Send many rays per pixel manually
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9887a3b341
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a76332c70c
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@ -32,6 +32,7 @@ fn make_viewport(w: u32, h: u32) -> [Vertex; 4] {
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}
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const N_SPHERES: u32 = 100;
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const RAYS_PER_PIXEL: u32 = 4;
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fn main() {
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let event_loop = EventLoop::new().unwrap();
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@ -89,7 +90,6 @@ fn main() {
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return;
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}
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time += 1. / 60.;
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frame += 1;
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let spheres: Vec<_> = sphere_params.iter().map(|p| p.to_sphere(time)).collect();
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let data = TracerData::new(&device, &tracer, &spheres);
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@ -98,11 +98,7 @@ fn main() {
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let size = output.texture.size();
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let hdr = device.create_texture(&wgpu::TextureDescriptor {
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label: None,
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size: wgpu::Extent3d {
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width: 2 * size.width,
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height: 2 * size.height,
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depth_or_array_layers: 1,
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},
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size,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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@ -127,17 +123,20 @@ fn main() {
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occlusion_query_set: None,
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timestamp_writes: None,
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});
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tracer.render(
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&mut render_pass,
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&data,
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&tracer_env,
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trace::Params {
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max_reflections: 3,
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min_strength: 0.1,
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sphere_count: N_SPHERES,
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seed: frame,
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},
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);
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for _ in 0..RAYS_PER_PIXEL {
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frame += 1;
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tracer.render(
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&mut render_pass,
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&data,
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&tracer_env,
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trace::Params {
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max_reflections: 3,
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min_strength: 0.1,
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sphere_count: N_SPHERES,
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seed: frame,
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},
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);
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}
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}
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{
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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@ -154,7 +153,14 @@ fn main() {
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occlusion_query_set: None,
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timestamp_writes: None,
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});
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presenter.render(&device, &mut render_pass, &hdr);
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presenter.render(
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&device,
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&mut render_pass,
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&hdr,
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present::Params {
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divisor: RAYS_PER_PIXEL as f32,
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},
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);
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}
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queue.submit(std::iter::once(encoder.finish()));
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output.present();
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@ -10,6 +10,12 @@ struct Vertex {
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pub screen: Vec2,
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}
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#[derive(Debug, Clone, Copy, Pod, Zeroable)]
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#[repr(C)]
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pub struct Params {
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pub divisor: f32,
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}
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pub struct Presenter {
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view_buf: wgpu::Buffer,
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sampler: wgpu::Sampler,
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@ -80,7 +86,18 @@ impl Presenter {
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}
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}
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pub fn render(&self, device: &wgpu::Device, pass: &mut wgpu::RenderPass, texture: &wgpu::TextureView) {
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pub fn render(
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&self,
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device: &wgpu::Device,
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pass: &mut wgpu::RenderPass,
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texture: &wgpu::TextureView,
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params: Params,
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) {
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let params_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: None,
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contents: bytes_of(¶ms),
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usage: wgpu::BufferUsages::UNIFORM,
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});
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let bindings = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: None,
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layout: &self.pipeline.get_bind_group_layout(0),
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@ -93,6 +110,10 @@ impl Presenter {
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binding: 1,
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resource: wgpu::BindingResource::TextureView(texture),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: params_buf.as_entire_binding(),
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},
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],
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});
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pass.set_pipeline(&self.pipeline);
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@ -1,3 +1,7 @@
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struct Params {
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divisor: f32,
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}
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struct Vertex {
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@location(0) screen: vec2f,
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}
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@ -9,6 +13,7 @@ struct Varying {
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@group(0) @binding(0) var smp: sampler;
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@group(0) @binding(1) var tex: texture_2d<f32>;
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@group(0) @binding(2) var<uniform> params: Params;
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@vertex
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fn on_vertex(in: Vertex) -> Varying {
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@ -19,7 +24,7 @@ fn on_vertex(in: Vertex) -> Varying {
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@fragment
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fn on_fragment(in: Varying) -> @location(0) vec4f {
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let pixel = textureSample(tex, smp, in.tex);
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let pixel = textureSample(tex, smp, in.tex) / params.divisor;
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return vec4(rational_tone_map(pixel.xyz), 1.0);
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}
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@ -69,7 +69,9 @@ fn trace_fragment(in: Varying) -> vec4f {
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var result = vec4(0.0, 0.0, 0.0, 0.0);
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var color = vec3(1.0, 1.0, 1.0);
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pos = in.eye;
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ray = normalize(in.world - in.eye);
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let off_px = vec2(rand_float(), rand_float()) - .5;
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let off_w = mat2x3(dpdx(in.world), dpdy(in.world));
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ray = normalize(in.world + off_w * off_px - in.eye);
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for (var k = 0; k < params.max_reflections; k++) {
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var sphere = -1;
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