adds scene info for recursive rays
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709c2f0569
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ffbba3be19
4 changed files with 12 additions and 2 deletions
src/scene
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@ -149,11 +149,13 @@ impl Scene {
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let index = self.sized_vertices.len();
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cube.draw(&data.topology, index, self);
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let mut memory_index = 4;
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let mut memory_index = 6;
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// 0 - location for the maximum number of lights referenced per chunk (also will be the invalid memory allocation for pointing to a nonexistant neighbor)
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// 1 - location for the max iterations per light
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// 2 - diffuse raster samples (2*n + 1) * (2*n + 1) so as to always have at least the central fragment covered
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// 3 - diffuse raster size
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// 4 - max recursive rays
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// 5 - diffuse rays per hit
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for light in &mut self.point_lights {
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light.memory_start = memory_index;
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memory_index += light.get_buffer_mem_size() as usize;
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@ -175,6 +177,8 @@ impl Scene {
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volume_vec[1] = data.max_iterations_per_light;
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volume_vec[2] = data.diffuse_raster_steps;
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volume_vec[3] = u32::from_ne_bytes(data.diffuse_raster_size.to_ne_bytes());
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volume_vec[4] = data.max_recursive_rays;
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volume_vec[5] = data.diffuse_rays_per_hit;
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for volume in &empty_volumes {
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volume_vec = volume.borrow().insert_into_memory(volume_vec, data.num_lights_per_volume, &self.point_lights);
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