( x * RAYPACKET_DIM, y * RAYPACKET_DIM ) );
while(1)
{
SFVEC2UI blockPos( DecodeMorton2X(i) * RAYPACKET_DIM,
DecodeMorton2Y(i) * RAYPACKET_DIM );
i++;
if( (blockPos.x >= m_realBufferSize.x) && (blockPos.y >= m_realBufferSize.y) )
break;
if( (blockPos.x < m_realBufferSize.x) && (blockPos.y < m_realBufferSize.y) )
m_blockPositions.push_back( blockPos );
}
const SFVEC2UI center( m_realBufferSize.x / 2, m_realBufferSize.y / 2 );
std::sort( m_blockPositions.begin(), m_blockPositions.end(),
[&]( const SFVEC2UI& a, const SFVEC2UI& b ) {
// Sort order: inside out.
return distance( a, center ) < distance( b, center );
} );
// Create m_shader buffer
delete[] m_shaderBuffer;