Send many rays per pixel manually

This commit is contained in:
numzero 2024-12-30 02:17:44 +03:00
parent 9887a3b341
commit a76332c70c
4 changed files with 55 additions and 21 deletions

View File

@ -32,6 +32,7 @@ fn make_viewport(w: u32, h: u32) -> [Vertex; 4] {
} }
const N_SPHERES: u32 = 100; const N_SPHERES: u32 = 100;
const RAYS_PER_PIXEL: u32 = 4;
fn main() { fn main() {
let event_loop = EventLoop::new().unwrap(); let event_loop = EventLoop::new().unwrap();
@ -89,7 +90,6 @@ fn main() {
return; return;
} }
time += 1. / 60.; time += 1. / 60.;
frame += 1;
let spheres: Vec<_> = sphere_params.iter().map(|p| p.to_sphere(time)).collect(); let spheres: Vec<_> = sphere_params.iter().map(|p| p.to_sphere(time)).collect();
let data = TracerData::new(&device, &tracer, &spheres); let data = TracerData::new(&device, &tracer, &spheres);
@ -98,11 +98,7 @@ fn main() {
let size = output.texture.size(); let size = output.texture.size();
let hdr = device.create_texture(&wgpu::TextureDescriptor { let hdr = device.create_texture(&wgpu::TextureDescriptor {
label: None, label: None,
size: wgpu::Extent3d { size,
width: 2 * size.width,
height: 2 * size.height,
depth_or_array_layers: 1,
},
mip_level_count: 1, mip_level_count: 1,
sample_count: 1, sample_count: 1,
dimension: wgpu::TextureDimension::D2, dimension: wgpu::TextureDimension::D2,
@ -127,6 +123,8 @@ fn main() {
occlusion_query_set: None, occlusion_query_set: None,
timestamp_writes: None, timestamp_writes: None,
}); });
for _ in 0..RAYS_PER_PIXEL {
frame += 1;
tracer.render( tracer.render(
&mut render_pass, &mut render_pass,
&data, &data,
@ -139,6 +137,7 @@ fn main() {
}, },
); );
} }
}
{ {
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None, label: None,
@ -154,7 +153,14 @@ fn main() {
occlusion_query_set: None, occlusion_query_set: None,
timestamp_writes: None, timestamp_writes: None,
}); });
presenter.render(&device, &mut render_pass, &hdr); presenter.render(
&device,
&mut render_pass,
&hdr,
present::Params {
divisor: RAYS_PER_PIXEL as f32,
},
);
} }
queue.submit(std::iter::once(encoder.finish())); queue.submit(std::iter::once(encoder.finish()));
output.present(); output.present();

View File

@ -10,6 +10,12 @@ struct Vertex {
pub screen: Vec2, pub screen: Vec2,
} }
#[derive(Debug, Clone, Copy, Pod, Zeroable)]
#[repr(C)]
pub struct Params {
pub divisor: f32,
}
pub struct Presenter { pub struct Presenter {
view_buf: wgpu::Buffer, view_buf: wgpu::Buffer,
sampler: wgpu::Sampler, sampler: wgpu::Sampler,
@ -80,7 +86,18 @@ impl Presenter {
} }
} }
pub fn render(&self, device: &wgpu::Device, pass: &mut wgpu::RenderPass, texture: &wgpu::TextureView) { pub fn render(
&self,
device: &wgpu::Device,
pass: &mut wgpu::RenderPass,
texture: &wgpu::TextureView,
params: Params,
) {
let params_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: None,
contents: bytes_of(&params),
usage: wgpu::BufferUsages::UNIFORM,
});
let bindings = device.create_bind_group(&wgpu::BindGroupDescriptor { let bindings = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None, label: None,
layout: &self.pipeline.get_bind_group_layout(0), layout: &self.pipeline.get_bind_group_layout(0),
@ -93,6 +110,10 @@ impl Presenter {
binding: 1, binding: 1,
resource: wgpu::BindingResource::TextureView(texture), resource: wgpu::BindingResource::TextureView(texture),
}, },
wgpu::BindGroupEntry {
binding: 2,
resource: params_buf.as_entire_binding(),
},
], ],
}); });
pass.set_pipeline(&self.pipeline); pass.set_pipeline(&self.pipeline);

View File

@ -1,3 +1,7 @@
struct Params {
divisor: f32,
}
struct Vertex { struct Vertex {
@location(0) screen: vec2f, @location(0) screen: vec2f,
} }
@ -9,6 +13,7 @@ struct Varying {
@group(0) @binding(0) var smp: sampler; @group(0) @binding(0) var smp: sampler;
@group(0) @binding(1) var tex: texture_2d<f32>; @group(0) @binding(1) var tex: texture_2d<f32>;
@group(0) @binding(2) var<uniform> params: Params;
@vertex @vertex
fn on_vertex(in: Vertex) -> Varying { fn on_vertex(in: Vertex) -> Varying {
@ -19,7 +24,7 @@ fn on_vertex(in: Vertex) -> Varying {
@fragment @fragment
fn on_fragment(in: Varying) -> @location(0) vec4f { fn on_fragment(in: Varying) -> @location(0) vec4f {
let pixel = textureSample(tex, smp, in.tex); let pixel = textureSample(tex, smp, in.tex) / params.divisor;
return vec4(rational_tone_map(pixel.xyz), 1.0); return vec4(rational_tone_map(pixel.xyz), 1.0);
} }

View File

@ -69,7 +69,9 @@ fn trace_fragment(in: Varying) -> vec4f {
var result = vec4(0.0, 0.0, 0.0, 0.0); var result = vec4(0.0, 0.0, 0.0, 0.0);
var color = vec3(1.0, 1.0, 1.0); var color = vec3(1.0, 1.0, 1.0);
pos = in.eye; pos = in.eye;
ray = normalize(in.world - in.eye); let off_px = vec2(rand_float(), rand_float()) - .5;
let off_w = mat2x3(dpdx(in.world), dpdy(in.world));
ray = normalize(in.world + off_w * off_px - in.eye);
for (var k = 0; k < params.max_reflections; k++) { for (var k = 0; k < params.max_reflections; k++) {
var sphere = -1; var sphere = -1;