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No commits in common. "973c505f0c4f1b59e8cdaead88ef5264ff84e83e" and "7671e04adce1b0ea6bfe4b64c82520bfe9042cb2" have entirely different histories.

7 changed files with 22 additions and 313 deletions

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@ -1,7 +1,6 @@
use std::error::Error; use std::error::Error;
use glam::{uvec2, vec2}; use glam::uvec2;
use raytracing3::glare::Glarer;
use raytracing3::present::{self, Presenter}; use raytracing3::present::{self, Presenter};
use raytracing3::scene::{load_envmap, Renderer, SceneParams}; use raytracing3::scene::{load_envmap, Renderer, SceneParams};
use winit::{ use winit::{
@ -29,7 +28,6 @@ fn main() {
let hdr_format = wgpu::TextureFormat::Rgba16Float; let hdr_format = wgpu::TextureFormat::Rgba16Float;
let scene = SceneParams::new(N_SPHERES); let scene = SceneParams::new(N_SPHERES);
let renderer = Renderer::new(&device, envmap); let renderer = Renderer::new(&device, envmap);
let glarer = Glarer::new(&device, hdr_format);
let presenter = Presenter::new(&device, output_format); let presenter = Presenter::new(&device, output_format);
let mut frame = 0; let mut frame = 0;
@ -75,13 +73,13 @@ fn main() {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING, usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[], view_formats: &[],
}); });
let hdr1v = hdr.create_view(&wgpu::TextureViewDescriptor::default()); let hdr = hdr.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None }); let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
{ {
let mut render_pass = renderer.prepare(&mut encoder, &hdr1v); let mut render_pass = renderer.prepare(&mut encoder, &hdr);
let time = frame as f32 / (60. * RAYS_PER_PIXEL as f32);
for _ in 0..RAYS_PER_PIXEL { for _ in 0..RAYS_PER_PIXEL {
frame += 1; frame += 1;
let time = frame as f32 / (60. * RAYS_PER_PIXEL as f32);
renderer.render_frame( renderer.render_frame(
&device, &device,
&mut render_pass, &mut render_pass,
@ -92,12 +90,10 @@ fn main() {
); );
} }
} }
let sigma = vec2(size.width as f32, size.height as f32).length();
glarer.render(&device, &mut encoder, &hdr, raytracing3::glare::Params { sigma });
presenter.render( presenter.render(
&device, &device,
&mut encoder, &mut encoder,
&hdr1v, &hdr,
&view, &view,
present::Params { present::Params {
divisor: RAYS_PER_PIXEL as f32, divisor: RAYS_PER_PIXEL as f32,

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@ -1,222 +0,0 @@
use std::mem::offset_of;
use bytemuck::{bytes_of, Pod, Zeroable};
use glam::{vec2, UVec2, Vec2};
use wgpu::util::DeviceExt;
#[derive(Debug, Clone, Copy, Pod, Zeroable)]
#[repr(C)]
struct Vertex {
pub screen: Vec2,
}
#[derive(Debug, Clone, Copy, Pod, Zeroable)]
#[repr(C)]
pub struct Params {
pub sigma: f32, // in pixels
}
pub struct Glarer {
view_buf: wgpu::Buffer,
format: wgpu::TextureFormat,
pipeline_h: wgpu::RenderPipeline,
pipeline_v: wgpu::RenderPipeline,
}
static SHADER: &str = include_str!("glare.wgsl");
impl Glarer {
pub fn new(device: &wgpu::Device, format: wgpu::TextureFormat) -> Self {
let view_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: None,
contents: bytes_of(&[(0., 0.), (1., 0.), (0., 1.), (1., 1.)].map(|(x, y)| Vertex { screen: vec2(x, y) })),
usage: wgpu::BufferUsages::VERTEX,
});
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(SHADER.into()),
});
let vertex_state = wgpu::VertexState {
module: &shader,
entry_point: None,
compilation_options: wgpu::PipelineCompilationOptions::default(),
buffers: &[wgpu::VertexBufferLayout {
array_stride: size_of::<Vertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[wgpu::VertexAttribute {
shader_location: 0,
offset: offset_of!(Vertex, screen) as u64,
format: wgpu::VertexFormat::Float32x2,
}],
}],
};
let pipeline1 = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: None,
vertex: vertex_state.clone(),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleStrip,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("pass_h"),
compilation_options: wgpu::PipelineCompilationOptions::default(),
targets: &[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
multiview: None,
cache: None,
});
let pipeline2 = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: None,
vertex: vertex_state.clone(),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleStrip,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("pass_v"),
compilation_options: wgpu::PipelineCompilationOptions::default(),
targets: &[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::One,
operation: wgpu::BlendOperation::Add,
},
alpha: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::One,
operation: wgpu::BlendOperation::Add,
},
}),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
multiview: None,
cache: None,
});
Self {
view_buf,
format,
pipeline_h: pipeline1,
pipeline_v: pipeline2,
}
}
pub fn render(
&self,
device: &wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
source: &wgpu::Texture,
// target: &wgpu::Texture,
params: Params,
) {
let target = source;
let size = target.size();
// assert_eq!(source.size(), size);
let intermediate = device.create_texture(&wgpu::TextureDescriptor {
label: None,
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: self.format,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
});
let intermediate = intermediate.create_view(&wgpu::TextureViewDescriptor::default());
let params_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: None,
contents: bytes_of(&params),
usage: wgpu::BufferUsages::UNIFORM,
});
let source = &source.create_view(&wgpu::TextureViewDescriptor::default());
let target = &target.create_view(&wgpu::TextureViewDescriptor::default());
{
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &intermediate,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
});
let bindings = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &self.pipeline_h.get_bind_group_layout(0),
entries: &[
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(source),
},
wgpu::BindGroupEntry {
binding: 2,
resource: params_buf.as_entire_binding(),
},
],
});
pass.set_pipeline(&self.pipeline_h);
pass.set_vertex_buffer(0, self.view_buf.slice(..));
pass.set_bind_group(0, &bindings, &[]);
pass.draw(0..4, 0..1);
}
{
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: target,
resolve_target: None,
ops: wgpu::Operations {
// load: wgpu::LoadOp::Load,
load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
});
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 {
label: None,
layout: &self.pipeline_v.get_bind_group_layout(0),
entries: &[
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&intermediate),
},
wgpu::BindGroupEntry {
binding: 2,
resource: params_buf.as_entire_binding(),
},
],
});
pass.set_pipeline(&self.pipeline_v);
pass.set_vertex_buffer(0, self.view_buf.slice(..));
pass.set_bind_group(0, &bindings, &[]);
pass.draw(0..4, 0..1);
}
}
}

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@ -1,81 +0,0 @@
struct Params {
sigma: f32,
}
struct Vertex {
@location(0) screen: vec2f,
}
struct Varying {
@location(0) tex: vec2f,
@builtin(position) v: vec4f,
}
@group(0) @binding(1) var tex: texture_2d<f32>;
@group(0) @binding(2) var<uniform> params: Params;
@vertex
fn on_vertex(in: Vertex) -> Varying {
let uv = in.screen;
let xy = vec2(2. * uv.x - 1., 1. - 2. * uv.y);
return Varying(uv, vec4(xy, 0., 1.));
}
const CUTOFF: i32 = 10000;
@fragment
fn pass_h(in: Varying) -> @location(0) vec4f {
let size = vec2i(textureDimensions(tex));
let pix = vec2i(floor(in.tex * vec2f(size)));
let a = max(0, pix.x - CUTOFF);
let b = min(size.x, pix.x + CUTOFF + 1);
var accum = vec4(0.);
for (var x = a; x < b; x++) {
let w = weight(x - pix.x);
let pixel = textureLoad(tex, vec2i(x, pix.y), 0);
accum += w * pixel;
}
return vec4(accum.xyz, params.sigma);
}
@fragment
fn pass_v(in: Varying) -> @location(0) vec4f {
let size = vec2i(textureDimensions(tex));
let pix = vec2i(floor(in.tex * vec2f(size)));
let a = max(0, pix.y - CUTOFF);
let b = min(size.y, pix.y + CUTOFF + 1);
var accum = vec4(0.);
for (var y = a; y < b; y++) {
let w = weight(y - pix.y);
let pixel = textureLoad(tex, vec2i(pix.x, y), 0);
accum += w * pixel;
}
return vec4(accum.xyz, params.sigma);
}
// fn weight(dist: i32) -> f32 {
// let σ = 50.;
// let d = f32(dist);
// let w = max(0., 1. - abs(d) / σ) / σ;
// return .1 * w;
// }
// fn weight(dist: i32) -> f32 {
// let σ = params.sigma / 3000.;
// let d = f32(dist) / σ;
// return .1 / (1. + d*d) / σ;
// }
// fn weight(dist: i32) -> f32 {
// let σ = params.sigma / 300.;
// let d = abs(f32(dist) / σ);
// return 1. / (1. + d*d*d) / σ;
// }
fn weight(dist: i32) -> f32 {
let d = f32(abs(dist));
let c = mix(.01, 1., exp(-d*d));
// return c * pow(1.2, -d);
return c / (1. + pow(d, 2.0));
// return .25 * c / (1. + pow(.1 * d, 4.0));
}

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@ -1,5 +1,4 @@
pub mod anim; pub mod anim;
pub mod glare;
pub mod perlin; pub mod perlin;
pub mod present; pub mod present;
pub mod scene; pub mod scene;

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@ -125,6 +125,8 @@ impl Renderer {
trace::Aperture { trace::Aperture {
radius: 0.0003, radius: 0.0003,
focal_distance: std::f32::INFINITY, focal_distance: std::f32::INFINITY,
glare_strength: 0.1,
glare_radius: 0.1,
}, },
location, location,
); );

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@ -22,6 +22,8 @@ pub struct Viewport {
pub struct Aperture { pub struct Aperture {
pub radius: f32, pub radius: f32,
pub focal_distance: f32, // from 0 (exclusive) to +∞ (inclusive) pub focal_distance: f32, // from 0 (exclusive) to +∞ (inclusive)
pub glare_strength: f32,
pub glare_radius: f32, // at distance 1
} }
#[derive(Debug, Clone, Copy)] #[derive(Debug, Clone, Copy)]
@ -48,6 +50,8 @@ struct CameraData {
aperture: f32, aperture: f32,
eye: Vec3, eye: Vec3,
antifocal: f32, antifocal: f32,
glare_strength: f32,
glare_radius: f32,
} }
impl From<(Viewport, CameraLocation, Aperture)> for CameraData { impl From<(Viewport, CameraLocation, Aperture)> for CameraData {
@ -61,6 +65,8 @@ impl From<(Viewport, CameraLocation, Aperture)> for CameraData {
height: value.0.corner.y / value.0.corner.z, height: value.0.corner.y / value.0.corner.z,
aperture: value.2.radius, aperture: value.2.radius,
antifocal: 1. / value.2.focal_distance, antifocal: 1. / value.2.focal_distance,
glare_strength: value.2.glare_strength,
glare_radius: value.2.glare_radius,
} }
} }
} }

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@ -12,6 +12,9 @@ struct Params {
aperture: f32, aperture: f32,
eye: vec3f, eye: vec3f,
antifocal: f32, antifocal: f32,
glare_strength: f32,
glare_radius: f32,
} }
struct Sphere { struct Sphere {
@ -82,6 +85,12 @@ fn trace_fragment(in: Varying) -> vec3f {
let off_px = vec2(rand_float(), rand_float()) - .5; let off_px = vec2(rand_float(), rand_float()) - .5;
let off_w = mat2x3(dpdx(in.dir), dpdy(in.dir)); let off_w = mat2x3(dpdx(in.dir), dpdy(in.dir));
var dir = in.dir + off_w * off_px; var dir = in.dir + off_w * off_px;
if (rand_float() < params.glare_strength) {
let p = rand_float();
let d = params.glare_radius * pow(p, 2.);
let glare_off = d * rand_disc();
dir += view_mtx * vec3(glare_off, 0.);
}
ray = normalize(dir - params.antifocal * aperture_offset_abs); ray = normalize(dir - params.antifocal * aperture_offset_abs);
for (var k = 0; k < params.max_reflections; k++) { for (var k = 0; k < params.max_reflections; k++) {