halfway to raytracing
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15a94c2f93
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7 changed files with 222 additions and 42 deletions
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@ -18,11 +18,11 @@ uvec4 unpack_color(uint val) {
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uint val3 = (val << 16) >> 24;
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uint val3 = (val << 16) >> 24;
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uint val4 = (val << 24) >> 24;
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uint val4 = (val << 24) >> 24;
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return uvec4(val1, val2, val3, val4);
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return uvec4(val4, val3, val2, val1);
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}
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}
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uvec4 sample_from_scene_info(uint volume_start, uvec2 raster_pos, uint f) {
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uint sample_neighbor_from_scene_info(uint volume_start, uvec2 raster_pos, uint f) {
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uint array_descr_start = volume_start + 3;
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uint array_descr_start = volume_start + 6 + scene_info.infos[0];
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uint color_array_start = array_descr_start + 24;
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uint color_array_start = array_descr_start + 24;
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uint top_color_size_u = scene_info.infos[array_descr_start];
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uint top_color_size_u = scene_info.infos[array_descr_start];
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@ -46,7 +46,7 @@ uvec4 sample_from_scene_info(uint volume_start, uvec2 raster_pos, uint f) {
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uint top_neighbor_size_u = scene_info.infos[array_descr_start + 12];
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uint top_neighbor_size_u = scene_info.infos[array_descr_start + 12];
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uint top_neighbor_size_v = scene_info.infos[array_descr_start + 13];
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uint top_neighbor_size_v = scene_info.infos[array_descr_start + 13];
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/*uint bottom_neighbor_size_u = scene_info.infos[array_descr_start + 14];
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uint bottom_neighbor_size_u = scene_info.infos[array_descr_start + 14];
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uint bottom_neighbor_size_v = scene_info.infos[array_descr_start + 15];
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uint bottom_neighbor_size_v = scene_info.infos[array_descr_start + 15];
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uint left_neighbor_size_u = scene_info.infos[array_descr_start + 16];
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uint left_neighbor_size_u = scene_info.infos[array_descr_start + 16];
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@ -59,7 +59,58 @@ uvec4 sample_from_scene_info(uint volume_start, uvec2 raster_pos, uint f) {
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uint front_neighbor_size_v = scene_info.infos[array_descr_start + 21];
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uint front_neighbor_size_v = scene_info.infos[array_descr_start + 21];
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uint back_neighbor_size_u = scene_info.infos[array_descr_start + 22];
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uint back_neighbor_size_u = scene_info.infos[array_descr_start + 22];
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uint back_neighbor_size_v = scene_info.infos[array_descr_start + 23];*/
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uint back_neighbor_size_v = scene_info.infos[array_descr_start + 23];
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uint top_color_size = top_color_size_u * top_color_size_v;
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uint bottom_color_size = bottom_color_size_u * bottom_color_size_v;
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uint left_color_size = left_color_size_u * left_color_size_v;
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uint right_color_size = right_color_size_u * right_color_size_v;
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uint front_color_size = front_color_size_u * front_color_size_v;
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uint back_color_size = back_color_size_u * back_color_size_v;
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uint color_array_end = color_array_start + top_color_size + bottom_color_size + left_color_size + right_color_size + front_color_size + back_color_size;
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uint top_neighbor_size = top_neighbor_size_u * top_neighbor_size_v;
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uint bottom_neighbor_size = bottom_neighbor_size_u * bottom_neighbor_size_v;
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uint left_neighbor_size = left_neighbor_size_u * left_neighbor_size_v;
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uint right_neighbor_size = right_neighbor_size_u * right_neighbor_size_v;
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uint front_neighbor_size = front_neighbor_size_u * front_neighbor_size_v;
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uint back_neighbor_size = back_neighbor_size_u * back_neighbor_size_v;
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// maybe do an array solution for this as well
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uint array_start = color_array_end + uint(f > 0) * top_neighbor_size + uint(f > 1) * bottom_neighbor_size + uint(f > 2) * left_neighbor_size + uint(f > 3) * right_neighbor_size + uint(f > 4) * front_neighbor_size;
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uint us[6] = {top_neighbor_size_u, bottom_neighbor_size_u, left_neighbor_size_u, right_neighbor_size_u, front_neighbor_size_u, back_neighbor_size_u};
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uint vs[6] = {top_neighbor_size_v, bottom_neighbor_size_v, left_neighbor_size_v, right_neighbor_size_v, front_neighbor_size_v, back_neighbor_size_v};
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uint u_size = us[f];
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uint v_size = vs[f];
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uint value = scene_info.infos[array_start + raster_pos.x * v_size * uint(u_size > 1) + raster_pos.y * uint(v_size > 1)];
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return value;
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}
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uvec4 sample_color_from_scene_info(uint volume_start, uvec2 raster_pos, uint f) {
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uint array_descr_start = volume_start + 6 + scene_info.infos[0];
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uint color_array_start = array_descr_start + 24;
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uint top_color_size_u = scene_info.infos[array_descr_start];
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uint top_color_size_v = scene_info.infos[array_descr_start + 1];
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uint bottom_color_size_u = scene_info.infos[array_descr_start + 2];
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uint bottom_color_size_v = scene_info.infos[array_descr_start + 3];
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uint left_color_size_u = scene_info.infos[array_descr_start + 4];
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uint left_color_size_v = scene_info.infos[array_descr_start + 5];
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uint right_color_size_u = scene_info.infos[array_descr_start + 6];
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uint right_color_size_v = scene_info.infos[array_descr_start + 7];
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uint front_color_size_u = scene_info.infos[array_descr_start + 8];
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uint front_color_size_v = scene_info.infos[array_descr_start + 9];
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uint back_color_size_u = scene_info.infos[array_descr_start + 10];
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uint back_color_size_v = scene_info.infos[array_descr_start + 11];
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uint top_neighbor_size_u = scene_info.infos[array_descr_start + 12];
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uint top_neighbor_size_v = scene_info.infos[array_descr_start + 13];
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uint top_size = top_color_size_u * top_color_size_v;
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uint top_size = top_color_size_u * top_color_size_v;
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uint bottom_size = bottom_color_size_u * bottom_color_size_v;
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uint bottom_size = bottom_color_size_u * bottom_color_size_v;
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@ -74,21 +125,64 @@ uvec4 sample_from_scene_info(uint volume_start, uvec2 raster_pos, uint f) {
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uint vs[6] = {top_color_size_v, bottom_color_size_v, left_color_size_v, right_color_size_v, front_color_size_v, back_color_size_v};
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uint vs[6] = {top_color_size_v, bottom_color_size_v, left_color_size_v, right_color_size_v, front_color_size_v, back_color_size_v};
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uint u_size = us[f];
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uint u_size = us[f];
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uint v_size = vs[f];
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uint v_size = vs[f];
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uint value = scene_info.infos[array_start + raster_pos.x * v_size + raster_pos.y];
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uint value = scene_info.infos[array_start + raster_pos.x * v_size * uint(u_size > 1) + raster_pos.y * uint(v_size > 1)];
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if (top_color_size_v == 0) {
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return uvec4(255, 0, 0, 255);
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}
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return unpack_color(value);
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return unpack_color(value);
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}
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}
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vec3 get_light_position(uint light_index) {
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return vec3(float(scene_info.infos[light_index]), float(scene_info.infos[light_index + 1]), float(scene_info.infos[light_index + 2]));
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}
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vec4 get_light_color(uint light_index) {
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return vec4(float(scene_info.infos[light_index + 3]) / 255.0, float(scene_info.infos[light_index + 4]) / 255.0, float(scene_info.infos[light_index + 5]) / 255.0, 1.0);
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}
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void main() {
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void main() {
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uint max_length = scene_info.infos[0];
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uint max_length = scene_info.infos[0];
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uint last = scene_info.infos[max_length];
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uint last = scene_info.infos[max_length];
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uvec4 color_roughness = sample_from_scene_info(fragVolumeStart, fragRasterPos, facing);
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uvec4 color_roughness = sample_color_from_scene_info(fragVolumeStart, fragRasterPos, facing);
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outColor = vec4(float(color_roughness.x) / 255.0, float(color_roughness.y) / 255.0, float(color_roughness.z) / 255.0, 1);
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vec4 color_sample = vec4(float(color_roughness.x) / 255.0, float(color_roughness.y) / 255.0, float(color_roughness.z) / 255.0, 1);
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uint max_light_num = scene_info.infos[0];
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uint light_num = 0;
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uint volume_index = fragVolumeStart;
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uint light_index = scene_info.infos[fragVolumeStart + 3];
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vec3 light_direction = get_light_position(light_index) - origPosition;
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vec4 light_color = get_light_color(light_index);
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bool x_pos = light_direction.x > 0.0;
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bool x_null = light_direction.x == 0.0;
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bool y_pos = light_direction.y > 0.0;
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bool y_null = light_direction.y == 0.0;
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bool z_pos = light_direction.z > 0.0;
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bool z_null = light_direction.z == 0.0;
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uint max_iterations = max_light_num * 20;
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for (int i = 0; i < max_iterations; i++) {
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float x_border = float(scene_info.infos[volume_index + 0] + scene_info.infos[volume_index + 3] * uint(x_pos));
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float y_border = float(scene_info.infos[volume_index + 1] + scene_info.infos[volume_index + 4] * uint(y_pos));
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float z_border = float(scene_info.infos[volume_index + 2] + scene_info.infos[volume_index + 5] * uint(z_pos));
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// 2 is way behind the light position and should result in no collision being detected
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float x_factor = 2.0;
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float y_factor = 2.0;
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float z_factor = 2.0;
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if (!x_null) {
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x_factor = (x_border - origPosition.x) / light_direction.x;
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}
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if (!y_null) {
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float y_factor = (y_border - origPosition.y) / light_direction.y;
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}
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if (!z_null) {
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float z_factor = (z_border - origPosition.z) / light_direction.z;
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}
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}
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outColor = color_sample;
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/*if (scene_info.infos[1] == 16) {
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/*if (scene_info.infos[1] == 16) {
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outColor = vec4(0, 1, 0, 1);
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outColor = vec4(0, 1, 0, 1);
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@ -60,4 +60,5 @@ pub struct AppData {
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pub topology: vk::PrimitiveTopology,
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pub topology: vk::PrimitiveTopology,
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pub scene_rt_memory_size: u64,
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pub scene_rt_memory_size: u64,
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pub num_lights_per_volume: u32,
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}
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}
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@ -178,6 +178,7 @@ impl App {
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let entry = Entry::new(loader).map_err(|b| anyhow!("{}", b))?;
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let entry = Entry::new(loader).map_err(|b| anyhow!("{}", b))?;
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let mut data = app_data::AppData::default();
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let mut data = app_data::AppData::default();
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data.use_geometry_shader = false;
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data.use_geometry_shader = false;
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data.num_lights_per_volume = 1;
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let mut scene_handler = scene::Scene::default();
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let mut scene_handler = scene::Scene::default();
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//load_model::load_model(&mut data)?;
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//load_model::load_model(&mut data)?;
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@ -10,6 +10,8 @@ use crate::primitives::cube::Cube;
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use crate::primitives::quad::Quad;
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use crate::primitives::quad::Quad;
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use crate::scene::oct_tree::OctTree;
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use crate::scene::oct_tree::OctTree;
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use super::light::PointLight;
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pub struct EmptyVolume {
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pub struct EmptyVolume {
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pub memory_start: usize,
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pub memory_start: usize,
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@ -47,7 +49,7 @@ impl EmptyVolume {
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self.position[1] + self.size_y > pos[1] && pos[1] >= self.position[1] &&
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self.position[1] + self.size_y > pos[1] && pos[1] >= self.position[1] &&
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self.position[2] + self.size_z > pos[2] && pos[2] >= self.position[2]
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self.position[2] + self.size_z > pos[2] && pos[2] >= self.position[2]
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}
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}
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// MARK: From Oct Tree
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pub fn from_oct_tree(tree: &OctTree<Cube>) -> (Vec<Rc<RefCell<EmptyVolume>>>, OctTree<Rc<RefCell<EmptyVolume>>>) {
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pub fn from_oct_tree(tree: &OctTree<Cube>) -> (Vec<Rc<RefCell<EmptyVolume>>>, OctTree<Rc<RefCell<EmptyVolume>>>) {
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// todo: ppotentially use a child exist check while going through the oct tree to find some obvios starting empty volumes. Will still need to check for possible expansions though
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// todo: ppotentially use a child exist check while going through the oct tree to find some obvios starting empty volumes. Will still need to check for possible expansions though
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let mut volumes: Vec<Rc<RefCell<EmptyVolume>>> = vec![];
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let mut volumes: Vec<Rc<RefCell<EmptyVolume>>> = vec![];
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@ -80,6 +82,7 @@ impl EmptyVolume {
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}
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}
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println!("new starting pos: {}, {}, {}", x_index, y_index, z_index);
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println!("new starting pos: {}, {}, {}", x_index, y_index, z_index);
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println!("start growing volume x");
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println!("start growing volume x");
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// MARK: Start new Volume
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let mut x_size = 0;
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let mut x_size = 0;
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let mut grow = true;
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let mut grow = true;
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while grow {
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while grow {
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neighbor_front: vec![],
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neighbor_front: vec![],
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};
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};
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println!("adding neighbor references");
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println!("adding neighbor references");
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//fill in info in the neighbor octtree
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// MARK: fill in info in the neighbor octtree
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let reference = Rc::new(RefCell::new(new_volume));
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let reference = Rc::new(RefCell::new(new_volume));
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for x in 0..x_size+1 {
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for x in 0..x_size+1 {
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for y in 0..y_size+1 {
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for y in 0..y_size+1 {
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@ -200,7 +203,7 @@ impl EmptyVolume {
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let x_max_pos = reference.borrow().position.x + reference.borrow().size_x;
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let x_max_pos = reference.borrow().position.x + reference.borrow().size_x;
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let y_max_pos = reference.borrow().position.y + reference.borrow().size_y;
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let y_max_pos = reference.borrow().position.y + reference.borrow().size_y;
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let z_max_pos = reference.borrow().position.z + reference.borrow().size_z;
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let z_max_pos = reference.borrow().position.z + reference.borrow().size_z;
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// bottom face of the volume
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// MARK: bottom face of the volume
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let mut bottom_colors = vec![];
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let mut bottom_colors = vec![];
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let mut bottom_roughness = vec![];
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let mut bottom_roughness = vec![];
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let mut bottom_elements_num = 0;
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let mut bottom_elements_num = 0;
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reference.borrow_mut().color_bottom= vec![];
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reference.borrow_mut().color_bottom= vec![];
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reference.borrow_mut().roughness_bottom= vec![];
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reference.borrow_mut().roughness_bottom= vec![];
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}
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}
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// top face of the volume
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// MARK: top face of the volume
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let mut top_colors = vec![];
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let mut top_colors = vec![];
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let mut top_roughness = vec![];
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let mut top_roughness = vec![];
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let mut top_elements_num = 0;
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let mut top_elements_num = 0;
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reference.borrow_mut().roughness_top= vec![];
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reference.borrow_mut().roughness_top= vec![];
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}
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}
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// back face of the volume
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// MARK: back face of the volume
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let mut back_colors = vec![];
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let mut back_colors = vec![];
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let mut back_roughness = vec![];
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let mut back_roughness = vec![];
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let mut back_elements_num = 0;
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let mut back_elements_num = 0;
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reference.borrow_mut().roughness_back= vec![];
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reference.borrow_mut().roughness_back= vec![];
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}
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}
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// front face of the volume
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// MARK: front face of the volume
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let mut front_colors = vec![];
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let mut front_colors = vec![];
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let mut front_roughness = vec![];
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let mut front_roughness = vec![];
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let mut front_elements_num = 0;
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let mut front_elements_num = 0;
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reference.borrow_mut().roughness_front= vec![];
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reference.borrow_mut().roughness_front= vec![];
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}
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}
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// front face of the volume
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// MARK: left face of the volume
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let mut left_colors = vec![];
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let mut left_colors = vec![];
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let mut left_roughness = vec![];
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let mut left_roughness = vec![];
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let mut left_elements_num = 0;
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let mut left_elements_num = 0;
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@ -334,7 +337,7 @@ impl EmptyVolume {
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reference.borrow_mut().roughness_left= vec![];
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reference.borrow_mut().roughness_left= vec![];
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}
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}
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// back face of the volume
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// MARK: right face of the volume
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let mut right_colors = vec![];
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let mut right_colors = vec![];
|
||||||
let mut right_roughness = vec![];
|
let mut right_roughness = vec![];
|
||||||
let mut right_elements_num = 0;
|
let mut right_elements_num = 0;
|
||||||
|
@ -370,6 +373,7 @@ impl EmptyVolume {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
println!("add the neighbor linkage for all the volumes of the oct tree");
|
println!("add the neighbor linkage for all the volumes of the oct tree");
|
||||||
|
// MARK: Neighbor Linkage
|
||||||
for reference in volumes.iter_mut() {
|
for reference in volumes.iter_mut() {
|
||||||
let x_min_pos;
|
let x_min_pos;
|
||||||
if reference.borrow().position.x == 0 {
|
if reference.borrow().position.x == 0 {
|
||||||
|
@ -398,7 +402,7 @@ impl EmptyVolume {
|
||||||
let x_max_pos = reference.borrow().position.x + reference.borrow().size_x;
|
let x_max_pos = reference.borrow().position.x + reference.borrow().size_x;
|
||||||
let y_max_pos = reference.borrow().position.y + reference.borrow().size_y;
|
let y_max_pos = reference.borrow().position.y + reference.borrow().size_y;
|
||||||
let z_max_pos = reference.borrow().position.z + reference.borrow().size_z;
|
let z_max_pos = reference.borrow().position.z + reference.borrow().size_z;
|
||||||
// bottom face of the volume
|
// MARK: bottom face of the volume
|
||||||
let mut bottom_neighbors = vec![];
|
let mut bottom_neighbors = vec![];
|
||||||
let mut bottom_elements_num = 0;
|
let mut bottom_elements_num = 0;
|
||||||
if z_min_pos != 0 {
|
if z_min_pos != 0 {
|
||||||
|
@ -420,7 +424,7 @@ impl EmptyVolume {
|
||||||
else {
|
else {
|
||||||
reference.borrow_mut().neighbor_bottom = vec![None];
|
reference.borrow_mut().neighbor_bottom = vec![None];
|
||||||
}
|
}
|
||||||
// top face of the volume
|
// MARK: top face of the volume
|
||||||
let mut top_neighbors = vec![];
|
let mut top_neighbors = vec![];
|
||||||
let mut top_elements_num = 0;
|
let mut top_elements_num = 0;
|
||||||
for x in 0..reference.borrow().size_x {
|
for x in 0..reference.borrow().size_x {
|
||||||
|
@ -441,7 +445,7 @@ impl EmptyVolume {
|
||||||
reference.borrow_mut().neighbor_top = vec![None];
|
reference.borrow_mut().neighbor_top = vec![None];
|
||||||
}
|
}
|
||||||
|
|
||||||
// back face of the volume
|
// MARK: back face of the volume
|
||||||
let mut back_neighbors = vec![];
|
let mut back_neighbors = vec![];
|
||||||
let mut back_elements_num = 0;
|
let mut back_elements_num = 0;
|
||||||
for x in 0..reference.borrow().size_x {
|
for x in 0..reference.borrow().size_x {
|
||||||
|
@ -462,7 +466,7 @@ impl EmptyVolume {
|
||||||
reference.borrow_mut().neighbor_back = vec![None];
|
reference.borrow_mut().neighbor_back = vec![None];
|
||||||
}
|
}
|
||||||
|
|
||||||
// front face of the volume
|
// MARK: front face of the volume
|
||||||
let mut front_neighbors = vec![];
|
let mut front_neighbors = vec![];
|
||||||
let mut front_elements_num = 0;
|
let mut front_elements_num = 0;
|
||||||
if y_min_pos != 0{
|
if y_min_pos != 0{
|
||||||
|
@ -485,7 +489,7 @@ impl EmptyVolume {
|
||||||
reference.borrow_mut().neighbor_front = vec![None];
|
reference.borrow_mut().neighbor_front = vec![None];
|
||||||
}
|
}
|
||||||
|
|
||||||
// left face of the volume
|
// MARK: left face of the volume
|
||||||
let mut left_neighbors = vec![];
|
let mut left_neighbors = vec![];
|
||||||
let mut left_elements_num = 0;
|
let mut left_elements_num = 0;
|
||||||
if x_min_pos != 0 {
|
if x_min_pos != 0 {
|
||||||
|
@ -508,7 +512,7 @@ impl EmptyVolume {
|
||||||
reference.borrow_mut().neighbor_left = vec![None];
|
reference.borrow_mut().neighbor_left = vec![None];
|
||||||
}
|
}
|
||||||
|
|
||||||
// right face of the volume
|
// MARK: right face of the volume
|
||||||
let mut right_neighbors = vec![];
|
let mut right_neighbors = vec![];
|
||||||
let mut right_elements_num = 0;
|
let mut right_elements_num = 0;
|
||||||
for y in 0..reference.borrow().size_y {
|
for y in 0..reference.borrow().size_y {
|
||||||
|
@ -532,7 +536,7 @@ impl EmptyVolume {
|
||||||
println!("volume creation took {} s", start_time.elapsed().as_millis() as f32 / 1000.0);
|
println!("volume creation took {} s", start_time.elapsed().as_millis() as f32 / 1000.0);
|
||||||
(volumes, neighbors)
|
(volumes, neighbors)
|
||||||
}
|
}
|
||||||
|
// MARK: To Quads
|
||||||
pub fn to_quads(&self) -> Vec<Quad> {
|
pub fn to_quads(&self) -> Vec<Quad> {
|
||||||
let mut quads = vec![];
|
let mut quads = vec![];
|
||||||
let float_pos = Vector3 {x: self.position.x as f32, y: self.position.y as f32, z: self.position.z as f32};
|
let float_pos = Vector3 {x: self.position.x as f32, y: self.position.y as f32, z: self.position.z as f32};
|
||||||
|
@ -686,10 +690,12 @@ impl EmptyVolume {
|
||||||
}
|
}
|
||||||
quads
|
quads
|
||||||
}
|
}
|
||||||
|
// MARK: Get Buffer Mem Size
|
||||||
pub fn get_buffer_mem_size(&self) -> u32 {
|
pub fn get_buffer_mem_size(&self, light_number: u32) -> u32 {
|
||||||
let mut mem_size: u32 = 0;
|
let mut mem_size: u32 = 0;
|
||||||
|
mem_size += 3; //pos
|
||||||
mem_size += 3; //max sizes
|
mem_size += 3; //max sizes
|
||||||
|
mem_size += light_number; // light references
|
||||||
mem_size += 12; //color/roughness buffer sizes, 2 values each
|
mem_size += 12; //color/roughness buffer sizes, 2 values each
|
||||||
mem_size += 12; //neighbor buffer sizes, 2 values each
|
mem_size += 12; //neighbor buffer sizes, 2 values each
|
||||||
|
|
||||||
|
@ -710,9 +716,16 @@ impl EmptyVolume {
|
||||||
|
|
||||||
mem_size
|
mem_size
|
||||||
}
|
}
|
||||||
|
// MARK: insert into Memory
|
||||||
pub fn insert_into_memory(&self, mut v: Vec<u32>) -> Vec<u32> {
|
pub fn insert_into_memory(&self, mut v: Vec<u32>, light_number: u32, lights: &Vec<PointLight>) -> Vec<u32> {
|
||||||
let mut mem_index = self.memory_start;
|
let mut mem_index = self.memory_start;
|
||||||
|
//pos
|
||||||
|
v[mem_index] = self.position.x as u32;
|
||||||
|
mem_index += 1;
|
||||||
|
v[mem_index] = self.position.y as u32;
|
||||||
|
mem_index += 1;
|
||||||
|
v[mem_index] = self.position.y as u32;
|
||||||
|
mem_index += 1;
|
||||||
//max sizes
|
//max sizes
|
||||||
v[mem_index] = self.size_x as u32;
|
v[mem_index] = self.size_x as u32;
|
||||||
mem_index += 1;
|
mem_index += 1;
|
||||||
|
@ -720,6 +733,12 @@ impl EmptyVolume {
|
||||||
mem_index += 1;
|
mem_index += 1;
|
||||||
v[mem_index] = self.size_z as u32;
|
v[mem_index] = self.size_z as u32;
|
||||||
mem_index += 1;
|
mem_index += 1;
|
||||||
|
//Todo: insert lights
|
||||||
|
let selected_lights = self.select_lights(lights, light_number);
|
||||||
|
for light in selected_lights {
|
||||||
|
v[mem_index] = light;
|
||||||
|
mem_index += 1;
|
||||||
|
}
|
||||||
//color/roughness buffer sizes, 2 values each
|
//color/roughness buffer sizes, 2 values each
|
||||||
if self.color_top.len() > 0 {
|
if self.color_top.len() > 0 {
|
||||||
v[mem_index] = self.size_x as u32;
|
v[mem_index] = self.size_x as u32;
|
||||||
|
@ -1014,4 +1033,26 @@ impl EmptyVolume {
|
||||||
println!("last memory index of volume was {}, equivalent to {}kB", mem_index, mem_index * 32 / 8 / 1024);
|
println!("last memory index of volume was {}, equivalent to {}kB", mem_index, mem_index * 32 / 8 / 1024);
|
||||||
v
|
v
|
||||||
}
|
}
|
||||||
|
|
||||||
|
pub fn select_lights(&self, lights: &Vec<PointLight>, light_number: u32) -> Vec<u32> {
|
||||||
|
let center = self.position + Vector3{x: self.size_x / 2, y: self.size_y / 2, z: self.size_z / 2};
|
||||||
|
let mut weighted_indices = vec![];
|
||||||
|
for light in lights {
|
||||||
|
let weight = light.weighted_distance(center);
|
||||||
|
weighted_indices.push((weight, light.memory_start));
|
||||||
|
}
|
||||||
|
weighted_indices.sort_by(|a, b| a.0.partial_cmp(&b.0).unwrap());
|
||||||
|
|
||||||
|
let mut out_index = vec![];
|
||||||
|
for index in 0..weighted_indices.len() {
|
||||||
|
out_index.push(weighted_indices[weighted_indices.len() - (index + 1)].1 as u32);
|
||||||
|
if out_index.len() == light_number as usize {
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
while out_index.len() < light_number as usize {
|
||||||
|
out_index.push(0);
|
||||||
|
}
|
||||||
|
out_index
|
||||||
|
}
|
||||||
}
|
}
|
34
src/scene/light.rs
Normal file
34
src/scene/light.rs
Normal file
|
@ -0,0 +1,34 @@
|
||||||
|
use cgmath::{InnerSpace, MetricSpace, Vector3};
|
||||||
|
|
||||||
|
use crate::vertex;
|
||||||
|
|
||||||
|
#[derive(Clone, Debug, PartialEq)]
|
||||||
|
pub struct PointLight{
|
||||||
|
pub pos: vertex::Vec3,
|
||||||
|
pub color: vertex::Vec3,
|
||||||
|
pub memory_start: usize,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl PointLight {
|
||||||
|
pub fn get_buffer_mem_size(&self) -> u32 {
|
||||||
|
4 * 3 + 4 * 3
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn insert_into_memory(&self, mut v: Vec<u32>) -> Vec<u32> {
|
||||||
|
v[self.memory_start] = self.pos.x as u32;
|
||||||
|
v[self.memory_start + 1] = self.pos.y as u32;
|
||||||
|
v[self.memory_start + 2] = self.pos.z as u32;
|
||||||
|
|
||||||
|
v[self.memory_start + 3] = self.color.x as u32;
|
||||||
|
v[self.memory_start + 4] = self.color.y as u32;
|
||||||
|
v[self.memory_start + 5] = self.color.z as u32;
|
||||||
|
v
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn weighted_distance(&self, center: Vector3<usize>) -> f32 {
|
||||||
|
let distance = self.pos.distance(vertex::Vec3{x: center.x as f32, y: center.y as f32, z: center.z as f32});
|
||||||
|
let light_intensity = self.color.magnitude();
|
||||||
|
|
||||||
|
light_intensity / distance.powf(2.0)
|
||||||
|
}
|
||||||
|
}
|
|
@ -1,5 +1,6 @@
|
||||||
mod oct_tree;
|
mod oct_tree;
|
||||||
mod empty_volume;
|
mod empty_volume;
|
||||||
|
mod light;
|
||||||
|
|
||||||
use anyhow::Ok;
|
use anyhow::Ok;
|
||||||
use vulkanalia::prelude::v1_0::*;
|
use vulkanalia::prelude::v1_0::*;
|
||||||
|
@ -10,6 +11,7 @@ use cgmath::{vec2, vec3};
|
||||||
use std::cell::RefCell;
|
use std::cell::RefCell;
|
||||||
use std::rc::Rc;
|
use std::rc::Rc;
|
||||||
|
|
||||||
|
use crate::app_data;
|
||||||
use crate::app_data::AppData;
|
use crate::app_data::AppData;
|
||||||
use crate::buffer;
|
use crate::buffer;
|
||||||
use crate::vertex;
|
use crate::vertex;
|
||||||
|
@ -17,6 +19,7 @@ use crate::primitives::cube::Cube;
|
||||||
use crate::primitives::drawable::Drawable;
|
use crate::primitives::drawable::Drawable;
|
||||||
use crate::scene::oct_tree::{OctTree, OctTreeIter, CHUNK_SIZE};
|
use crate::scene::oct_tree::{OctTree, OctTreeIter, CHUNK_SIZE};
|
||||||
use crate::scene::empty_volume::EmptyVolume;
|
use crate::scene::empty_volume::EmptyVolume;
|
||||||
|
use crate::scene::light::PointLight;
|
||||||
|
|
||||||
extern crate rand;
|
extern crate rand;
|
||||||
use rand::Rng;
|
use rand::Rng;
|
||||||
|
@ -50,6 +53,8 @@ pub struct Scene {
|
||||||
pub index_buffer_memory_quad: vk::DeviceMemory,
|
pub index_buffer_memory_quad: vk::DeviceMemory,
|
||||||
|
|
||||||
pub rt_memory: Vec<u32>,
|
pub rt_memory: Vec<u32>,
|
||||||
|
|
||||||
|
pub point_lights: Vec<PointLight>,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Scene {
|
impl Scene {
|
||||||
|
@ -82,6 +87,8 @@ impl Scene {
|
||||||
|
|
||||||
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(1.0, 1.0, 1.0), memory_start: 0 });
|
||||||
|
|
||||||
let mut empty_volumes: Vec<Rc<RefCell<EmptyVolume>>>;
|
let mut empty_volumes: Vec<Rc<RefCell<EmptyVolume>>>;
|
||||||
(empty_volumes, _) = EmptyVolume::from_oct_tree(&oct_tree);
|
(empty_volumes, _) = EmptyVolume::from_oct_tree(&oct_tree);
|
||||||
println!("number of empty volumes is {}", empty_volumes.len());
|
println!("number of empty volumes is {}", empty_volumes.len());
|
||||||
|
@ -112,9 +119,14 @@ impl Scene {
|
||||||
}
|
}
|
||||||
|
|
||||||
let mut memory_index = 1; // zero should be the location for the overall length (also will be the invalid memory allocation for pointing to a nonexistant neighbor)
|
let mut memory_index = 1; // zero should be the location for the overall length (also will be the invalid memory allocation for pointing to a nonexistant neighbor)
|
||||||
|
for light in &mut self.point_lights {
|
||||||
|
light.memory_start = memory_index;
|
||||||
|
memory_index += light.get_buffer_mem_size() as usize;
|
||||||
|
}
|
||||||
|
|
||||||
for volume in &empty_volumes {
|
for volume in &empty_volumes {
|
||||||
volume.borrow_mut().memory_start = memory_index;
|
volume.borrow_mut().memory_start = memory_index;
|
||||||
memory_index += volume.borrow().get_buffer_mem_size() as usize;
|
memory_index += volume.borrow().get_buffer_mem_size(data.num_lights_per_volume) as usize;
|
||||||
|
|
||||||
}
|
}
|
||||||
for volume in &empty_volumes {
|
for volume in &empty_volumes {
|
||||||
|
@ -124,18 +136,15 @@ 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![memory_index as u32; memory_index];
|
let mut volume_vec = vec![data.num_lights_per_volume; memory_index];
|
||||||
for volume in &empty_volumes {
|
for volume in &empty_volumes {
|
||||||
volume_vec = volume.borrow().insert_into_memory(volume_vec);
|
volume_vec = volume.borrow().insert_into_memory(volume_vec, data.num_lights_per_volume, &self.point_lights);
|
||||||
|
}
|
||||||
|
for light in &self.point_lights {
|
||||||
|
volume_vec = light.insert_into_memory(volume_vec);
|
||||||
}
|
}
|
||||||
println!("volume_vec print {:?}", volume_vec);
|
println!("volume_vec print {:?}", volume_vec);
|
||||||
let mut empty_count = 0;
|
|
||||||
for element in &volume_vec {
|
|
||||||
if *element == memory_index as u32 {
|
|
||||||
empty_count += 1;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
println!("empty elements count is {}", empty_count);
|
|
||||||
self.rt_memory = volume_vec;
|
self.rt_memory = volume_vec;
|
||||||
data.scene_rt_memory_size = (self.rt_memory.len() * 4) as u64; // size of the needed buffer size in bytes
|
data.scene_rt_memory_size = (self.rt_memory.len() * 4) as u64; // size of the needed buffer size in bytes
|
||||||
|
|
||||||
|
|
Loading…
Add table
Reference in a new issue