2160 lines
89 KiB
C++
2160 lines
89 KiB
C++
/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2015-2016 Mario Luzeiro <mrluzeiro@ua.pt>
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* Copyright (C) 1992-2016 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/**
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* @file c3d_render_raytracing.cpp
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* @brief
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*/
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#include <GL/glew.h>
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#include <algorithm>
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#include <atomic>
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#include <chrono>
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#include <climits>
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#include <thread>
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#include "c3d_render_raytracing.h"
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#include "mortoncodes.h"
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#include "../ccolorrgb.h"
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#include "3d_fastmath.h"
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#include "3d_math.h"
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#include "../common_ogl/ogl_utils.h"
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#include <profile.h> // To use GetRunningMicroSecs or another profiling utility
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// This should be used in future for the function
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// convertLinearToSRGB
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//#include <glm/gtc/color_space.hpp>
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C3D_RENDER_RAYTRACING::C3D_RENDER_RAYTRACING( CINFO3D_VISU &aSettings ) :
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C3D_RENDER_BASE( aSettings ),
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m_postshader_ssao( aSettings.CameraGet() )
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{
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wxLogTrace( m_logTrace, wxT( "C3D_RENDER_RAYTRACING::C3D_RENDER_RAYTRACING" ) );
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m_opengl_support_vertex_buffer_object = false;
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m_pboId = GL_NONE;
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m_pboDataSize = 0;
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m_accelerator = NULL;
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m_stats_converted_dummy_to_plane = 0;
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m_stats_converted_roundsegment2d_to_roundsegment = 0;
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m_oldWindowsSize.x = 0;
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m_oldWindowsSize.y = 0;
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m_outlineBoard2dObjects = NULL;
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m_firstHitinfo = NULL;
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m_shaderBuffer = NULL;
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m_camera_light = NULL;
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m_xoffset = 0;
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m_yoffset = 0;
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m_isPreview = false;
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m_rt_render_state = RT_RENDER_STATE_MAX; // Set to an initial invalid state
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m_stats_start_rendering_time = 0;
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m_nrBlocksRenderProgress = 0;
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}
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C3D_RENDER_RAYTRACING::~C3D_RENDER_RAYTRACING()
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{
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wxLogTrace( m_logTrace, wxT( "C3D_RENDER_RAYTRACING::~C3D_RENDER_RAYTRACING" ) );
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delete m_accelerator;
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m_accelerator = NULL;
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delete m_outlineBoard2dObjects;
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m_outlineBoard2dObjects = NULL;
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delete[] m_shaderBuffer;
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m_shaderBuffer = NULL;
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opengl_delete_pbo();
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}
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int C3D_RENDER_RAYTRACING::GetWaitForEditingTimeOut()
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{
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return 1000; // ms
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}
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void C3D_RENDER_RAYTRACING::opengl_delete_pbo()
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{
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// Delete PBO if it was created
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if( m_opengl_support_vertex_buffer_object )
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{
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if( glIsBufferARB( m_pboId ) )
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glDeleteBuffers( 1, &m_pboId );
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m_pboId = GL_NONE;
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}
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}
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void C3D_RENDER_RAYTRACING::SetCurWindowSize( const wxSize &aSize )
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{
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if( m_windowSize != aSize )
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{
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m_windowSize = aSize;
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glViewport( 0, 0, m_windowSize.x, m_windowSize.y );
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initializeNewWindowSize();
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}
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}
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void C3D_RENDER_RAYTRACING::restart_render_state()
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{
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m_stats_start_rendering_time = GetRunningMicroSecs();
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m_rt_render_state = RT_RENDER_STATE_TRACING;
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m_nrBlocksRenderProgress = 0;
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m_postshader_ssao.InitFrame();
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m_blockPositionsWasProcessed.resize( m_blockPositions.size() );
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// Mark the blocks not processed yet
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std::fill( m_blockPositionsWasProcessed.begin(),
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m_blockPositionsWasProcessed.end(),
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0 );
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}
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static inline void SetPixel( GLubyte *p, const CCOLORRGB &v )
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{
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p[0] = v.c[0]; p[1] = v.c[1]; p[2] = v.c[2]; p[3] = 255;
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}
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bool C3D_RENDER_RAYTRACING::Redraw(
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bool aIsMoving, REPORTER* aStatusTextReporter, REPORTER* aWarningTextReporter )
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{
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bool requestRedraw = false;
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// Initialize openGL if need
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// /////////////////////////////////////////////////////////////////////////
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if( !m_is_opengl_initialized )
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{
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if( !initializeOpenGL() )
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return false;
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//aIsMoving = true;
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requestRedraw = true;
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// It will assign the first time the windows size, so it will now
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// revert to preview mode the first time the Redraw is called
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m_oldWindowsSize = m_windowSize;
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initialize_block_positions();
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}
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std::unique_ptr<BUSY_INDICATOR> busy = CreateBusyIndicator();
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// Reload board if it was requested
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// /////////////////////////////////////////////////////////////////////////
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if( m_reloadRequested )
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{
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if( aStatusTextReporter )
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aStatusTextReporter->Report( _( "Loading..." ) );
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//aIsMoving = true;
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requestRedraw = true;
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reload( aStatusTextReporter, aWarningTextReporter );
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}
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// Recalculate constants if windows size was changed
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// /////////////////////////////////////////////////////////////////////////
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if( m_windowSize != m_oldWindowsSize )
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{
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m_oldWindowsSize = m_windowSize;
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aIsMoving = true;
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requestRedraw = true;
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initialize_block_positions();
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}
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// Clear buffers
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// /////////////////////////////////////////////////////////////////////////
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glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
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glClearDepth( 1.0f );
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glClearStencil( 0x00 );
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glClear( GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
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// 4-byte pixel alignment
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glPixelStorei( GL_UNPACK_ALIGNMENT, 4 );
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glDisable( GL_STENCIL_TEST );
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glDisable( GL_LIGHTING );
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glDisable( GL_COLOR_MATERIAL );
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glDisable( GL_DEPTH_TEST );
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glDisable( GL_TEXTURE_2D );
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glDisable( GL_BLEND );
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const bool was_camera_changed = m_settings.CameraGet().ParametersChanged();
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if( requestRedraw || aIsMoving || was_camera_changed )
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m_rt_render_state = RT_RENDER_STATE_MAX; // Set to an invalid state,
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// so it will restart again latter
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// This will only render if need, otherwise it will redraw the PBO on the screen again
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if( aIsMoving || was_camera_changed )
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{
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// Set head light (camera view light) with the oposite direction of the camera
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if( m_camera_light )
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m_camera_light->SetDirection( -m_settings.CameraGet().GetDir() );
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OGL_DrawBackground( SFVEC3F(m_settings.m_BgColorTop),
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SFVEC3F(m_settings.m_BgColorBot) );
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// Bind PBO
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glBindBufferARB( GL_PIXEL_UNPACK_BUFFER_ARB, m_pboId );
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// Get the PBO pixel pointer to write the data
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GLubyte *ptrPBO = (GLubyte *)glMapBufferARB( GL_PIXEL_UNPACK_BUFFER_ARB,
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GL_WRITE_ONLY_ARB );
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if( ptrPBO )
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{
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render_preview( ptrPBO );
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// release pointer to mapping buffer, this initialize the coping to PBO
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glUnmapBufferARB( GL_PIXEL_UNPACK_BUFFER_ARB );
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}
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glWindowPos2i( m_xoffset, m_yoffset );
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}
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else
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{
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// Bind PBO
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glBindBufferARB( GL_PIXEL_UNPACK_BUFFER_ARB, m_pboId );
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if( m_rt_render_state != RT_RENDER_STATE_FINISH )
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{
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// Get the PBO pixel pointer to write the data
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GLubyte *ptrPBO = (GLubyte *)glMapBufferARB( GL_PIXEL_UNPACK_BUFFER_ARB,
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GL_WRITE_ONLY_ARB );
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if( ptrPBO )
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{
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render( ptrPBO, aStatusTextReporter );
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if( m_rt_render_state != RT_RENDER_STATE_FINISH )
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requestRedraw = true;
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// release pointer to mapping buffer, this initialize the coping to PBO
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glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB);
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}
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}
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if( m_rt_render_state == RT_RENDER_STATE_FINISH )
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{
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glClear( GL_COLOR_BUFFER_BIT );
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// Options if we want draw background instead
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//OGL_DrawBackground( SFVEC3F(m_settings.m_BgColorTop),
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// SFVEC3F(m_settings.m_BgColorBot) );
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}
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glWindowPos2i( m_xoffset, m_yoffset );
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}
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// This way it will blend the progress rendering with the last buffer. eg:
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// if it was called after a openGL.
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glEnable( GL_BLEND );
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glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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glEnable( GL_ALPHA_TEST );
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glDrawPixels( m_realBufferSize.x,
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m_realBufferSize.y,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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0 );
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glBindBufferARB( GL_PIXEL_UNPACK_BUFFER_ARB, 0 );
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return requestRedraw;
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}
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void C3D_RENDER_RAYTRACING::render( GLubyte *ptrPBO , REPORTER *aStatusTextReporter )
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{
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if( (m_rt_render_state == RT_RENDER_STATE_FINISH) ||
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(m_rt_render_state >= RT_RENDER_STATE_MAX) )
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{
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restart_render_state();
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if( m_camera_light )
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m_camera_light->SetDirection( -m_settings.CameraGet().GetDir() );
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if( m_settings.RenderEngineGet() == RENDER_ENGINE::OPENGL_LEGACY )
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{
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// Set all pixels of PBO transparent (Alpha to 0)
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// This way it will draw the full buffer but only shows the updated (
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// already calculated) squares
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// /////////////////////////////////////////////////////////////////////
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unsigned int nPixels = m_realBufferSize.x * m_realBufferSize.y;
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GLubyte *tmp_ptrPBO = ptrPBO + 3; // PBO is RGBA
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for( unsigned int i = 0; i < nPixels; ++i )
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{
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*tmp_ptrPBO = 0;
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tmp_ptrPBO += 4; // PBO is RGBA
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}
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}
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m_BgColorTop_LinearRGB = ConvertSRGBToLinear( (SFVEC3F)m_settings.m_BgColorTop );
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m_BgColorBot_LinearRGB = ConvertSRGBToLinear( (SFVEC3F)m_settings.m_BgColorBot );
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}
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switch( m_rt_render_state )
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{
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case RT_RENDER_STATE_TRACING:
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rt_render_tracing( ptrPBO, aStatusTextReporter );
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break;
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case RT_RENDER_STATE_POST_PROCESS_SHADE:
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rt_render_post_process_shade( ptrPBO, aStatusTextReporter );
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break;
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case RT_RENDER_STATE_POST_PROCESS_BLUR_AND_FINISH:
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rt_render_post_process_blur_finish( ptrPBO, aStatusTextReporter );
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break;
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default:
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wxASSERT_MSG( false, "Invalid state on m_rt_render_state");
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restart_render_state();
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break;
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}
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if( aStatusTextReporter && (m_rt_render_state == RT_RENDER_STATE_FINISH) )
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{
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// Calculation time in seconds
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const double calculation_time = (double)( GetRunningMicroSecs() -
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m_stats_start_rendering_time ) / 1e6;
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aStatusTextReporter->Report( wxString::Format( _( "Rendering time %.3f s" ),
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calculation_time ) );
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}
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}
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void C3D_RENDER_RAYTRACING::rt_render_tracing( GLubyte *ptrPBO ,
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REPORTER *aStatusTextReporter )
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{
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m_isPreview = false;
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auto startTime = std::chrono::steady_clock::now();
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bool breakLoop = false;
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std::atomic<size_t> numBlocksRendered( 0 );
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std::atomic<size_t> currentBlock( 0 );
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std::atomic<size_t> threadsFinished( 0 );
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size_t parallelThreadCount = std::min<size_t>(
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std::max<size_t>( std::thread::hardware_concurrency(), 2 ),
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m_blockPositions.size() );
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for( size_t ii = 0; ii < parallelThreadCount; ++ii )
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{
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std::thread t = std::thread( [&]()
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{
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for( size_t iBlock = currentBlock.fetch_add( 1 );
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iBlock < m_blockPositions.size() && !breakLoop;
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iBlock = currentBlock.fetch_add( 1 ) )
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{
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if( !m_blockPositionsWasProcessed[iBlock] )
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{
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rt_render_trace_block( ptrPBO, iBlock );
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numBlocksRendered++;
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m_blockPositionsWasProcessed[iBlock] = 1;
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// Check if it spend already some time render and request to exit
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// to display the progress
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if( std::chrono::duration_cast<std::chrono::milliseconds>(
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std::chrono::steady_clock::now() - startTime ).count() > 150 )
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breakLoop = true;
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}
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}
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threadsFinished++;
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} );
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t.detach();
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}
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while( threadsFinished < parallelThreadCount )
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std::this_thread::sleep_for( std::chrono::milliseconds( 10 ) );
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m_nrBlocksRenderProgress += numBlocksRendered;
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if( aStatusTextReporter )
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aStatusTextReporter->Report( wxString::Format( _( "Rendering: %.0f %%" ),
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(float)(m_nrBlocksRenderProgress * 100) /
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(float)m_blockPositions.size() ) );
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// Check if it finish the rendering and if should continue to a post processing
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// or mark it as finished
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if( m_nrBlocksRenderProgress >= m_blockPositions.size() )
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{
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if( m_settings.GetFlag( FL_RENDER_RAYTRACING_POST_PROCESSING ) )
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m_rt_render_state = RT_RENDER_STATE_POST_PROCESS_SHADE;
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else
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{
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m_rt_render_state = RT_RENDER_STATE_FINISH;
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}
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}
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}
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#ifdef USE_SRGB_SPACE
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// This should be removed in future when the KiCad support a greater version of
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// glm lib.
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#define SRGB_GAMA 2.4f
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// This function implements the conversion from linear RGB to sRGB
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// https://github.com/g-truc/glm/blob/master/glm/gtc/color_space.inl#L12
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static SFVEC3F convertLinearToSRGB( const SFVEC3F &aRGBcolor )
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{
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const float gammaCorrection = 1.0f / SRGB_GAMA;
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const SFVEC3F clampedColor = glm::clamp( aRGBcolor, SFVEC3F(0.0f), SFVEC3F(1.0f) );
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return glm::mix(
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glm::pow( clampedColor, SFVEC3F(gammaCorrection) ) * 1.055f - 0.055f,
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clampedColor * 12.92f,
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glm::lessThan( clampedColor, SFVEC3F(0.0031308f) ) );
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}
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// This function implements the conversion from sRGB to linear RGB
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// https://github.com/g-truc/glm/blob/master/glm/gtc/color_space.inl#L35
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SFVEC3F ConvertSRGBToLinear( const SFVEC3F &aSRGBcolor )
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{
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const float gammaCorrection = SRGB_GAMA;
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return glm::mix(
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glm::pow( (aSRGBcolor + SFVEC3F(0.055f)) * SFVEC3F(0.94786729857819905213270142180095f),
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SFVEC3F(gammaCorrection) ),
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aSRGBcolor * SFVEC3F(0.07739938080495356037151702786378f),
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glm::lessThanEqual( aSRGBcolor, SFVEC3F(0.04045f) ) );
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}
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#endif
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void C3D_RENDER_RAYTRACING::rt_final_color( GLubyte *ptrPBO,
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const SFVEC3F &rgbColor,
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bool applyColorSpaceConversion )
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{
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SFVEC3F color = rgbColor;
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#ifdef USE_SRGB_SPACE
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// This should be used in future when the KiCad support a greater version of
|
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// glm lib.
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// if( applyColorSpaceConversion )
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// rgbColor = glm::convertLinearToSRGB( rgbColor );
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if( applyColorSpaceConversion )
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color = convertLinearToSRGB( rgbColor );
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#endif
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ptrPBO[0] = (unsigned int)glm::clamp( (int)(color.r * 255), 0, 255 );
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ptrPBO[1] = (unsigned int)glm::clamp( (int)(color.g * 255), 0, 255 );
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ptrPBO[2] = (unsigned int)glm::clamp( (int)(color.b * 255), 0, 255 );
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ptrPBO[3] = 255;
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}
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static void HITINFO_PACKET_init( HITINFO_PACKET *aHitPacket )
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{
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// Initialize hitPacket with a "not hit" information
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for( unsigned int i = 0; i < RAYPACKET_RAYS_PER_PACKET; ++i )
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{
|
|
aHitPacket[i].m_HitInfo.m_tHit = std::numeric_limits<float>::infinity();
|
|
aHitPacket[i].m_HitInfo.m_acc_node_info = 0;
|
|
aHitPacket[i].m_hitresult = false;
|
|
aHitPacket[i].m_HitInfo.m_HitNormal = SFVEC3F( 0.0f );
|
|
aHitPacket[i].m_HitInfo.m_ShadowFactor = 1.0f;
|
|
}
|
|
}
|
|
|
|
|
|
void C3D_RENDER_RAYTRACING::rt_shades_packet(const SFVEC3F *bgColorY,
|
|
const RAY *aRayPkt,
|
|
HITINFO_PACKET *aHitPacket,
|
|
bool is_testShadow,
|
|
SFVEC3F *aOutHitColor )
|
|
{
|
|
for( unsigned int y = 0, i = 0; y < RAYPACKET_DIM; ++y )
|
|
{
|
|
for( unsigned int x = 0; x < RAYPACKET_DIM; ++x, ++i )
|
|
{
|
|
if( aHitPacket[i].m_hitresult == true )
|
|
{
|
|
aOutHitColor[i] = shadeHit( bgColorY[y],
|
|
aRayPkt[i],
|
|
aHitPacket[i].m_HitInfo,
|
|
false,
|
|
0,
|
|
is_testShadow );
|
|
}
|
|
else
|
|
{
|
|
aOutHitColor[i] = bgColorY[y];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void C3D_RENDER_RAYTRACING::rt_trace_AA_packet( const SFVEC3F *aBgColorY,
|
|
const HITINFO_PACKET *aHitPck_X0Y0,
|
|
const HITINFO_PACKET *aHitPck_AA_X1Y1,
|
|
const RAY *aRayPck,
|
|
SFVEC3F *aOutHitColor )
|
|
{
|
|
const bool is_testShadow = m_settings.GetFlag( FL_RENDER_RAYTRACING_SHADOWS );
|
|
|
|
for( unsigned int y = 0, i = 0; y < RAYPACKET_DIM; ++y )
|
|
{
|
|
for( unsigned int x = 0; x < RAYPACKET_DIM; ++x, ++i )
|
|
{
|
|
const RAY &rayAA = aRayPck[i];
|
|
|
|
HITINFO hitAA;
|
|
hitAA.m_tHit = std::numeric_limits<float>::infinity();
|
|
hitAA.m_acc_node_info = 0;
|
|
|
|
bool hitted = false;
|
|
|
|
const unsigned int idx0y1 = ( x + 0 ) + RAYPACKET_DIM * ( y + 1 );
|
|
const unsigned int idx1y1 = ( x + 1 ) + RAYPACKET_DIM * ( y + 1 );
|
|
|
|
// Gets the node info from the hit.
|
|
const unsigned int nodex0y0 = aHitPck_X0Y0[ i ].m_HitInfo.m_acc_node_info;
|
|
const unsigned int node_AA_x0y0 = aHitPck_AA_X1Y1[ i ].m_HitInfo.m_acc_node_info;
|
|
|
|
unsigned int nodex1y0 = 0;
|
|
|
|
if( x < (RAYPACKET_DIM - 1) )
|
|
nodex1y0 = aHitPck_X0Y0[ i + 1 ].m_HitInfo.m_acc_node_info;
|
|
|
|
unsigned int nodex0y1 = 0;
|
|
|
|
if( y < (RAYPACKET_DIM - 1) )
|
|
nodex0y1 = aHitPck_X0Y0[ idx0y1 ].m_HitInfo.m_acc_node_info;
|
|
|
|
unsigned int nodex1y1 = 0;
|
|
|
|
if( ((x < (RAYPACKET_DIM - 1)) &&
|
|
(y < (RAYPACKET_DIM - 1))) )
|
|
nodex1y1 = aHitPck_X0Y0[ idx1y1 ].m_HitInfo.m_acc_node_info;
|
|
|
|
|
|
if( ((nodex0y0 == nodex1y0) || (nodex1y0 == 0)) && // If all notes are equal we assume there was no change on the object hits
|
|
((nodex0y0 == nodex0y1) || (nodex0y1 == 0)) &&
|
|
((nodex0y0 == nodex1y1) || (nodex1y1 == 0)) &&
|
|
(nodex0y0 == node_AA_x0y0) )
|
|
{
|
|
// Option 1
|
|
// This option will give a very good quality on reflections (slow)
|
|
/*
|
|
if( m_accelerator->Intersect( rayAA, hitAA, nodex0y0 ) )
|
|
{
|
|
aOutHitColor[i] += shadeHit( aBgColorY[y], rayAA, hitAA, false, 0 );
|
|
}
|
|
else
|
|
{
|
|
if( m_accelerator->Intersect( rayAA, hitAA ) )
|
|
aOutHitColor[i] += shadeHit( aBgColorY[y], rayAA, hitAA, false, 0 );
|
|
else
|
|
aOutHitColor[i] += hitColor[i];
|
|
}
|
|
*/
|
|
|
|
// Option 2
|
|
// Trace again with the same node,
|
|
// then if miss just give the same color as before
|
|
//if( m_accelerator->Intersect( rayAA, hitAA, nodex0y0 ) )
|
|
// aOutHitColor[i] += shadeHit( aBgColorY[y], rayAA, hitAA, false, 0 );
|
|
|
|
// Option 3
|
|
// Use same color
|
|
|
|
}
|
|
else
|
|
{
|
|
// Try to intersect the different nodes
|
|
// It tests the possible combination of hitted or not hitted points
|
|
// This will try to get the best hit for this ray
|
|
|
|
if( nodex0y0 != 0 )
|
|
hitted |= m_accelerator->Intersect( rayAA, hitAA, nodex0y0 );
|
|
|
|
if( ( nodex1y0 != 0 ) &&
|
|
( nodex0y0 != nodex1y0 ) )
|
|
hitted |= m_accelerator->Intersect( rayAA, hitAA, nodex1y0 );
|
|
|
|
if( ( nodex0y1 != 0 ) &&
|
|
( nodex0y0 != nodex0y1 ) &&
|
|
( nodex1y0 != nodex0y1 ) )
|
|
hitted |= m_accelerator->Intersect( rayAA, hitAA, nodex0y1 );
|
|
|
|
if( (nodex1y1 != 0 ) &&
|
|
( nodex0y0 != nodex1y1 ) &&
|
|
( nodex0y1 != nodex1y1 ) &&
|
|
( nodex1y0 != nodex1y1 ) )
|
|
hitted |= m_accelerator->Intersect( rayAA, hitAA, nodex1y1 );
|
|
|
|
if( (node_AA_x0y0 != 0 ) &&
|
|
( nodex0y0 != node_AA_x0y0 ) &&
|
|
( nodex0y1 != node_AA_x0y0 ) &&
|
|
( nodex1y0 != node_AA_x0y0 ) &&
|
|
( nodex1y1 != node_AA_x0y0 ) )
|
|
hitted |= m_accelerator->Intersect( rayAA, hitAA, node_AA_x0y0 );
|
|
|
|
if( hitted )
|
|
{
|
|
// If we got any result, shade it
|
|
aOutHitColor[i] = shadeHit( aBgColorY[y], rayAA, hitAA, false, 0, is_testShadow );
|
|
}
|
|
else
|
|
{
|
|
// Note: There are very few cases that will end on this situation
|
|
// so it is not so expensive to trace a single ray from the beginning
|
|
|
|
// It was missed the 'last nodes' so, trace a ray from the beginning
|
|
if( m_accelerator->Intersect( rayAA, hitAA ) )
|
|
aOutHitColor[i] = shadeHit( aBgColorY[y], rayAA, hitAA, false, 0, is_testShadow );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#define DISP_FACTOR 0.075f
|
|
|
|
void C3D_RENDER_RAYTRACING::rt_render_trace_block( GLubyte *ptrPBO ,
|
|
signed int iBlock )
|
|
{
|
|
// Initialize ray packets
|
|
// /////////////////////////////////////////////////////////////////////////
|
|
const SFVEC2UI &blockPos = m_blockPositions[iBlock];
|
|
const SFVEC2I blockPosI = SFVEC2I( blockPos.x + m_xoffset,
|
|
blockPos.y + m_yoffset );
|
|
|
|
RAYPACKET blockPacket( m_settings.CameraGet(),
|
|
(SFVEC2F)blockPosI + SFVEC2F(DISP_FACTOR, DISP_FACTOR),
|
|
SFVEC2F(DISP_FACTOR, DISP_FACTOR) // Displacement random factor
|
|
);
|
|
|
|
HITINFO_PACKET hitPacket_X0Y0[RAYPACKET_RAYS_PER_PACKET];
|
|
|
|
HITINFO_PACKET_init( hitPacket_X0Y0 );
|
|
|
|
// Calculate background gradient color
|
|
// /////////////////////////////////////////////////////////////////////////
|
|
SFVEC3F bgColor[RAYPACKET_DIM];// Store a vertical gradient color
|
|
|
|
for( unsigned int y = 0; y < RAYPACKET_DIM; ++y )
|
|
{
|
|
const float posYfactor = (float)(blockPosI.y + y) / (float)m_windowSize.y;
|
|
|
|
bgColor[y] = m_BgColorTop_LinearRGB * SFVEC3F(posYfactor) +
|
|
m_BgColorBot_LinearRGB * ( SFVEC3F(1.0f) - SFVEC3F(posYfactor) );
|
|
}
|
|
|
|
// Intersect ray packets (calculate the intersection with rays and objects)
|
|
// /////////////////////////////////////////////////////////////////////////
|
|
if( !m_accelerator->Intersect( blockPacket, hitPacket_X0Y0 ) )
|
|
{
|
|
|
|
// If block is empty then set shades and continue
|
|
if( m_settings.GetFlag( FL_RENDER_RAYTRACING_POST_PROCESSING ) )
|
|
{
|
|
for( unsigned int y = 0; y < RAYPACKET_DIM; ++y )
|
|
{
|
|
const SFVEC3F &outColor = bgColor[y];
|
|
|
|
const unsigned int yBlockPos = blockPos.y + y;
|
|
|
|
for( unsigned int x = 0; x < RAYPACKET_DIM; ++x )
|
|
{
|
|
m_postshader_ssao.SetPixelData( blockPos.x + x,
|
|
yBlockPos,
|
|
SFVEC3F( 0.0f ),
|
|
outColor,
|
|
SFVEC3F( 0.0f ),
|
|
0,
|
|
1.0f );
|
|
}
|
|
}
|
|
}
|
|
|
|
// This will set the output color to be displayed
|
|
// If post processing is enabled, it will not reflect the final result
|
|
// (as the final color will be computed on post processing)
|
|
// but it is used for report progress
|
|
|
|
const bool isFinalColor = !m_settings.GetFlag( FL_RENDER_RAYTRACING_POST_PROCESSING );
|
|
|
|
for( unsigned int y = 0; y < RAYPACKET_DIM; ++y )
|
|
{
|
|
const SFVEC3F &outColor = bgColor[y];
|
|
|
|
const unsigned int yConst = blockPos.x +
|
|
( (y + blockPos.y) * m_realBufferSize.x);
|
|
|
|
for( unsigned int x = 0; x < RAYPACKET_DIM; ++x )
|
|
{
|
|
GLubyte *ptr = &ptrPBO[ (yConst + x) * 4 ];
|
|
|
|
rt_final_color( ptr, outColor, isFinalColor );
|
|
}
|
|
}
|
|
|
|
// There is nothing more here to do.. there are no hits ..
|
|
// just background so continue
|
|
return;
|
|
}
|
|
|
|
|
|
SFVEC3F hitColor_X0Y0[RAYPACKET_RAYS_PER_PACKET];
|
|
|
|
// Shade original (0, 0) hits ("paint" the intersected objects)
|
|
// /////////////////////////////////////////////////////////////////////////
|
|
rt_shades_packet( bgColor,
|
|
blockPacket.m_ray,
|
|
hitPacket_X0Y0,
|
|
m_settings.GetFlag( FL_RENDER_RAYTRACING_SHADOWS ),
|
|
hitColor_X0Y0 );
|
|
|
|
if( m_settings.GetFlag( FL_RENDER_RAYTRACING_ANTI_ALIASING ) )
|
|
{
|
|
SFVEC3F hitColor_AA_X1Y1[RAYPACKET_RAYS_PER_PACKET];
|
|
|
|
|
|
// Intersect one blockPosI + (0.5, 0.5) used for anti aliasing calculation
|
|
// /////////////////////////////////////////////////////////////////////////
|
|
HITINFO_PACKET hitPacket_AA_X1Y1[RAYPACKET_RAYS_PER_PACKET];
|
|
HITINFO_PACKET_init( hitPacket_AA_X1Y1 );
|
|
|
|
RAYPACKET blockPacket_AA_X1Y1( m_settings.CameraGet(),
|
|
(SFVEC2F)blockPosI + SFVEC2F(0.5f, 0.5f),
|
|
SFVEC2F(DISP_FACTOR, DISP_FACTOR) // Displacement random factor
|
|
);
|
|
|
|
if( !m_accelerator->Intersect( blockPacket_AA_X1Y1, hitPacket_AA_X1Y1 ) )
|
|
{
|
|
// Missed all the package
|
|
for( unsigned int y = 0, i = 0; y < RAYPACKET_DIM; ++y )
|
|
{
|
|
const SFVEC3F &outColor = bgColor[y];
|
|
|
|
for( unsigned int x = 0; x < RAYPACKET_DIM; ++x, ++i )
|
|
{
|
|
hitColor_AA_X1Y1[i] = outColor;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
rt_shades_packet( bgColor,
|
|
blockPacket_AA_X1Y1.m_ray,
|
|
hitPacket_AA_X1Y1,
|
|
m_settings.GetFlag( FL_RENDER_RAYTRACING_SHADOWS ),
|
|
hitColor_AA_X1Y1
|
|
);
|
|
}
|
|
|
|
SFVEC3F hitColor_AA_X1Y0[RAYPACKET_RAYS_PER_PACKET];
|
|
SFVEC3F hitColor_AA_X0Y1[RAYPACKET_RAYS_PER_PACKET];
|
|
SFVEC3F hitColor_AA_X0Y1_half[RAYPACKET_RAYS_PER_PACKET];
|
|
|
|
for( unsigned int i = 0; i < RAYPACKET_RAYS_PER_PACKET; ++i )
|
|
{
|
|
const SFVEC3F color_average = ( hitColor_X0Y0[i] +
|
|
hitColor_AA_X1Y1[i] ) * SFVEC3F(0.5f);
|
|
|
|
hitColor_AA_X1Y0[i] = color_average;
|
|
hitColor_AA_X0Y1[i] = color_average;
|
|
hitColor_AA_X0Y1_half[i] = color_average;
|
|
}
|
|
|
|
RAY blockRayPck_AA_X1Y0[RAYPACKET_RAYS_PER_PACKET];
|
|
RAY blockRayPck_AA_X0Y1[RAYPACKET_RAYS_PER_PACKET];
|
|
RAY blockRayPck_AA_X1Y1_half[RAYPACKET_RAYS_PER_PACKET];
|
|
|
|
RAYPACKET_InitRays_with2DDisplacement( m_settings.CameraGet(),
|
|
(SFVEC2F)blockPosI + SFVEC2F(0.5f - DISP_FACTOR, DISP_FACTOR),
|
|
SFVEC2F(DISP_FACTOR, DISP_FACTOR), // Displacement random factor
|
|
blockRayPck_AA_X1Y0 );
|
|
|
|
RAYPACKET_InitRays_with2DDisplacement( m_settings.CameraGet(),
|
|
(SFVEC2F)blockPosI + SFVEC2F(DISP_FACTOR, 0.5f - DISP_FACTOR),
|
|
SFVEC2F(DISP_FACTOR, DISP_FACTOR), // Displacement random factor
|
|
blockRayPck_AA_X0Y1 );
|
|
|
|
RAYPACKET_InitRays_with2DDisplacement( m_settings.CameraGet(),
|
|
(SFVEC2F)blockPosI + SFVEC2F(0.25f - DISP_FACTOR, 0.25f - DISP_FACTOR),
|
|
SFVEC2F(DISP_FACTOR, DISP_FACTOR), // Displacement random factor
|
|
blockRayPck_AA_X1Y1_half );
|
|
|
|
rt_trace_AA_packet( bgColor,
|
|
hitPacket_X0Y0, hitPacket_AA_X1Y1,
|
|
blockRayPck_AA_X1Y0,
|
|
hitColor_AA_X1Y0 );
|
|
|
|
rt_trace_AA_packet( bgColor,
|
|
hitPacket_X0Y0, hitPacket_AA_X1Y1,
|
|
blockRayPck_AA_X0Y1,
|
|
hitColor_AA_X0Y1 );
|
|
|
|
rt_trace_AA_packet( bgColor,
|
|
hitPacket_X0Y0, hitPacket_AA_X1Y1,
|
|
blockRayPck_AA_X1Y1_half,
|
|
hitColor_AA_X0Y1_half );
|
|
|
|
// Average the result
|
|
for( unsigned int i = 0; i < RAYPACKET_RAYS_PER_PACKET; ++i )
|
|
{
|
|
hitColor_X0Y0[i] = ( hitColor_X0Y0[i] +
|
|
hitColor_AA_X1Y1[i] +
|
|
hitColor_AA_X1Y0[i] +
|
|
hitColor_AA_X0Y1[i] +
|
|
hitColor_AA_X0Y1_half[i]
|
|
) * SFVEC3F(1.0f / 5.0f);
|
|
}
|
|
}
|
|
|
|
|
|
// Copy results to the next stage
|
|
// /////////////////////////////////////////////////////////////////////
|
|
|
|
GLubyte *ptr = &ptrPBO[ ( blockPos.x +
|
|
(blockPos.y * m_realBufferSize.x) ) * 4 ];
|
|
|
|
const uint32_t ptrInc = (m_realBufferSize.x - RAYPACKET_DIM) * 4;
|
|
|
|
if( m_settings.GetFlag( FL_RENDER_RAYTRACING_POST_PROCESSING ) )
|
|
{
|
|
SFVEC2I bPos;
|
|
bPos.y = blockPos.y;
|
|
|
|
for( unsigned int y = 0, i = 0; y < RAYPACKET_DIM; ++y )
|
|
{
|
|
bPos.x = blockPos.x;
|
|
|
|
for( unsigned int x = 0; x < RAYPACKET_DIM; ++x, ++i )
|
|
{
|
|
const SFVEC3F &hColor = hitColor_X0Y0[i];
|
|
|
|
if( hitPacket_X0Y0[i].m_hitresult == true )
|
|
m_postshader_ssao.SetPixelData( bPos.x, bPos.y,
|
|
hitPacket_X0Y0[i].m_HitInfo.m_HitNormal,
|
|
hColor,
|
|
blockPacket.m_ray[i].at(
|
|
hitPacket_X0Y0[i].m_HitInfo.m_tHit ),
|
|
hitPacket_X0Y0[i].m_HitInfo.m_tHit,
|
|
hitPacket_X0Y0[i].m_HitInfo.m_ShadowFactor );
|
|
else
|
|
m_postshader_ssao.SetPixelData( bPos.x, bPos.y,
|
|
SFVEC3F( 0.0f ),
|
|
hColor,
|
|
SFVEC3F( 0.0f ),
|
|
0,
|
|
1.0f );
|
|
|
|
rt_final_color( ptr, hColor, false );
|
|
|
|
bPos.x++;
|
|
ptr += 4;
|
|
}
|
|
|
|
ptr += ptrInc;
|
|
bPos.y++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for( unsigned int y = 0, i = 0; y < RAYPACKET_DIM; ++y )
|
|
{
|
|
for( unsigned int x = 0; x < RAYPACKET_DIM; ++x, ++i )
|
|
{
|
|
rt_final_color( ptr, hitColor_X0Y0[i], true );
|
|
ptr += 4;
|
|
}
|
|
|
|
ptr += ptrInc;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void C3D_RENDER_RAYTRACING::rt_render_post_process_shade( GLubyte *ptrPBO,
|
|
REPORTER *aStatusTextReporter )
|
|
{
|
|
(void)ptrPBO; // unused
|
|
|
|
if( m_settings.GetFlag( FL_RENDER_RAYTRACING_POST_PROCESSING ) )
|
|
{
|
|
if( aStatusTextReporter )
|
|
aStatusTextReporter->Report( _("Rendering: Post processing shader") );
|
|
|
|
std::atomic<size_t> nextBlock( 0 );
|
|
std::atomic<size_t> threadsFinished( 0 );
|
|
|
|
size_t parallelThreadCount = std::max<size_t>( std::thread::hardware_concurrency(), 2 );
|
|
for( size_t ii = 0; ii < parallelThreadCount; ++ii )
|
|
{
|
|
std::thread t = std::thread( [&]()
|
|
{
|
|
for( size_t y = nextBlock.fetch_add( 1 );
|
|
y < m_realBufferSize.y;
|
|
y = nextBlock.fetch_add( 1 ) )
|
|
{
|
|
SFVEC3F *ptr = &m_shaderBuffer[ y * m_realBufferSize.x ];
|
|
|
|
for( signed int x = 0; x < (int)m_realBufferSize.x; ++x )
|
|
{
|
|
*ptr = m_postshader_ssao.Shade( SFVEC2I( x, y ) );
|
|
ptr++;
|
|
}
|
|
}
|
|
|
|
threadsFinished++;
|
|
} );
|
|
|
|
t.detach();
|
|
}
|
|
|
|
while( threadsFinished < parallelThreadCount )
|
|
std::this_thread::sleep_for( std::chrono::milliseconds( 10 ) );
|
|
|
|
// Set next state
|
|
m_rt_render_state = RT_RENDER_STATE_POST_PROCESS_BLUR_AND_FINISH;
|
|
}
|
|
else
|
|
{
|
|
// As this was an invalid state, set to finish
|
|
m_rt_render_state = RT_RENDER_STATE_FINISH;
|
|
}
|
|
}
|
|
|
|
|
|
void C3D_RENDER_RAYTRACING::rt_render_post_process_blur_finish( GLubyte *ptrPBO,
|
|
REPORTER *aStatusTextReporter )
|
|
{
|
|
(void)aStatusTextReporter; //unused
|
|
|
|
if( m_settings.GetFlag( FL_RENDER_RAYTRACING_POST_PROCESSING ) )
|
|
{
|
|
// Now blurs the shader result and compute the final color
|
|
std::atomic<size_t> nextBlock( 0 );
|
|
std::atomic<size_t> threadsFinished( 0 );
|
|
|
|
size_t parallelThreadCount = std::max<size_t>( std::thread::hardware_concurrency(), 2 );
|
|
for( size_t ii = 0; ii < parallelThreadCount; ++ii )
|
|
{
|
|
std::thread t = std::thread( [&]()
|
|
{
|
|
for( size_t y = nextBlock.fetch_add( 1 );
|
|
y < m_realBufferSize.y;
|
|
y = nextBlock.fetch_add( 1 ) )
|
|
{
|
|
GLubyte *ptr = &ptrPBO[ y * m_realBufferSize.x * 4 ];
|
|
|
|
const SFVEC3F *ptrShaderY0 =
|
|
&m_shaderBuffer[ glm::max((int)y - 2, 0) * m_realBufferSize.x ];
|
|
const SFVEC3F *ptrShaderY1 =
|
|
&m_shaderBuffer[ glm::max((int)y - 1, 0) * m_realBufferSize.x ];
|
|
const SFVEC3F *ptrShaderY2 =
|
|
&m_shaderBuffer[ y * m_realBufferSize.x ];
|
|
const SFVEC3F *ptrShaderY3 =
|
|
&m_shaderBuffer[ glm::min((int)y + 1, (int)(m_realBufferSize.y - 1)) *
|
|
m_realBufferSize.x ];
|
|
const SFVEC3F *ptrShaderY4 =
|
|
&m_shaderBuffer[ glm::min((int)y + 2, (int)(m_realBufferSize.y - 1)) *
|
|
m_realBufferSize.x ];
|
|
|
|
for( signed int x = 0; x < (int)m_realBufferSize.x; ++x )
|
|
{
|
|
// This #if should be 1, it is here that can be used for debug proposes during development
|
|
#if 1
|
|
int idx = x > 1 ? -2 : 0;
|
|
SFVEC3F bluredShadeColor = ptrShaderY0[idx] * 1.0f / 273.0f +
|
|
ptrShaderY1[idx] * 4.0f / 273.0f +
|
|
ptrShaderY2[idx] * 7.0f / 273.0f +
|
|
ptrShaderY3[idx] * 4.0f / 273.0f +
|
|
ptrShaderY4[idx] * 1.0f / 273.0f;
|
|
|
|
idx = x > 0 ? -1 : 0;
|
|
bluredShadeColor += ptrShaderY0[idx] * 4.0f / 273.0f +
|
|
ptrShaderY1[idx] * 16.0f / 273.0f +
|
|
ptrShaderY2[idx] * 26.0f / 273.0f +
|
|
ptrShaderY3[idx] * 16.0f / 273.0f +
|
|
ptrShaderY4[idx] * 4.0f / 273.0f;
|
|
|
|
bluredShadeColor += (*ptrShaderY0) * 7.0f / 273.0f +
|
|
(*ptrShaderY1) * 26.0f / 273.0f +
|
|
(*ptrShaderY2) * 41.0f / 273.0f +
|
|
(*ptrShaderY3) * 26.0f / 273.0f +
|
|
(*ptrShaderY4) * 7.0f / 273.0f;
|
|
|
|
idx = (x < (int)m_realBufferSize.x - 1) ? 1 : 0;
|
|
bluredShadeColor += ptrShaderY0[idx] * 4.0f / 273.0f +
|
|
ptrShaderY1[idx] *16.0f / 273.0f +
|
|
ptrShaderY2[idx] *26.0f / 273.0f +
|
|
ptrShaderY3[idx] *16.0f / 273.0f +
|
|
ptrShaderY4[idx] * 4.0f / 273.0f;
|
|
|
|
idx = (x < (int)m_realBufferSize.x - 2) ? 2 : 0;
|
|
bluredShadeColor += ptrShaderY0[idx] * 1.0f / 273.0f +
|
|
ptrShaderY1[idx] * 4.0f / 273.0f +
|
|
ptrShaderY2[idx] * 7.0f / 273.0f +
|
|
ptrShaderY3[idx] * 4.0f / 273.0f +
|
|
ptrShaderY4[idx] * 1.0f / 273.0f;
|
|
|
|
// process next pixel
|
|
++ptrShaderY0;
|
|
++ptrShaderY1;
|
|
++ptrShaderY2;
|
|
++ptrShaderY3;
|
|
++ptrShaderY4;
|
|
|
|
#ifdef USE_SRGB_SPACE
|
|
const SFVEC3F originColor = convertLinearToSRGB( m_postshader_ssao.GetColorAtNotProtected( SFVEC2I( x,y ) ) );
|
|
#else
|
|
const SFVEC3F originColor = m_postshader_ssao.GetColorAtNotProtected( SFVEC2I( x,y ) );
|
|
#endif
|
|
|
|
const SFVEC3F shadedColor = m_postshader_ssao.ApplyShadeColor( SFVEC2I( x,y ), originColor, bluredShadeColor );
|
|
#else
|
|
// Debug code
|
|
//const SFVEC3F shadedColor = SFVEC3F( 1.0f ) -
|
|
// m_shaderBuffer[ y * m_realBufferSize.x + x];
|
|
const SFVEC3F shadedColor = m_shaderBuffer[ y * m_realBufferSize.x + x ];
|
|
#endif
|
|
|
|
rt_final_color( ptr, shadedColor, false );
|
|
|
|
ptr += 4;
|
|
}
|
|
}
|
|
|
|
threadsFinished++;
|
|
} );
|
|
|
|
t.detach();
|
|
}
|
|
|
|
while( threadsFinished < parallelThreadCount )
|
|
std::this_thread::sleep_for( std::chrono::milliseconds( 10 ) );
|
|
|
|
|
|
// Debug code
|
|
//m_postshader_ssao.DebugBuffersOutputAsImages();
|
|
}
|
|
|
|
// End rendering
|
|
m_rt_render_state = RT_RENDER_STATE_FINISH;
|
|
}
|
|
|
|
|
|
void C3D_RENDER_RAYTRACING::render_preview( GLubyte *ptrPBO )
|
|
{
|
|
m_isPreview = true;
|
|
|
|
std::atomic<size_t> nextBlock( 0 );
|
|
std::atomic<size_t> threadsFinished( 0 );
|
|
|
|
size_t parallelThreadCount = std::min<size_t>(
|
|
std::max<size_t>( std::thread::hardware_concurrency(), 2 ),
|
|
m_blockPositions.size() );
|
|
for( size_t ii = 0; ii < parallelThreadCount; ++ii )
|
|
{
|
|
std::thread t = std::thread( [&]()
|
|
{
|
|
for( size_t iBlock = nextBlock.fetch_add( 1 );
|
|
iBlock < m_blockPositionsFast.size();
|
|
iBlock = nextBlock.fetch_add( 1 ) )
|
|
{
|
|
const SFVEC2UI &windowPosUI = m_blockPositionsFast[ iBlock ];
|
|
const SFVEC2I windowsPos = SFVEC2I( windowPosUI.x + m_xoffset,
|
|
windowPosUI.y + m_yoffset );
|
|
|
|
RAYPACKET blockPacket( m_settings.CameraGet(), windowsPos, 4 );
|
|
|
|
HITINFO_PACKET hitPacket[RAYPACKET_RAYS_PER_PACKET];
|
|
|
|
// Initialize hitPacket with a "not hit" information
|
|
for( unsigned int i = 0; i < RAYPACKET_RAYS_PER_PACKET; ++i )
|
|
{
|
|
hitPacket[i].m_HitInfo.m_tHit = std::numeric_limits<float>::infinity();
|
|
hitPacket[i].m_HitInfo.m_acc_node_info = 0;
|
|
hitPacket[i].m_hitresult = false;
|
|
}
|
|
|
|
// Intersect packet block
|
|
m_accelerator->Intersect( blockPacket, hitPacket );
|
|
|
|
|
|
// Calculate background gradient color
|
|
// /////////////////////////////////////////////////////////////////////
|
|
SFVEC3F bgColor[RAYPACKET_DIM];
|
|
|
|
for( unsigned int y = 0; y < RAYPACKET_DIM; ++y )
|
|
{
|
|
const float posYfactor = (float)(windowsPos.y + y * 4.0f) / (float)m_windowSize.y;
|
|
|
|
bgColor[y] = (SFVEC3F)m_settings.m_BgColorTop * SFVEC3F(posYfactor) +
|
|
(SFVEC3F)m_settings.m_BgColorBot * ( SFVEC3F(1.0f) - SFVEC3F(posYfactor) );
|
|
}
|
|
|
|
CCOLORRGB hitColorShading[RAYPACKET_RAYS_PER_PACKET];
|
|
|
|
for( unsigned int i = 0; i < RAYPACKET_RAYS_PER_PACKET; ++i )
|
|
{
|
|
const SFVEC3F bhColorY = bgColor[i / RAYPACKET_DIM];
|
|
|
|
if( hitPacket[i].m_hitresult == true )
|
|
{
|
|
const SFVEC3F hitColor = shadeHit( bhColorY,
|
|
blockPacket.m_ray[i],
|
|
hitPacket[i].m_HitInfo,
|
|
false,
|
|
0,
|
|
false );
|
|
|
|
hitColorShading[i] = CCOLORRGB( hitColor );
|
|
}
|
|
else
|
|
hitColorShading[i] = bhColorY;
|
|
}
|
|
|
|
CCOLORRGB cLRB_old[(RAYPACKET_DIM - 1)];
|
|
|
|
for( unsigned int y = 0; y < (RAYPACKET_DIM - 1); ++y )
|
|
{
|
|
|
|
const SFVEC3F bgColorY = bgColor[y];
|
|
const CCOLORRGB bgColorYRGB = CCOLORRGB( bgColorY );
|
|
|
|
// This stores cRTB from the last block to be reused next time in a cLTB pixel
|
|
CCOLORRGB cRTB_old;
|
|
|
|
//RAY cRTB_ray;
|
|
//HITINFO cRTB_hitInfo;
|
|
|
|
for( unsigned int x = 0; x < (RAYPACKET_DIM - 1); ++x )
|
|
{
|
|
// pxl 0 pxl 1 pxl 2 pxl 3 pxl 4
|
|
// x0 x1 ...
|
|
// .---------------------------.
|
|
// y0 | cLT | cxxx | cLRT | cxxx | cRT |
|
|
// | cxxx | cLTC | cxxx | cRTC | cxxx |
|
|
// | cLTB | cxxx | cC | cxxx | cRTB |
|
|
// | cxxx | cLBC | cxxx | cRBC | cxxx |
|
|
// '---------------------------'
|
|
// y1 | cLB | cxxx | cLRB | cxxx | cRB |
|
|
|
|
const unsigned int iLT = ((x + 0) + RAYPACKET_DIM * (y + 0));
|
|
const unsigned int iRT = ((x + 1) + RAYPACKET_DIM * (y + 0));
|
|
const unsigned int iLB = ((x + 0) + RAYPACKET_DIM * (y + 1));
|
|
const unsigned int iRB = ((x + 1) + RAYPACKET_DIM * (y + 1));
|
|
|
|
// !TODO: skip when there are no hits
|
|
|
|
|
|
const CCOLORRGB &cLT = hitColorShading[ iLT ];
|
|
const CCOLORRGB &cRT = hitColorShading[ iRT ];
|
|
const CCOLORRGB &cLB = hitColorShading[ iLB ];
|
|
const CCOLORRGB &cRB = hitColorShading[ iRB ];
|
|
|
|
// Trace and shade cC
|
|
// /////////////////////////////////////////////////////////////
|
|
CCOLORRGB cC = bgColorYRGB;
|
|
|
|
const SFVEC3F &oriLT = blockPacket.m_ray[ iLT ].m_Origin;
|
|
const SFVEC3F &oriRB = blockPacket.m_ray[ iRB ].m_Origin;
|
|
|
|
const SFVEC3F &dirLT = blockPacket.m_ray[ iLT ].m_Dir;
|
|
const SFVEC3F &dirRB = blockPacket.m_ray[ iRB ].m_Dir;
|
|
|
|
SFVEC3F oriC;
|
|
SFVEC3F dirC;
|
|
|
|
HITINFO centerHitInfo;
|
|
centerHitInfo.m_tHit = std::numeric_limits<float>::infinity();
|
|
|
|
bool hittedC = false;
|
|
|
|
if( (hitPacket[ iLT ].m_hitresult == true) ||
|
|
(hitPacket[ iRT ].m_hitresult == true) ||
|
|
(hitPacket[ iLB ].m_hitresult == true) ||
|
|
(hitPacket[ iRB ].m_hitresult == true) )
|
|
{
|
|
|
|
oriC = ( oriLT + oriRB ) * 0.5f;
|
|
dirC = glm::normalize( ( dirLT + dirRB ) * 0.5f );
|
|
|
|
// Trace the center ray
|
|
RAY centerRay;
|
|
centerRay.Init( oriC, dirC );
|
|
|
|
const unsigned int nodeLT = hitPacket[ iLT ].m_HitInfo.m_acc_node_info;
|
|
const unsigned int nodeRT = hitPacket[ iRT ].m_HitInfo.m_acc_node_info;
|
|
const unsigned int nodeLB = hitPacket[ iLB ].m_HitInfo.m_acc_node_info;
|
|
const unsigned int nodeRB = hitPacket[ iRB ].m_HitInfo.m_acc_node_info;
|
|
|
|
if( nodeLT != 0 )
|
|
hittedC |= m_accelerator->Intersect( centerRay, centerHitInfo, nodeLT );
|
|
|
|
if( ( nodeRT != 0 ) &&
|
|
( nodeRT != nodeLT ) )
|
|
hittedC |= m_accelerator->Intersect( centerRay, centerHitInfo, nodeRT );
|
|
|
|
if( ( nodeLB != 0 ) &&
|
|
( nodeLB != nodeLT ) &&
|
|
( nodeLB != nodeRT ) )
|
|
hittedC |= m_accelerator->Intersect( centerRay, centerHitInfo, nodeLB );
|
|
|
|
if( ( nodeRB != 0 ) &&
|
|
( nodeRB != nodeLB ) &&
|
|
( nodeRB != nodeLT ) &&
|
|
( nodeRB != nodeRT ) )
|
|
hittedC |= m_accelerator->Intersect( centerRay, centerHitInfo, nodeRB );
|
|
|
|
if( hittedC )
|
|
cC = CCOLORRGB( shadeHit( bgColorY, centerRay, centerHitInfo, false, 0, false ) );
|
|
else
|
|
{
|
|
centerHitInfo.m_tHit = std::numeric_limits<float>::infinity();
|
|
hittedC = m_accelerator->Intersect( centerRay, centerHitInfo );
|
|
|
|
if( hittedC )
|
|
cC = CCOLORRGB( shadeHit( bgColorY,
|
|
centerRay,
|
|
centerHitInfo,
|
|
false,
|
|
0,
|
|
false ) );
|
|
}
|
|
}
|
|
|
|
// Trace and shade cLRT
|
|
// /////////////////////////////////////////////////////////////
|
|
CCOLORRGB cLRT = bgColorYRGB;
|
|
|
|
const SFVEC3F &oriRT = blockPacket.m_ray[ iRT ].m_Origin;
|
|
const SFVEC3F &dirRT = blockPacket.m_ray[ iRT ].m_Dir;
|
|
|
|
if( y == 0 )
|
|
{
|
|
// Trace the center ray
|
|
RAY rayLRT;
|
|
rayLRT.Init( ( oriLT + oriRT ) * 0.5f,
|
|
glm::normalize( ( dirLT + dirRT ) * 0.5f ) );
|
|
|
|
HITINFO hitInfoLRT;
|
|
hitInfoLRT.m_tHit = std::numeric_limits<float>::infinity();
|
|
|
|
if( hitPacket[ iLT ].m_hitresult &&
|
|
hitPacket[ iRT ].m_hitresult &&
|
|
(hitPacket[ iLT ].m_HitInfo.pHitObject == hitPacket[ iRT ].m_HitInfo.pHitObject) )
|
|
{
|
|
hitInfoLRT.pHitObject = hitPacket[ iLT ].m_HitInfo.pHitObject;
|
|
hitInfoLRT.m_tHit = ( hitPacket[ iLT ].m_HitInfo.m_tHit +
|
|
hitPacket[ iRT ].m_HitInfo.m_tHit ) * 0.5f;
|
|
hitInfoLRT.m_HitNormal =
|
|
glm::normalize( ( hitPacket[ iLT ].m_HitInfo.m_HitNormal +
|
|
hitPacket[ iRT ].m_HitInfo.m_HitNormal ) * 0.5f );
|
|
|
|
cLRT = CCOLORRGB( shadeHit( bgColorY, rayLRT, hitInfoLRT, false, 0, false ) );
|
|
cLRT = BlendColor( cLRT, BlendColor( cLT, cRT) );
|
|
}
|
|
else
|
|
{
|
|
if( hitPacket[ iLT ].m_hitresult ||
|
|
hitPacket[ iRT ].m_hitresult ) // If any hits
|
|
{
|
|
const unsigned int nodeLT = hitPacket[ iLT ].m_HitInfo.m_acc_node_info;
|
|
const unsigned int nodeRT = hitPacket[ iRT ].m_HitInfo.m_acc_node_info;
|
|
|
|
bool hittedLRT = false;
|
|
|
|
if( nodeLT != 0 )
|
|
hittedLRT |= m_accelerator->Intersect( rayLRT, hitInfoLRT, nodeLT );
|
|
|
|
if( ( nodeRT != 0 ) &&
|
|
( nodeRT != nodeLT ) )
|
|
hittedLRT |= m_accelerator->Intersect( rayLRT,
|
|
hitInfoLRT,
|
|
nodeRT );
|
|
|
|
if( hittedLRT )
|
|
cLRT = CCOLORRGB( shadeHit( bgColorY,
|
|
rayLRT,
|
|
hitInfoLRT,
|
|
false,
|
|
0,
|
|
false ) );
|
|
else
|
|
{
|
|
hitInfoLRT.m_tHit = std::numeric_limits<float>::infinity();
|
|
|
|
if( m_accelerator->Intersect( rayLRT,hitInfoLRT ) )
|
|
cLRT = CCOLORRGB( shadeHit( bgColorY,
|
|
rayLRT,
|
|
hitInfoLRT,
|
|
false,
|
|
0,
|
|
false ) );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
cLRT = cLRB_old[x];
|
|
|
|
|
|
// Trace and shade cLTB
|
|
// /////////////////////////////////////////////////////////////
|
|
CCOLORRGB cLTB = bgColorYRGB;
|
|
|
|
if( x == 0 )
|
|
{
|
|
const SFVEC3F &oriLB = blockPacket.m_ray[ iLB ].m_Origin;
|
|
const SFVEC3F &dirLB = blockPacket.m_ray[ iLB ].m_Dir;
|
|
|
|
// Trace the center ray
|
|
RAY rayLTB;
|
|
rayLTB.Init( ( oriLT + oriLB ) * 0.5f,
|
|
glm::normalize( ( dirLT + dirLB ) * 0.5f ) );
|
|
|
|
HITINFO hitInfoLTB;
|
|
hitInfoLTB.m_tHit = std::numeric_limits<float>::infinity();
|
|
|
|
if( hitPacket[ iLT ].m_hitresult &&
|
|
hitPacket[ iLB ].m_hitresult &&
|
|
( hitPacket[ iLT ].m_HitInfo.pHitObject ==
|
|
hitPacket[ iLB ].m_HitInfo.pHitObject ) )
|
|
{
|
|
hitInfoLTB.pHitObject = hitPacket[ iLT ].m_HitInfo.pHitObject;
|
|
hitInfoLTB.m_tHit = ( hitPacket[ iLT ].m_HitInfo.m_tHit +
|
|
hitPacket[ iLB ].m_HitInfo.m_tHit ) * 0.5f;
|
|
hitInfoLTB.m_HitNormal =
|
|
glm::normalize( ( hitPacket[ iLT ].m_HitInfo.m_HitNormal +
|
|
hitPacket[ iLB ].m_HitInfo.m_HitNormal ) * 0.5f );
|
|
cLTB = CCOLORRGB( shadeHit( bgColorY, rayLTB, hitInfoLTB, false, 0, false ) );
|
|
cLTB = BlendColor( cLTB, BlendColor( cLT, cLB) );
|
|
}
|
|
else
|
|
{
|
|
if( hitPacket[ iLT ].m_hitresult ||
|
|
hitPacket[ iLB ].m_hitresult ) // If any hits
|
|
{
|
|
const unsigned int nodeLT = hitPacket[ iLT ].m_HitInfo.m_acc_node_info;
|
|
const unsigned int nodeLB = hitPacket[ iLB ].m_HitInfo.m_acc_node_info;
|
|
|
|
bool hittedLTB = false;
|
|
|
|
if( nodeLT != 0 )
|
|
hittedLTB |= m_accelerator->Intersect( rayLTB,
|
|
hitInfoLTB,
|
|
nodeLT );
|
|
|
|
if( ( nodeLB != 0 ) &&
|
|
( nodeLB != nodeLT ) )
|
|
hittedLTB |= m_accelerator->Intersect( rayLTB,
|
|
hitInfoLTB,
|
|
nodeLB );
|
|
|
|
if( hittedLTB )
|
|
cLTB = CCOLORRGB( shadeHit( bgColorY,
|
|
rayLTB,
|
|
hitInfoLTB,
|
|
false,
|
|
0,
|
|
false ) );
|
|
else
|
|
{
|
|
hitInfoLTB.m_tHit = std::numeric_limits<float>::infinity();
|
|
|
|
if( m_accelerator->Intersect( rayLTB, hitInfoLTB ) )
|
|
cLTB = CCOLORRGB( shadeHit( bgColorY,
|
|
rayLTB,
|
|
hitInfoLTB,
|
|
false,
|
|
0,
|
|
false ) );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
cLTB = cRTB_old;
|
|
|
|
|
|
// Trace and shade cRTB
|
|
// /////////////////////////////////////////////////////////////
|
|
CCOLORRGB cRTB = bgColorYRGB;
|
|
|
|
// Trace the center ray
|
|
RAY rayRTB;
|
|
rayRTB.Init( ( oriRT + oriRB ) * 0.5f,
|
|
glm::normalize( ( dirRT + dirRB ) * 0.5f ) );
|
|
|
|
HITINFO hitInfoRTB;
|
|
hitInfoRTB.m_tHit = std::numeric_limits<float>::infinity();
|
|
|
|
if( hitPacket[ iRT ].m_hitresult &&
|
|
hitPacket[ iRB ].m_hitresult &&
|
|
( hitPacket[ iRT ].m_HitInfo.pHitObject ==
|
|
hitPacket[ iRB ].m_HitInfo.pHitObject ) )
|
|
{
|
|
hitInfoRTB.pHitObject = hitPacket[ iRT ].m_HitInfo.pHitObject;
|
|
|
|
hitInfoRTB.m_tHit = ( hitPacket[ iRT ].m_HitInfo.m_tHit +
|
|
hitPacket[ iRB ].m_HitInfo.m_tHit ) * 0.5f;
|
|
|
|
hitInfoRTB.m_HitNormal =
|
|
glm::normalize( ( hitPacket[ iRT ].m_HitInfo.m_HitNormal +
|
|
hitPacket[ iRB ].m_HitInfo.m_HitNormal ) * 0.5f );
|
|
|
|
cRTB = CCOLORRGB( shadeHit( bgColorY, rayRTB, hitInfoRTB, false, 0, false ) );
|
|
cRTB = BlendColor( cRTB, BlendColor( cRT, cRB) );
|
|
}
|
|
else
|
|
{
|
|
if( hitPacket[ iRT ].m_hitresult ||
|
|
hitPacket[ iRB ].m_hitresult ) // If any hits
|
|
{
|
|
const unsigned int nodeRT = hitPacket[ iRT ].m_HitInfo.m_acc_node_info;
|
|
const unsigned int nodeRB = hitPacket[ iRB ].m_HitInfo.m_acc_node_info;
|
|
|
|
bool hittedRTB = false;
|
|
|
|
if( nodeRT != 0 )
|
|
hittedRTB |= m_accelerator->Intersect( rayRTB, hitInfoRTB, nodeRT );
|
|
|
|
if( ( nodeRB != 0 ) &&
|
|
( nodeRB != nodeRT ) )
|
|
hittedRTB |= m_accelerator->Intersect( rayRTB, hitInfoRTB, nodeRB );
|
|
|
|
if( hittedRTB )
|
|
cRTB = CCOLORRGB( shadeHit( bgColorY,
|
|
rayRTB,
|
|
hitInfoRTB,
|
|
false,
|
|
0,
|
|
false) );
|
|
else
|
|
{
|
|
hitInfoRTB.m_tHit = std::numeric_limits<float>::infinity();
|
|
|
|
if( m_accelerator->Intersect( rayRTB, hitInfoRTB ) )
|
|
cRTB = CCOLORRGB( shadeHit( bgColorY,
|
|
rayRTB,
|
|
hitInfoRTB,
|
|
false,
|
|
0,
|
|
false ) );
|
|
}
|
|
}
|
|
}
|
|
|
|
cRTB_old = cRTB;
|
|
|
|
|
|
// Trace and shade cLRB
|
|
// /////////////////////////////////////////////////////////////
|
|
CCOLORRGB cLRB = bgColorYRGB;
|
|
|
|
const SFVEC3F &oriLB = blockPacket.m_ray[ iLB ].m_Origin;
|
|
const SFVEC3F &dirLB = blockPacket.m_ray[ iLB ].m_Dir;
|
|
|
|
// Trace the center ray
|
|
RAY rayLRB;
|
|
rayLRB.Init( ( oriLB + oriRB ) * 0.5f,
|
|
glm::normalize( ( dirLB + dirRB ) * 0.5f ) );
|
|
|
|
HITINFO hitInfoLRB;
|
|
hitInfoLRB.m_tHit = std::numeric_limits<float>::infinity();
|
|
|
|
if( hitPacket[ iLB ].m_hitresult &&
|
|
hitPacket[ iRB ].m_hitresult &&
|
|
( hitPacket[ iLB ].m_HitInfo.pHitObject ==
|
|
hitPacket[ iRB ].m_HitInfo.pHitObject ) )
|
|
{
|
|
hitInfoLRB.pHitObject = hitPacket[ iLB ].m_HitInfo.pHitObject;
|
|
|
|
hitInfoLRB.m_tHit = ( hitPacket[ iLB ].m_HitInfo.m_tHit +
|
|
hitPacket[ iRB ].m_HitInfo.m_tHit ) * 0.5f;
|
|
|
|
hitInfoLRB.m_HitNormal =
|
|
glm::normalize( ( hitPacket[ iLB ].m_HitInfo.m_HitNormal +
|
|
hitPacket[ iRB ].m_HitInfo.m_HitNormal ) * 0.5f );
|
|
|
|
cLRB = CCOLORRGB( shadeHit( bgColorY, rayLRB, hitInfoLRB, false, 0, false ) );
|
|
cLRB = BlendColor( cLRB, BlendColor( cLB, cRB) );
|
|
}
|
|
else
|
|
{
|
|
if( hitPacket[ iLB ].m_hitresult ||
|
|
hitPacket[ iRB ].m_hitresult ) // If any hits
|
|
{
|
|
const unsigned int nodeLB = hitPacket[ iLB ].m_HitInfo.m_acc_node_info;
|
|
const unsigned int nodeRB = hitPacket[ iRB ].m_HitInfo.m_acc_node_info;
|
|
|
|
bool hittedLRB = false;
|
|
|
|
if( nodeLB != 0 )
|
|
hittedLRB |= m_accelerator->Intersect( rayLRB, hitInfoLRB, nodeLB );
|
|
|
|
if( ( nodeRB != 0 ) &&
|
|
( nodeRB != nodeLB ) )
|
|
hittedLRB |= m_accelerator->Intersect( rayLRB, hitInfoLRB, nodeRB );
|
|
|
|
if( hittedLRB )
|
|
cLRB = CCOLORRGB( shadeHit( bgColorY, rayLRB, hitInfoLRB, false, 0, false ) );
|
|
else
|
|
{
|
|
hitInfoLRB.m_tHit = std::numeric_limits<float>::infinity();
|
|
|
|
if( m_accelerator->Intersect( rayLRB, hitInfoLRB ) )
|
|
cLRB = CCOLORRGB( shadeHit( bgColorY,
|
|
rayLRB,
|
|
hitInfoLRB,
|
|
false,
|
|
0,
|
|
false ) );
|
|
}
|
|
}
|
|
}
|
|
|
|
cLRB_old[x] = cLRB;
|
|
|
|
|
|
// Trace and shade cLTC
|
|
// /////////////////////////////////////////////////////////////
|
|
CCOLORRGB cLTC = BlendColor( cLT , cC );
|
|
|
|
if( hitPacket[ iLT ].m_hitresult || hittedC )
|
|
{
|
|
// Trace the center ray
|
|
RAY rayLTC;
|
|
rayLTC.Init( ( oriLT + oriC ) * 0.5f,
|
|
glm::normalize( ( dirLT + dirC ) * 0.5f ) );
|
|
|
|
HITINFO hitInfoLTC;
|
|
hitInfoLTC.m_tHit = std::numeric_limits<float>::infinity();
|
|
|
|
bool hitted = false;
|
|
|
|
if( hittedC )
|
|
hitted = centerHitInfo.pHitObject->Intersect( rayLTC, hitInfoLTC );
|
|
else
|
|
if( hitPacket[ iLT ].m_hitresult )
|
|
hitted = hitPacket[ iLT ].m_HitInfo.pHitObject->Intersect( rayLTC,
|
|
hitInfoLTC );
|
|
|
|
if( hitted )
|
|
cLTC = CCOLORRGB( shadeHit( bgColorY, rayLTC, hitInfoLTC, false, 0, false ) );
|
|
}
|
|
|
|
|
|
// Trace and shade cRTC
|
|
// /////////////////////////////////////////////////////////////
|
|
CCOLORRGB cRTC = BlendColor( cRT , cC );
|
|
|
|
if( hitPacket[ iRT ].m_hitresult || hittedC )
|
|
{
|
|
// Trace the center ray
|
|
RAY rayRTC;
|
|
rayRTC.Init( ( oriRT + oriC ) * 0.5f,
|
|
glm::normalize( ( dirRT + dirC ) * 0.5f ) );
|
|
|
|
HITINFO hitInfoRTC;
|
|
hitInfoRTC.m_tHit = std::numeric_limits<float>::infinity();
|
|
|
|
bool hitted = false;
|
|
|
|
if( hittedC )
|
|
hitted = centerHitInfo.pHitObject->Intersect( rayRTC, hitInfoRTC );
|
|
else
|
|
if( hitPacket[ iRT ].m_hitresult )
|
|
hitted = hitPacket[ iRT ].m_HitInfo.pHitObject->Intersect( rayRTC,
|
|
hitInfoRTC );
|
|
|
|
if( hitted )
|
|
cRTC = CCOLORRGB( shadeHit( bgColorY, rayRTC, hitInfoRTC, false, 0, false ) );
|
|
}
|
|
|
|
|
|
// Trace and shade cLBC
|
|
// /////////////////////////////////////////////////////////////
|
|
CCOLORRGB cLBC = BlendColor( cLB , cC );
|
|
|
|
if( hitPacket[ iLB ].m_hitresult || hittedC )
|
|
{
|
|
// Trace the center ray
|
|
RAY rayLBC;
|
|
rayLBC.Init( ( oriLB + oriC ) * 0.5f,
|
|
glm::normalize( ( dirLB + dirC ) * 0.5f ) );
|
|
|
|
HITINFO hitInfoLBC;
|
|
hitInfoLBC.m_tHit = std::numeric_limits<float>::infinity();
|
|
|
|
bool hitted = false;
|
|
|
|
if( hittedC )
|
|
hitted = centerHitInfo.pHitObject->Intersect( rayLBC, hitInfoLBC );
|
|
else
|
|
if( hitPacket[ iLB ].m_hitresult )
|
|
hitted = hitPacket[ iLB ].m_HitInfo.pHitObject->Intersect( rayLBC,
|
|
hitInfoLBC );
|
|
|
|
if( hitted )
|
|
cLBC = CCOLORRGB( shadeHit( bgColorY, rayLBC, hitInfoLBC, false, 0, false ) );
|
|
}
|
|
|
|
|
|
// Trace and shade cRBC
|
|
// /////////////////////////////////////////////////////////////
|
|
CCOLORRGB cRBC = BlendColor( cRB , cC );
|
|
|
|
if( hitPacket[ iRB ].m_hitresult || hittedC )
|
|
{
|
|
// Trace the center ray
|
|
RAY rayRBC;
|
|
rayRBC.Init( ( oriRB + oriC ) * 0.5f,
|
|
glm::normalize( ( dirRB + dirC ) * 0.5f ) );
|
|
|
|
HITINFO hitInfoRBC;
|
|
hitInfoRBC.m_tHit = std::numeric_limits<float>::infinity();
|
|
|
|
bool hitted = false;
|
|
|
|
if( hittedC )
|
|
hitted = centerHitInfo.pHitObject->Intersect( rayRBC, hitInfoRBC );
|
|
else
|
|
if( hitPacket[ iRB ].m_hitresult )
|
|
hitted = hitPacket[ iRB ].m_HitInfo.pHitObject->Intersect( rayRBC,
|
|
hitInfoRBC );
|
|
|
|
if( hitted )
|
|
cRBC = CCOLORRGB( shadeHit( bgColorY, rayRBC, hitInfoRBC, false, 0, false ) );
|
|
}
|
|
|
|
|
|
// Set pixel colors
|
|
// /////////////////////////////////////////////////////////////
|
|
|
|
GLubyte *ptr = &ptrPBO[ (4 * x + m_blockPositionsFast[iBlock].x +
|
|
m_realBufferSize.x *
|
|
(m_blockPositionsFast[iBlock].y + 4 * y)) * 4 ];
|
|
SetPixel( ptr + 0, cLT );
|
|
SetPixel( ptr + 4, BlendColor( cLT, cLRT, cLTC ) );
|
|
SetPixel( ptr + 8, cLRT );
|
|
SetPixel( ptr + 12, BlendColor( cLRT, cRT, cRTC ) );
|
|
|
|
ptr += m_realBufferSize.x * 4;
|
|
SetPixel( ptr + 0, BlendColor( cLT , cLTB, cLTC ) );
|
|
SetPixel( ptr + 4, BlendColor( cLTC, BlendColor( cLT , cC ) ) );
|
|
SetPixel( ptr + 8, BlendColor( cC, BlendColor( cLRT, cLTC, cRTC ) ) );
|
|
SetPixel( ptr + 12, BlendColor( cRTC, BlendColor( cRT , cC ) ) );
|
|
|
|
ptr += m_realBufferSize.x * 4;
|
|
SetPixel( ptr + 0, cLTB );
|
|
SetPixel( ptr + 4, BlendColor( cC, BlendColor( cLTB, cLTC, cLBC ) ) );
|
|
SetPixel( ptr + 8, cC );
|
|
SetPixel( ptr + 12, BlendColor( cC, BlendColor( cRTB, cRTC, cRBC ) ) );
|
|
|
|
ptr += m_realBufferSize.x * 4;
|
|
SetPixel( ptr + 0, BlendColor( cLB , cLTB, cLBC ) );
|
|
SetPixel( ptr + 4, BlendColor( cLBC, BlendColor( cLB , cC ) ) );
|
|
SetPixel( ptr + 8, BlendColor( cC, BlendColor( cLRB, cLBC, cRBC ) ) );
|
|
SetPixel( ptr + 12, BlendColor( cRBC, BlendColor( cRB , cC ) ) );
|
|
}
|
|
}
|
|
}
|
|
|
|
threadsFinished++;
|
|
} );
|
|
|
|
t.detach();
|
|
}
|
|
|
|
while( threadsFinished < parallelThreadCount )
|
|
std::this_thread::sleep_for( std::chrono::milliseconds( 10 ) );
|
|
}
|
|
|
|
|
|
#define USE_EXPERIMENTAL_SOFT_SHADOWS 1
|
|
|
|
SFVEC3F C3D_RENDER_RAYTRACING::shadeHit( const SFVEC3F &aBgColor,
|
|
const RAY &aRay,
|
|
HITINFO &aHitInfo,
|
|
bool aIsInsideObject,
|
|
unsigned int aRecursiveLevel,
|
|
bool is_testShadow ) const
|
|
{
|
|
if( aRecursiveLevel > 2 )
|
|
return SFVEC3F( 0.0f );
|
|
|
|
SFVEC3F hitPoint = aHitInfo.m_HitPoint;
|
|
|
|
if( !m_isPreview )
|
|
hitPoint += aHitInfo.m_HitNormal * m_settings.GetNonCopperLayerThickness3DU() * 1.2f;
|
|
|
|
const CMATERIAL *objMaterial = aHitInfo.pHitObject->GetMaterial();
|
|
wxASSERT( objMaterial != NULL );
|
|
|
|
const SFVEC3F diffuseColorObj = aHitInfo.pHitObject->GetDiffuseColor( aHitInfo );
|
|
|
|
SFVEC3F outColor = objMaterial->GetEmissiveColor();
|
|
|
|
const LIST_LIGHT &lightList = m_lights.GetList();
|
|
|
|
#if USE_EXPERIMENTAL_SOFT_SHADOWS
|
|
const bool is_aa_enabled = m_settings.GetFlag( FL_RENDER_RAYTRACING_ANTI_ALIASING ) &&
|
|
(!m_isPreview);
|
|
#endif
|
|
|
|
float shadow_att_factor_sum = 0.0f;
|
|
|
|
unsigned int nr_lights_that_can_cast_shadows = 0;
|
|
|
|
for( LIST_LIGHT::const_iterator ii = lightList.begin();
|
|
ii != lightList.end();
|
|
++ii )
|
|
{
|
|
const CLIGHT *light = (CLIGHT *)*ii;
|
|
|
|
SFVEC3F vectorToLight;
|
|
SFVEC3F colorOfLight;
|
|
float distToLight;
|
|
|
|
light->GetLightParameters( hitPoint, vectorToLight, colorOfLight, distToLight );
|
|
|
|
if( m_isPreview )
|
|
colorOfLight = SFVEC3F( 1.0f );
|
|
|
|
/*
|
|
if( (!m_isPreview) &&
|
|
// Little hack to make randomness to the shading and shadows
|
|
m_settings.GetFlag( FL_RENDER_RAYTRACING_POST_PROCESSING ) )
|
|
vectorToLight = glm::normalize( vectorToLight +
|
|
UniformRandomHemisphereDirection() * 0.1f );
|
|
*/
|
|
|
|
const float NdotL = glm::dot( aHitInfo.m_HitNormal, vectorToLight );
|
|
|
|
// Only calc shade if the normal is facing the direction of light,
|
|
// otherwise it is in the shadow
|
|
if( NdotL >= FLT_EPSILON )
|
|
{
|
|
float shadow_att_factor_light = 1.0f;
|
|
|
|
if( is_testShadow && light->GetCastShadows() )
|
|
{
|
|
nr_lights_that_can_cast_shadows++;
|
|
#if USE_EXPERIMENTAL_SOFT_SHADOWS
|
|
if( (!is_aa_enabled) ||
|
|
|
|
// For rays that are recursive, just calculate one hit shadow
|
|
(aRecursiveLevel > 0) ||
|
|
|
|
// Only use soft shadows if using post processing
|
|
(!m_settings.GetFlag( FL_RENDER_RAYTRACING_POST_PROCESSING ) )
|
|
)
|
|
{
|
|
#endif
|
|
RAY rayToLight;
|
|
rayToLight.Init( hitPoint, vectorToLight );
|
|
|
|
// Test if point is not in the shadow.
|
|
// Test for any hit from the point in the direction of light
|
|
if( m_accelerator->IntersectP( rayToLight, distToLight ) )
|
|
shadow_att_factor_light = 0.0f;
|
|
|
|
#if USE_EXPERIMENTAL_SOFT_SHADOWS
|
|
}
|
|
|
|
// Experimental softshadow calculation
|
|
else
|
|
{
|
|
|
|
const unsigned int shadow_number_of_samples = 3;
|
|
const float shadow_inc_factor = 1.0f / (float)(shadow_number_of_samples);
|
|
|
|
for( unsigned int i = 0; i < shadow_number_of_samples; ++i )
|
|
{
|
|
const SFVEC3F unifVector = UniformRandomHemisphereDirection();
|
|
const SFVEC3F disturbed_vector_to_light = glm::normalize( vectorToLight +
|
|
unifVector *
|
|
0.05f );
|
|
|
|
RAY rayToLight;
|
|
rayToLight.Init( hitPoint, disturbed_vector_to_light );
|
|
|
|
// !TODO: there are multiple ways that this tests can be
|
|
// optimized. Eg: by packing rays or to test against the
|
|
// latest hit object.
|
|
|
|
if( m_accelerator->IntersectP( rayToLight, distToLight ) )
|
|
{
|
|
shadow_att_factor_light -= shadow_inc_factor;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
shadow_att_factor_sum += shadow_att_factor_light;
|
|
}
|
|
|
|
if( !m_settings.GetFlag( FL_RENDER_RAYTRACING_POST_PROCESSING ) )
|
|
{
|
|
outColor += objMaterial->Shade( aRay,
|
|
aHitInfo,
|
|
NdotL,
|
|
diffuseColorObj,
|
|
vectorToLight,
|
|
colorOfLight,
|
|
shadow_att_factor_light );
|
|
}
|
|
else
|
|
{
|
|
// This is a render hack in order to compensate for the lack of
|
|
// ambient and too much darkness when using post process shader
|
|
// It will calculate as it was not in shadow
|
|
outColor += objMaterial->Shade( aRay,
|
|
aHitInfo,
|
|
NdotL,
|
|
diffuseColorObj,
|
|
vectorToLight,
|
|
colorOfLight,
|
|
// The sampled point will be darkshaded by the post
|
|
// processing, so here it compensates to not shadow
|
|
// so much
|
|
glm::min( shadow_att_factor_light + (3.0f / 6.0f), 1.0f )
|
|
);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
outColor += objMaterial->GetAmbientColor();
|
|
}
|
|
|
|
// Only use the headlight for preview
|
|
if( m_isPreview )
|
|
break;
|
|
}
|
|
|
|
// Improvement: this is not taking in account the lightcolor
|
|
if( nr_lights_that_can_cast_shadows > 0 )
|
|
{
|
|
aHitInfo.m_ShadowFactor = glm::max( shadow_att_factor_sum /
|
|
(float)(nr_lights_that_can_cast_shadows * 1.0f), 0.0f );
|
|
}
|
|
else
|
|
{
|
|
aHitInfo.m_ShadowFactor = 1.0f;
|
|
}
|
|
|
|
// Clamp color to not be brighter than 1.0f
|
|
outColor = glm::min( outColor, SFVEC3F( 1.0f ) );
|
|
|
|
if( !m_isPreview )
|
|
{
|
|
// Reflections
|
|
// /////////////////////////////////////////////////////////////////////
|
|
|
|
if( !aIsInsideObject &&
|
|
(objMaterial->GetReflection() > 0.0f) &&
|
|
m_settings.GetFlag( FL_RENDER_RAYTRACING_REFLECTIONS ) )
|
|
{
|
|
const unsigned int reflection_number_of_samples = objMaterial->GetNrReflectionsSamples();
|
|
|
|
SFVEC3F sum_color = SFVEC3F(0.0f);
|
|
|
|
const SFVEC3F reflectVector = aRay.m_Dir -
|
|
2.0f * glm::dot( aRay.m_Dir, aHitInfo.m_HitNormal ) *
|
|
aHitInfo.m_HitNormal;
|
|
|
|
for( unsigned int i = 0; i < reflection_number_of_samples; ++i )
|
|
{
|
|
// Apply some randomize to the reflected vector
|
|
const SFVEC3F random_reflectVector =
|
|
glm::normalize( reflectVector +
|
|
UniformRandomHemisphereDirection() *
|
|
0.025f );
|
|
|
|
RAY reflectedRay;
|
|
reflectedRay.Init( hitPoint, random_reflectVector );
|
|
|
|
HITINFO reflectedHit;
|
|
reflectedHit.m_tHit = std::numeric_limits<float>::infinity();
|
|
|
|
if( m_accelerator->Intersect( reflectedRay, reflectedHit ) )
|
|
{
|
|
sum_color += ( diffuseColorObj + objMaterial->GetSpecularColor() ) *
|
|
shadeHit( aBgColor,
|
|
reflectedRay,
|
|
reflectedHit,
|
|
false,
|
|
aRecursiveLevel + 1,
|
|
is_testShadow ) *
|
|
SFVEC3F( objMaterial->GetReflection() *
|
|
// Falloff factor
|
|
(1.0f / ( 1.0f + 0.75f * reflectedHit.m_tHit *
|
|
reflectedHit.m_tHit) ) );
|
|
}
|
|
}
|
|
|
|
outColor += (sum_color / SFVEC3F( (float)reflection_number_of_samples) );
|
|
}
|
|
|
|
|
|
// Refractions
|
|
// /////////////////////////////////////////////////////////////////////
|
|
|
|
if( (objMaterial->GetTransparency() > 0.0f) &&
|
|
m_settings.GetFlag( FL_RENDER_RAYTRACING_REFRACTIONS ) )
|
|
{
|
|
const float airIndex = 1.000293f;
|
|
const float glassIndex = 1.49f;
|
|
const float air_over_glass = airIndex / glassIndex;
|
|
const float glass_over_air = glassIndex / airIndex;
|
|
|
|
const float refractionRatio = aIsInsideObject?glass_over_air:air_over_glass;
|
|
|
|
SFVEC3F refractedVector;
|
|
|
|
if( Refract( aRay.m_Dir,
|
|
aHitInfo.m_HitNormal,
|
|
refractionRatio,
|
|
refractedVector ) )
|
|
{
|
|
const float objTransparency = objMaterial->GetTransparency();
|
|
|
|
// This increase the start point by a "fixed" factor so it will work the
|
|
// same for all distances
|
|
const SFVEC3F startPoint = aRay.at( NextFloatUp(
|
|
NextFloatUp(
|
|
NextFloatUp( aHitInfo.m_tHit ) ) ) );
|
|
|
|
const unsigned int refractions_number_of_samples = objMaterial->GetNrRefractionsSamples();
|
|
|
|
SFVEC3F sum_color = SFVEC3F(0.0f);
|
|
|
|
for( unsigned int i = 0; i < refractions_number_of_samples; ++i )
|
|
{
|
|
RAY refractedRay;
|
|
|
|
if( refractions_number_of_samples > 1 )
|
|
{
|
|
// apply some randomize to the refracted vector
|
|
const SFVEC3F randomizeRefractedVector = glm::normalize( refractedVector +
|
|
UniformRandomHemisphereDirection() *
|
|
0.15f *
|
|
(1.0f - objTransparency) );
|
|
|
|
refractedRay.Init( startPoint, randomizeRefractedVector );
|
|
}
|
|
else
|
|
{
|
|
refractedRay.Init( startPoint, refractedVector );
|
|
}
|
|
|
|
HITINFO refractedHit;
|
|
refractedHit.m_tHit = std::numeric_limits<float>::infinity();
|
|
|
|
SFVEC3F refractedColor = objMaterial->GetAmbientColor();
|
|
|
|
if( m_accelerator->Intersect( refractedRay, refractedHit ) )
|
|
{
|
|
refractedColor = shadeHit( aBgColor,
|
|
refractedRay,
|
|
refractedHit,
|
|
true,
|
|
aRecursiveLevel + 1,
|
|
false );
|
|
|
|
const SFVEC3F absorbance = ( SFVEC3F(1.0f) - diffuseColorObj ) *
|
|
(1.0f - objTransparency ) *
|
|
objMaterial->GetAbsorvance() * // Adjust falloff factor
|
|
-refractedHit.m_tHit;
|
|
|
|
const SFVEC3F transparency = SFVEC3F( expf( absorbance.r ),
|
|
expf( absorbance.g ),
|
|
expf( absorbance.b ) );
|
|
|
|
sum_color += refractedColor * transparency * objTransparency;
|
|
}
|
|
else
|
|
{
|
|
sum_color += refractedColor * objTransparency;
|
|
}
|
|
}
|
|
|
|
outColor = outColor * (1.0f - objTransparency) +
|
|
(sum_color / SFVEC3F( (float)refractions_number_of_samples) );
|
|
}
|
|
}
|
|
}
|
|
|
|
//outColor += glm::max( -glm::dot( aHitInfo.m_HitNormal, aRay.m_Dir ), 0.0f ) *
|
|
// objMaterial->GetAmbientColor();
|
|
|
|
return outColor;
|
|
}
|
|
|
|
|
|
void C3D_RENDER_RAYTRACING::initializeNewWindowSize()
|
|
{
|
|
opengl_init_pbo();
|
|
}
|
|
|
|
|
|
void C3D_RENDER_RAYTRACING::opengl_init_pbo()
|
|
{
|
|
if( GLEW_ARB_pixel_buffer_object )
|
|
{
|
|
m_opengl_support_vertex_buffer_object = true;
|
|
|
|
// Try to delete vbo if it was already initialized
|
|
opengl_delete_pbo();
|
|
|
|
// Learn about Pixel buffer objects at:
|
|
// http://www.songho.ca/opengl/gl_pbo.html
|
|
// http://web.eecs.umich.edu/~sugih/courses/eecs487/lectures/25-PBO+Mipmapping.pdf
|
|
// "create 2 pixel buffer objects, you need to delete them when program exits.
|
|
// glBufferDataARB with NULL pointer reserves only memory space."
|
|
|
|
// This sets the number of RGBA pixels
|
|
m_pboDataSize = m_realBufferSize.x * m_realBufferSize.y * 4;
|
|
|
|
glGenBuffersARB( 1, &m_pboId );
|
|
glBindBufferARB( GL_PIXEL_UNPACK_BUFFER_ARB, m_pboId );
|
|
glBufferDataARB( GL_PIXEL_UNPACK_BUFFER_ARB, m_pboDataSize, 0, GL_STREAM_DRAW_ARB );
|
|
glBindBufferARB( GL_PIXEL_UNPACK_BUFFER_ARB, 0 );
|
|
|
|
wxLogTrace( m_logTrace,
|
|
wxT( "C3D_RENDER_RAYTRACING:: GLEW_ARB_pixel_buffer_object is supported" ) );
|
|
}
|
|
}
|
|
|
|
|
|
bool C3D_RENDER_RAYTRACING::initializeOpenGL()
|
|
{
|
|
m_is_opengl_initialized = true;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
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()
|
|
{
|
|
|
|
m_realBufferSize = SFVEC2UI( 0 );
|
|
|
|
// Calc block positions for fast preview mode
|
|
// /////////////////////////////////////////////////////////////////////
|
|
m_blockPositionsFast.clear();
|
|
|
|
unsigned int i = 0;
|
|
|
|
while(1)
|
|
{
|
|
const unsigned int mX = DecodeMorton2X(i);
|
|
const unsigned int mY = DecodeMorton2Y(i);
|
|
|
|
i++;
|
|
|
|
const SFVEC2UI blockPos( mX * 4 * RAYPACKET_DIM - mX * 4,
|
|
mY * 4 * RAYPACKET_DIM - mY * 4);
|
|
|
|
if( ( blockPos.x >= ( (unsigned int)m_windowSize.x - ( 4 * RAYPACKET_DIM + 4 ) ) ) &&
|
|
( blockPos.y >= ( (unsigned int)m_windowSize.y - ( 4 * RAYPACKET_DIM + 4 ) ) ) )
|
|
break;
|
|
|
|
if( ( blockPos.x < ( (unsigned int)m_windowSize.x - ( 4 * RAYPACKET_DIM + 4) ) ) &&
|
|
( blockPos.y < ( (unsigned int)m_windowSize.y - ( 4 * RAYPACKET_DIM + 4) ) ) )
|
|
{
|
|
m_blockPositionsFast.push_back( blockPos );
|
|
|
|
if( blockPos.x > m_realBufferSize.x )
|
|
m_realBufferSize.x = blockPos.x;
|
|
|
|
if( blockPos.y > m_realBufferSize.y )
|
|
m_realBufferSize.y = blockPos.y;
|
|
}
|
|
}
|
|
|
|
m_fastPreviewModeSize = m_realBufferSize;
|
|
|
|
m_realBufferSize.x = ((m_realBufferSize.x + RAYPACKET_DIM * 4) & RAYPACKET_INVMASK);
|
|
m_realBufferSize.y = ((m_realBufferSize.y + RAYPACKET_DIM * 4) & RAYPACKET_INVMASK);
|
|
|
|
m_xoffset = (m_windowSize.x - m_realBufferSize.x) / 2;
|
|
m_yoffset = (m_windowSize.y - m_realBufferSize.y) / 2;
|
|
|
|
m_postshader_ssao.UpdateSize( m_realBufferSize );
|
|
|
|
|
|
// Calc block positions for regular rendering. Choose an 'inside out'
|
|
// style of rendering
|
|
// /////////////////////////////////////////////////////////////////////
|
|
m_blockPositions.clear();
|
|
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 );
|
|
|
|
for( int x = 0; x < blocks_x; ++x )
|
|
for( int y = 0; y < blocks_y; ++y )
|
|
m_blockPositions.emplace_back( x * RAYPACKET_DIM, y * RAYPACKET_DIM );
|
|
|
|
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;
|
|
m_shaderBuffer = new SFVEC3F[m_realBufferSize.x * m_realBufferSize.y];
|
|
|
|
opengl_init_pbo();
|
|
}
|