transparent roughness and diffuse settings from app

This commit is contained in:
zomseffen 2025-02-03 12:42:56 +01:00
parent fbc21ba523
commit 1ecd1c7403
7 changed files with 39 additions and 17 deletions

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@ -16,6 +16,10 @@ layout(binding = 0) uniform UniformBufferObject {
bool[16] use_geom_shader; bool[16] use_geom_shader;
} ubo; } ubo;
// 0 - location for the maximum number of lights referenced per chunk (also will be the invalid memory allocation for pointing to a nonexistant neighbor)
// 1 - location for the max iterations per light
// 2 - diffuse raster samples (2*n + 1) * (2*n + 1) so as to always have at least the central fragment covered
// 3 - diffuse raster size (float, needs to be decoded)
layout(binding = 2) buffer SceneInfoBuffer{ layout(binding = 2) buffer SceneInfoBuffer{
uint infos[]; uint infos[];
} scene_info; } scene_info;
@ -350,8 +354,8 @@ vec3 diffuse_tracing(uint volume_start, uvec2 raster_pos, vec3 pos, uint f) {
vec3 normal = normal_for_facing(f); vec3 normal = normal_for_facing(f);
// diffuse raytracing using a quadratic raster of rays // diffuse raytracing using a quadratic raster of rays
int raster_half_steps = 0; int raster_half_steps = int(scene_info.infos[2]);
float raster_distance = 0.01; float raster_distance = uintBitsToFloat(scene_info.infos[3]);
int raster_points = (2 * raster_half_steps + 1) * (2 * raster_half_steps + 1); int raster_points = (2 * raster_half_steps + 1) * (2 * raster_half_steps + 1);
vec3 color_sum = vec3(0.0, 0.0, 0.0); vec3 color_sum = vec3(0.0, 0.0, 0.0);
@ -389,18 +393,21 @@ vec3 clamp_to_volume(uint volume_start, vec3 position) {
void main() { void main() {
vec3 clamped_pos = clamp_to_volume(fragVolumeStart, origPosition); vec3 clamped_pos = clamp_to_volume(fragVolumeStart, origPosition);
uvec4 color_roughness = sample_color_from_scene_info(fragVolumeStart, fragRasterPos, facing);
vec3 orig_color_sample = vec3(float(color_roughness.x) / 255.0, float(color_roughness.y) / 255.0, float(color_roughness.z) / 255.0);
vec3 color_sum = diffuse_tracing(fragVolumeStart, fragRasterPos, clamped_pos, facing); vec3 color_sum = diffuse_tracing(fragVolumeStart, fragRasterPos, clamped_pos, facing);
uint orig_neighbor = sample_neighbor_from_scene_info(fragVolumeStart, fragRasterPos, facing); uint orig_neighbor = sample_neighbor_from_scene_info(fragVolumeStart, fragRasterPos, facing);
if (orig_neighbor != 0) { if (orig_neighbor != 0) {
float pos_infinity = uintBitsToFloat(0x7F800000); float pos_infinity = uintBitsToFloat(0x7F800000);
Tracing t = trace_ray(fragVolumeStart, ubo.camera_pos, clamped_pos - ubo.camera_pos, 100.0, 0, 20); Tracing t = trace_ray(fragVolumeStart, ubo.camera_pos, clamped_pos - ubo.camera_pos, 100.0, 0, 20);
float opacity = float(color_roughness.w) / 255.0;
if (t.has_hit) { if (t.has_hit) {
color_sum += diffuse_tracing(t.end_volume, t.end_raster, t.end_pos, t.end_facing); color_sum = opacity * color_sum + (1.0 - opacity) * diffuse_tracing(t.end_volume, t.end_raster, t.end_pos, t.end_facing) * orig_color_sample;
} }
else { else {
// Todo: hit sky box // Todo: hit sky box
color_sum += vec3(0.0, 0.0, 0.0); color_sum = opacity * color_sum + (1.0 - opacity) * vec3(0.0, 0.0, 0.0);
} }
} }

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@ -60,6 +60,9 @@ pub struct AppData {
pub topology: vk::PrimitiveTopology, pub topology: vk::PrimitiveTopology,
pub scene_rt_memory_size: u64, pub scene_rt_memory_size: u64,
// values passed to shader
pub num_lights_per_volume: u32, pub num_lights_per_volume: u32,
pub max_iterations_per_light: u32, pub max_iterations_per_light: u32,
pub diffuse_raster_steps: u32,
pub diffuse_raster_size: f32,
} }

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@ -180,6 +180,8 @@ impl App {
data.use_geometry_shader = false; data.use_geometry_shader = false;
data.num_lights_per_volume = 2; data.num_lights_per_volume = 2;
data.max_iterations_per_light = 20; data.max_iterations_per_light = 20;
data.diffuse_raster_steps = 2;
data.diffuse_raster_size = 0.01;
let mut scene_handler = scene::Scene::default(); let mut scene_handler = scene::Scene::default();
//load_model::load_model(&mut data)?; //load_model::load_model(&mut data)?;

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@ -10,6 +10,7 @@ pub struct Cube{
pub color: vertex::Vec3, pub color: vertex::Vec3,
pub tex_coord: vertex::Vec2, pub tex_coord: vertex::Vec2,
pub transparent: bool, pub transparent: bool,
pub roughness: u8,
} }
const CUBE_SIZE: f32 = 0.5; const CUBE_SIZE: f32 = 0.5;

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@ -50,9 +50,9 @@ impl EmptyVolume {
self.position[2] + self.size_z > pos[2] && pos[2] >= self.position[2] self.position[2] + self.size_z > pos[2] && pos[2] >= self.position[2]
} }
fn check_transparent(cube_result: Option<Cube>, transparent_color: &Vector3<f32>) -> bool { fn check_transparent(cube_result: Option<Cube>, transparent_color: &Vector3<f32>, transparent_roughness: &u8) -> bool {
if let Some(c) = cube_result { if let Some(c) = cube_result {
return c.transparent && &c.color == transparent_color return c.transparent && &c.color == transparent_color && &c.roughness == transparent_roughness
} }
false false
} }
@ -73,9 +73,11 @@ impl EmptyVolume {
let query_result = tree.test_element(x_index, y_index, z_index); let query_result = tree.test_element(x_index, y_index, z_index);
let mut transparent = false; let mut transparent = false;
let mut transparent_color = Vector3 {x: 0.0, y: 0.0, z: 0.0}; let mut transparent_color = Vector3 {x: 0.0, y: 0.0, z: 0.0};
let mut tranparent_roughness = 0;
if let Some(c) = query_result.3 { if let Some(c) = query_result.3 {
transparent = c.transparent; transparent = c.transparent;
transparent_color = c.color; transparent_color = c.color;
tranparent_roughness = c.roughness;
} }
if !query_result.0 || transparent { if !query_result.0 || transparent {
@ -112,7 +114,7 @@ impl EmptyVolume {
while z < z_size.max(1) && y < y_size.max(1) { while z < z_size.max(1) && y < y_size.max(1) {
let query_result = tree.test_element(x_index + x_size + 1, y_index + y, z_index + z); let query_result = tree.test_element(x_index + x_size + 1, y_index + y, z_index + z);
check_its += 1; check_its += 1;
grow &= ((!query_result.0 && !transparent) || (transparent && EmptyVolume::check_transparent(query_result.3, &transparent_color))) && grow &= ((!query_result.0 && !transparent) || (transparent && EmptyVolume::check_transparent(query_result.3, &transparent_color, &tranparent_roughness))) &&
neighbors.get_element(x_index + x_size + 1, y_index + y, z_index + z).is_none(); neighbors.get_element(x_index + x_size + 1, y_index + y, z_index + z).is_none();
if query_result.1 > 1 { if query_result.1 > 1 {
@ -159,7 +161,7 @@ impl EmptyVolume {
while z < z_size.max(1) && x < x_size.max(1) { while z < z_size.max(1) && x < x_size.max(1) {
let query_result = tree.test_element(x_index + x, y_index + y_size + 1, z_index + z); let query_result = tree.test_element(x_index + x, y_index + y_size + 1, z_index + z);
check_its += 1; check_its += 1;
grow &= ((!query_result.0 && !transparent) || (transparent && EmptyVolume::check_transparent(query_result.3, &transparent_color))) && grow &= ((!query_result.0 && !transparent) || (transparent && EmptyVolume::check_transparent(query_result.3, &transparent_color, &tranparent_roughness))) &&
neighbors.get_element(x_index + x, y_index + y_size + 1, z_index + z).is_none(); neighbors.get_element(x_index + x, y_index + y_size + 1, z_index + z).is_none();
if query_result.1 > 1 { if query_result.1 > 1 {
@ -207,7 +209,7 @@ impl EmptyVolume {
while y < y_size.max(1) && x < x_size.max(1) { while y < y_size.max(1) && x < x_size.max(1) {
let query_result = tree.test_element(x_index + x, y_index + y, z_index + z_size + 1); let query_result = tree.test_element(x_index + x, y_index + y, z_index + z_size + 1);
check_its += 1; check_its += 1;
grow &= ((!query_result.0 && !transparent) || (transparent && EmptyVolume::check_transparent(query_result.3, &transparent_color))) && grow &= ((!query_result.0 && !transparent) || (transparent && EmptyVolume::check_transparent(query_result.3, &transparent_color, &tranparent_roughness))) &&
neighbors.get_element(x_index + x, y_index + y, z_index + z_size + 1).is_none(); neighbors.get_element(x_index + x, y_index + y, z_index + z_size + 1).is_none();
if query_result.1 > 1 { if query_result.1 > 1 {
@ -323,7 +325,7 @@ impl EmptyVolume {
bottom_elements_num += 1; bottom_elements_num += 1;
let u8_color = Vector3 {x: (c.color * 255.0).x.min(255.0).max(0.0) as u8, y: (c.color * 255.0).y.min(255.0).max(0.0) as u8, z: (c.color * 255.0).z.min(255.0).max(0.0) as u8}; let u8_color = Vector3 {x: (c.color * 255.0).x.min(255.0).max(0.0) as u8, y: (c.color * 255.0).y.min(255.0).max(0.0) as u8, z: (c.color * 255.0).z.min(255.0).max(0.0) as u8};
bottom_colors.push(u8_color); bottom_colors.push(u8_color);
bottom_roughness.push(128); bottom_roughness.push(c.roughness);
} }
else { else {
bottom_colors.push(Vector3 { x: 0, y: 0, z: 0 }); bottom_colors.push(Vector3 { x: 0, y: 0, z: 0 });
@ -349,7 +351,7 @@ impl EmptyVolume {
top_elements_num += 1; top_elements_num += 1;
let u8_color = Vector3 {x: (c.color * 255.0).x.min(255.0).max(0.0) as u8, y: (c.color * 255.0).y.min(255.0).max(0.0) as u8, z: (c.color * 255.0).z.min(255.0).max(0.0) as u8}; let u8_color = Vector3 {x: (c.color * 255.0).x.min(255.0).max(0.0) as u8, y: (c.color * 255.0).y.min(255.0).max(0.0) as u8, z: (c.color * 255.0).z.min(255.0).max(0.0) as u8};
top_colors.push(u8_color); top_colors.push(u8_color);
top_roughness.push(128); top_roughness.push(c.roughness);
} }
else { else {
top_colors.push(Vector3 { x: 0, y: 0, z: 0 }); top_colors.push(Vector3 { x: 0, y: 0, z: 0 });
@ -376,7 +378,7 @@ impl EmptyVolume {
back_elements_num += 1; back_elements_num += 1;
let u8_color = Vector3 {x: (c.color * 255.0).x.min(255.0).max(0.0) as u8, y: (c.color * 255.0).y.min(255.0).max(0.0) as u8, z: (c.color * 255.0).z.min(255.0).max(0.0) as u8}; let u8_color = Vector3 {x: (c.color * 255.0).x.min(255.0).max(0.0) as u8, y: (c.color * 255.0).y.min(255.0).max(0.0) as u8, z: (c.color * 255.0).z.min(255.0).max(0.0) as u8};
back_colors.push(u8_color); back_colors.push(u8_color);
back_roughness.push(128); back_roughness.push(c.roughness);
} }
else { else {
back_colors.push(Vector3 { x: 0, y: 0, z: 0 }); back_colors.push(Vector3 { x: 0, y: 0, z: 0 });
@ -403,7 +405,7 @@ impl EmptyVolume {
front_elements_num += 1; front_elements_num += 1;
let u8_color = Vector3 {x: (c.color * 255.0).x.min(255.0).max(0.0) as u8, y: (c.color * 255.0).y.min(255.0).max(0.0) as u8, z: (c.color * 255.0).z.min(255.0).max(0.0) as u8}; let u8_color = Vector3 {x: (c.color * 255.0).x.min(255.0).max(0.0) as u8, y: (c.color * 255.0).y.min(255.0).max(0.0) as u8, z: (c.color * 255.0).z.min(255.0).max(0.0) as u8};
front_colors.push(u8_color); front_colors.push(u8_color);
front_roughness.push(128); front_roughness.push(c.roughness);
} }
else { else {
front_colors.push(Vector3 { x: 0, y: 0, z: 0 }); front_colors.push(Vector3 { x: 0, y: 0, z: 0 });
@ -430,7 +432,7 @@ impl EmptyVolume {
left_elements_num += 1; left_elements_num += 1;
let u8_color = Vector3 {x: (c.color * 255.0).x.min(255.0).max(0.0) as u8, y: (c.color * 255.0).y.min(255.0).max(0.0) as u8, z: (c.color * 255.0).z.min(255.0).max(0.0) as u8}; let u8_color = Vector3 {x: (c.color * 255.0).x.min(255.0).max(0.0) as u8, y: (c.color * 255.0).y.min(255.0).max(0.0) as u8, z: (c.color * 255.0).z.min(255.0).max(0.0) as u8};
left_colors.push(u8_color); left_colors.push(u8_color);
left_roughness.push(128); left_roughness.push(c.roughness);
} }
else { else {
left_colors.push(Vector3 { x: 0, y: 0, z: 0 }); left_colors.push(Vector3 { x: 0, y: 0, z: 0 });
@ -457,7 +459,7 @@ impl EmptyVolume {
right_elements_num += 1; right_elements_num += 1;
let u8_color = Vector3 {x: (c.color * 255.0).x.min(255.0).max(0.0) as u8, y: (c.color * 255.0).y.min(255.0).max(0.0) as u8, z: (c.color * 255.0).z.min(255.0).max(0.0) as u8}; let u8_color = Vector3 {x: (c.color * 255.0).x.min(255.0).max(0.0) as u8, y: (c.color * 255.0).y.min(255.0).max(0.0) as u8, z: (c.color * 255.0).z.min(255.0).max(0.0) as u8};
right_colors.push(u8_color); right_colors.push(u8_color);
right_roughness.push(128); right_roughness.push(c.roughness);
} }
else { else {
right_colors.push(Vector3 { x: 0, y: 0, z: 0 }); right_colors.push(Vector3 { x: 0, y: 0, z: 0 });

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@ -73,6 +73,7 @@ impl Scene {
color: vec3(shade, 1.0, shade), color: vec3(shade, 1.0, shade),
tex_coord: vec2(0.0, 0.0), tex_coord: vec2(0.0, 0.0),
transparent: false, transparent: false,
roughness: 128,
}; };
oct_tree.set_cube(cube.clone()); oct_tree.set_cube(cube.clone());
@ -85,6 +86,7 @@ impl Scene {
color: vec3(1.0, 0.0, 0.0), color: vec3(1.0, 0.0, 0.0),
tex_coord: vec2(0.0, 0.0), tex_coord: vec2(0.0, 0.0),
transparent: true, transparent: true,
roughness: 32,
}; };
oct_tree.set_cube(cube.clone()); oct_tree.set_cube(cube.clone());
@ -93,10 +95,11 @@ impl Scene {
color: vec3(1.0, 0.0, 0.0), color: vec3(1.0, 0.0, 0.0),
tex_coord: vec2(0.0, 0.0), tex_coord: vec2(0.0, 0.0),
transparent: true, transparent: true,
roughness: 32,
}; };
oct_tree.set_cube(cube.clone()); oct_tree.set_cube(cube.clone());
self.point_lights.push(PointLight { pos: vec3(11.0, 11.0, 11.0), color: vec3(0.5, 0.5, 0.5), memory_start: 0 }); self.point_lights.push(PointLight { pos: vec3(11.0, 11.0, 11.0), color: vec3(1.0, 1.0, 1.0), memory_start: 0 });
self.point_lights.push(PointLight { pos: vec3(9.0, 9.0, 11.0), color: vec3(0.5, 0.5, 0.5), memory_start: 0 }); self.point_lights.push(PointLight { pos: vec3(9.0, 9.0, 11.0), color: vec3(0.5, 0.5, 0.5), memory_start: 0 });
let empty_volumes: Vec<Rc<RefCell<EmptyVolume>>>; let empty_volumes: Vec<Rc<RefCell<EmptyVolume>>>;
@ -146,9 +149,11 @@ impl Scene {
let index = self.sized_vertices.len(); let index = self.sized_vertices.len();
cube.draw(&data.topology, index, self); cube.draw(&data.topology, index, self);
let mut memory_index = 2; let mut memory_index = 4;
// 0 - location for the maximum number of lights referenced per chunk (also will be the invalid memory allocation for pointing to a nonexistant neighbor) // 0 - location for the maximum number of lights referenced per chunk (also will be the invalid memory allocation for pointing to a nonexistant neighbor)
// 1 - location for the max iterations per light // 1 - location for the max iterations per light
// 2 - diffuse raster samples (2*n + 1) * (2*n + 1) so as to always have at least the central fragment covered
// 3 - diffuse raster size
for light in &mut self.point_lights { for light in &mut self.point_lights {
light.memory_start = memory_index; light.memory_start = memory_index;
memory_index += light.get_buffer_mem_size() as usize; memory_index += light.get_buffer_mem_size() as usize;
@ -168,6 +173,8 @@ impl Scene {
println!("Memory size is {} kB, max indes is {}", memory_index * 32 / 8 /1024 + 1, memory_index); println!("Memory size is {} kB, max indes is {}", memory_index * 32 / 8 /1024 + 1, memory_index);
let mut volume_vec = vec![data.num_lights_per_volume; memory_index]; let mut volume_vec = vec![data.num_lights_per_volume; memory_index];
volume_vec[1] = data.max_iterations_per_light; volume_vec[1] = data.max_iterations_per_light;
volume_vec[2] = data.diffuse_raster_steps;
volume_vec[3] = u32::from_ne_bytes(data.diffuse_raster_size.to_ne_bytes());
for volume in &empty_volumes { for volume in &empty_volumes {
volume_vec = volume.borrow().insert_into_memory(volume_vec, data.num_lights_per_volume, &self.point_lights); volume_vec = volume.borrow().insert_into_memory(volume_vec, data.num_lights_per_volume, &self.point_lights);