compute reflections #2

Closed
noteuclid wants to merge 19 commits from two-way into qt-ui
6 changed files with 655 additions and 63 deletions

View File

@ -2,12 +2,14 @@
use std::{convert::identity, error::Error, f32::consts::PI}; use std::{convert::identity, error::Error, f32::consts::PI};
use glam::{Mat4, UVec2, Vec3, vec3}; use glam::{Mat4, UVec2, Vec2, Vec3, vec3};
use rand_distr::Distribution as _;
use crate::{ use crate::{
camera::OrbitalCamera, camera::OrbitalCamera,
ray::Ray,
render::lines::{LookParams, Mesh, Pipeline, Vertex}, render::lines::{LookParams, Mesh, Pipeline, Vertex},
trace::{Scene, Source, Sphere}, trace::{Hit, Lambertian, Reflector, Scene, Source, Sphere},
}; };
mod camera; mod camera;
@ -32,6 +34,16 @@ pub struct RedrawArgs {
pub light_position: SphericalPosition, pub light_position: SphericalPosition,
pub light_radius: f32, pub light_radius: f32,
pub light_spread: f32, pub light_spread: f32,
pub accum_sigma: f32,
pub accum_scale: f32,
pub reflections: u32,
pub show_axes: bool,
pub show_shapes: bool,
pub show_hit_emission: bool,
pub show_miss_emission: bool,
pub show_direct_hit: bool,
pub show_indirect_hit: bool,
pub show_light: bool,
} }
pub struct Gpu { pub struct Gpu {
@ -84,6 +96,22 @@ fn loop_list_ex<T: Clone, U>(
} }
} }
impl OrbitalCamera {
fn make_ray(&self, rng: &mut impl rand::Rng) -> Ray {
let off: f32 = rand_distr::StandardUniform.sample(rng);
let side: Vec2 = rand_distr::UnitCircle.sample(rng).into();
let m = self.transform().inverse();
let fwd = 1. - 0.1 * off;
let side_scale = (1. - fwd.powi(2)).sqrt();
let dir = Vec3::from((side_scale * side, fwd));
Ray {
base: self.position(),
dir: m.transform_vector3(dir),
}
}
}
impl Core { impl Core {
pub fn new(gpu: Gpu) -> Self { pub fn new(gpu: Gpu) -> Self {
let Gpu { let Gpu {
@ -136,19 +164,16 @@ impl Core {
depth_slice: None, depth_slice: None,
resolve_target: None, resolve_target: None,
ops: wgpu::Operations { ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color { load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
r: 0.1,
g: 0.2,
b: 0.8,
a: 1.0,
}),
store: wgpu::StoreOp::Store, store: wgpu::StoreOp::Store,
}, },
})], })],
depth_stencil_attachment: None, depth_stencil_attachment: None,
..Default::default() ..Default::default()
}); });
self.pipeline.render(&mut pass, [&self.tripod]); if args.show_axes {
self.pipeline.render(&mut pass, [&self.tripod]);
}
let source = Source { let source = Source {
position_yaw: args.light_position.yaw, position_yaw: args.light_position.yaw,
@ -158,14 +183,16 @@ impl Core {
spread: args.light_spread, spread: args.light_spread,
}; };
let contour: Vec<Vertex> = loop_list(source.contour(17)) if args.show_shapes {
.map(|pos| Vertex { let contour: Vec<Vertex> = loop_list(source.contour(17))
pos, .map(|pos| Vertex {
color: vec3(1., 1., 1.), pos,
}) color: vec3(1., 1., 1.),
.collect(); })
self.pipeline .collect();
.render(&mut pass, [&Mesh::new(&self.device, &contour)]); self.pipeline
.render(&mut pass, [&Mesh::new(&self.device, &contour)]);
}
const BASE_R: f32 = 2.; const BASE_R: f32 = 2.;
const BASE_POS: Vec3 = vec3(0., 0., -BASE_R); const BASE_POS: Vec3 = vec3(0., 0., -BASE_R);
@ -189,22 +216,40 @@ impl Core {
}; };
let mut prng = rand_pcg::Pcg64::new(42, 0); let mut prng = rand_pcg::Pcg64::new(42, 0);
let rays: Vec<Vertex> = (0..10000) let source_rays: Vec<Ray> = (0..10240).map(|_| source.make_ray(&mut prng)).collect();
.flat_map(|_| { let camera_rays: Vec<Ray> = (0..10240).map(|_| camera.make_ray(&mut prng)).collect();
let ray = source.make_ray(&mut prng); let mut source_ray_display: Vec<Vertex> = Vec::with_capacity(source_rays.len());
if let Some(ray) = scene.trace_ray(ray) { let mut hits: Vec<Hit> = Vec::with_capacity(source_rays.len());
[ for ray in source_rays {
if let Some(hit) = scene.trace_ray(ray) {
hits.push(hit);
if args.show_hit_emission {
source_ray_display.extend([
Vertex { Vertex {
pos: ray.base - 0.02 * ray.dir, pos: ray.base,
color: vec3(1., 1., 1.), color: vec3(1., 1., 1.),
}, },
Vertex { Vertex {
pos: ray.base, pos: ray.base + 0.1 * ray.dir,
color: vec3(0., 1., 0.), color: vec3(0., 1., 0.),
}, },
] ]);
} else { }
[ if args.show_direct_hit {
source_ray_display.extend([
Vertex {
pos: hit.incident.base - 0.02 * hit.incident.dir,
color: vec3(0., 0., 1.),
},
Vertex {
pos: hit.incident.base,
color: vec3(1., 1., 1.),
},
]);
}
} else {
if args.show_miss_emission {
source_ray_display.extend([
Vertex { Vertex {
pos: ray.base, pos: ray.base,
color: vec3(1., 1., 1.), color: vec3(1., 1., 1.),
@ -213,12 +258,89 @@ impl Core {
pos: ray.base + 0.1 * ray.dir, pos: ray.base + 0.1 * ray.dir,
color: vec3(1., 0., 0.), color: vec3(1., 0., 0.),
}, },
] ]);
} }
}) }
.collect(); }
self.pipeline if args.reflections > 0 {
.render(&mut pass, [&Mesh::new(&self.device, &rays)]); let mut hits1 = hits.clone();
for _ in 0..args.reflections {
let mut hits2: Vec<Hit> = Vec::with_capacity(hits1.len());
for hit in &hits1 {
let reflector = Lambertian;
let reflected = reflector.reflect(&mut prng, hit.normal, hit.incident.dir);
let ray = Ray::new(hit.incident.base, reflected);
let Some(hit2) = scene.trace_ray(ray) else {
continue;
};
hits2.push(hit2);
if args.show_indirect_hit {
source_ray_display.extend([
Vertex {
pos: hit2.incident.base - 0.02 * hit2.incident.dir,
color: vec3(1., 0., 1.),
},
Vertex {
pos: hit2.incident.base,
color: vec3(1., 1., 1.),
},
]);
}
}
hits.extend(&hits2);
hits1 = hits2;
}
}
let mut camera_ray_display: Vec<Vertex> = Vec::with_capacity(camera_rays.len());
if args.show_light {
let sigma2 = args.accum_sigma.powi(2);
let accum_normalizator = (2. * PI * sigma2).sqrt().recip();
for ray in camera_rays {
let Some(hit) = scene.trace_ray(ray) else {
continue;
};
let mut total_cd = 0.0f32;
for light_hit in &hits {
let d2 = hit.incident.base.distance_squared(light_hit.incident.base);
if d2 > 9. * sigma2 {
continue;
}
assert!(hit.normal.is_normalized());
assert!(hit.incident.dir.is_normalized());
let reflector = Lambertian;
let in_lm = 1.0;
let out_cd = in_lm
* hit.normal.dot(-hit.incident.dir)
* reflector.brdf(hit.normal, hit.incident.dir, -ray.dir);
let weight = accum_normalizator * (-0.5 * d2 / sigma2).exp();
total_cd += weight * out_cd;
}
let brightness = 3. * (1. - (1. + total_cd * args.accum_scale).recip());
let r = args.accum_sigma;
let color = vec3(brightness, brightness - 1., brightness - 2.)
.clamp(Vec3::splat(0.), Vec3::splat(1.));
let vertex = |off: Vec3| Vertex {
pos: hit.incident.base + r * off,
color,
};
camera_ray_display.extend([
vertex(-Vec3::X),
vertex(Vec3::X),
vertex(-Vec3::Y),
vertex(Vec3::Y),
vertex(-Vec3::Z),
vertex(Vec3::Z),
]);
}
}
if !source_ray_display.is_empty() {
self.pipeline
.render(&mut pass, [&Mesh::new(&self.device, &source_ray_display)]);
}
if !camera_ray_display.is_empty() {
self.pipeline
.render(&mut pass, [&Mesh::new(&self.device, &camera_ray_display)]);
}
drop(pass); drop(pass);
self.queue.submit(std::iter::once(encoder.finish())); self.queue.submit(std::iter::once(encoder.finish()));

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@ -50,6 +50,16 @@ impl MainWindow {
}, },
light_radius: 0.125, light_radius: 0.125,
light_spread: 0.125, light_spread: 0.125,
accum_sigma: 0.025,
accum_scale: 0.01,
reflections: 2,
show_axes: true,
show_shapes: true,
show_hit_emission: false,
show_miss_emission: false,
show_direct_hit: false,
show_indirect_hit: false,
show_light: true,
}), }),
_ => {} _ => {}
} }

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@ -1,7 +1,7 @@
use std::f32::consts::PI; use std::f32::consts::PI;
use glam::{Mat4, Vec2, Vec3, vec3}; use glam::{Mat4, Vec2, Vec3, vec3};
use rand_distr::Distribution; use rand_distr::{Distribution, UnitSphere};
use crate::{camera::OrbitalCamera, ray::Ray}; use crate::{camera::OrbitalCamera, ray::Ray};
@ -78,8 +78,14 @@ pub struct Sphere {
pub radius: f32, pub radius: f32,
} }
struct Hit1 {
pos: Vec3,
dist: f32,
normal: Vec3,
}
impl Sphere { impl Sphere {
fn trace_ray(&self, ray: Ray) -> Option<f32> { fn trace_ray(&self, ray: Ray) -> Option<Hit1> {
// let t: f32; // let t: f32;
// let hit = ray.base + t * ray.dir; // let hit = ray.base + t * ray.dir;
// (hit - self.position).length() == self.radius; // (hit - self.position).length() == self.radius;
@ -94,7 +100,10 @@ impl Sphere {
if d4 < 0. { if d4 < 0. {
return None; return None;
} }
Some((-b2 - d4.sqrt()) / a) let dist = (-b2 - d4.sqrt()) / a;
let pos = ray.advance(dist).base;
let normal = (pos - self.position).normalize();
Some(Hit1 { pos, dist, normal })
} }
} }
@ -103,13 +112,51 @@ pub struct Scene {
pub objects: Vec<Sphere>, pub objects: Vec<Sphere>,
} }
#[derive(Debug, Clone, Copy)]
pub struct Hit {
pub incident: Ray,
pub normal: Vec3,
}
impl Scene { impl Scene {
pub fn trace_ray(&self, ray: Ray) -> Option<Ray> { pub fn trace_ray(&self, ray: Ray) -> Option<Hit> {
let dist = self const EPS: f32 = -1e-3;
let hit = self
.objects .objects
.iter() .iter()
.filter_map(|obj| obj.trace_ray(ray)) .filter_map(|obj| obj.trace_ray(ray))
.min_by(f32::total_cmp); .filter(|h| h.dist >= EPS)
Some(ray.advance(dist?)) .min_by(|a, b| f32::total_cmp(&a.dist, &b.dist))?;
Some(Hit {
incident: Ray {
base: hit.pos,
dir: ray.dir,
},
normal: hit.normal,
})
}
}
pub trait Reflector {
fn brdf(&self, normal: Vec3, incident: Vec3, reflected: Vec3) -> f32 /* 1/sr */;
fn reflect(&self, rgen: &mut impl rand::Rng, normal: Vec3, incident: Vec3) -> Vec3;
}
pub struct Lambertian;
impl Reflector for Lambertian {
fn brdf(&self, _normal: Vec3, _incident: Vec3, _reflected: Vec3) -> f32 {
1. / PI
}
fn reflect(&self, rgen: &mut impl rand::Rng, normal: Vec3, _incident: Vec3) -> Vec3 {
let sphere: Vec3 = UnitSphere.sample(rgen).into();
let sphere_n = normal.dot(sphere); // uniform on [-1, 1]!
let sphere_t = sphere - sphere_n * normal;
let out_n_len2 = sphere_n.abs();
let out_t = (1. + out_n_len2).recip().sqrt() * sphere_t;
let out_n = out_n_len2.sqrt() * normal;
out_t + out_n
} }
} }

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@ -8,16 +8,26 @@ namespace ffi {
struct Core; struct Core;
struct SphericalPosition { struct SphericalPosition {
float yaw; float yaw = 0.;
float pitch; float pitch = 0.;
float distance; float distance = 1.;
}; };
struct RedrawArgs { struct RedrawArgs {
SphericalPosition camera_position; SphericalPosition camera_position;
SphericalPosition light_position; SphericalPosition light_position;
float light_radius; float light_radius = 1.;
float light_spread; float light_spread = 0.;
float accum_sigma = 1.;
float accum_scale = 1.;
std::uint32_t reflections = 0;
bool show_axes = true;
bool show_shapes = true;
bool show_hit_emission = true;
bool show_miss_emission = true;
bool show_direct_hit = true;
bool show_indirect_hit = true;
bool show_light = true;
}; };
} // namespace ffi } // namespace ffi

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@ -16,20 +16,39 @@ float deg_to_rad(float val) {
} }
void PhotonLight::updateView() { void PhotonLight::updateView() {
m_ui->viewport->setView(RedrawArgs{ RedrawArgs args{
.camera_position = SphericalPosition{ .camera_position = SphericalPosition{
.yaw = deg_to_rad(m_ui->cameraYaw->value()), .yaw = deg_to_rad(m_ui->cameraYaw->value()),
.pitch = deg_to_rad(m_ui->cameraPitch->value()), .pitch = deg_to_rad(m_ui->cameraPitch->value()),
.distance = 3.0, .distance = m_ui->cameraDistance->value() / 10.0f,
}, },
.light_position = SphericalPosition{ .light_position = SphericalPosition{
.yaw = deg_to_rad(m_ui->lightYaw->value()), .yaw = deg_to_rad(m_ui->lightYaw->value()),
.pitch = deg_to_rad(m_ui->lightPitch->value()), .pitch = deg_to_rad(m_ui->lightPitch->value()),
.distance = 1.0, .distance = m_ui->lightDistance->value() / 10.0f,
}, },
.light_radius = 0.125, .light_radius = 0.125,
.light_spread = 0.125, .light_spread = 0.125,
}); .accum_sigma = exp10f(m_ui->accumSigma->value() / 25.0),
.accum_scale = exp10f(m_ui->accumScale->value() / 25.0),
.reflections = std::uint32_t(m_ui->reflections->value()),
.show_axes = m_ui->displayAxes->isChecked(),
.show_shapes = m_ui->displayShapes->isChecked(),
.show_hit_emission = m_ui->displayEmitted->isChecked(),
.show_miss_emission = m_ui->displayEmitted->isChecked(),
.show_direct_hit = m_ui->displayDirectHits->isChecked(),
.show_indirect_hit = m_ui->displayIndirectHits->isChecked(),
.show_light = m_ui->displayResult->isChecked(),
};
m_ui->cameraYawLabel->setText(tr("Yaw: %1 deg").arg(QString::number(qRadiansToDegrees(args.camera_position.yaw))));
m_ui->cameraPitchLabel->setText(tr("Pitch: %1 deg").arg(QString::number(qRadiansToDegrees(args.camera_position.pitch))));
m_ui->cameraDistanceLabel->setText(tr("Distance: %1").arg(QString::number(args.camera_position.distance)));
m_ui->lightYawLabel->setText(tr("Yaw: %1 deg").arg(QString::number(qRadiansToDegrees(args.light_position.yaw))));
m_ui->lightPitchLabel->setText(tr("Pitch: %1 deg").arg(QString::number(qRadiansToDegrees(args.light_position.pitch))));
m_ui->lightDistanceLabel->setText(tr("Distance: %1").arg(QString::number(args.light_position.distance)));
m_ui->accumSigmaLabel->setText(tr("Averaging radius: %1").arg(QString::number(args.accum_sigma, 'f', 3)));
m_ui->accumScaleLabel->setText(tr("Brightness: %1").arg(QString::number(args.accum_scale, 'f', 3)));
m_ui->viewport->setView(args);
} }
#include "moc_main_window.cpp" #include "moc_main_window.cpp"

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@ -6,8 +6,8 @@
<rect> <rect>
<x>0</x> <x>0</x>
<y>0</y> <y>0</y>
<width>800</width> <width>1600</width>
<height>600</height> <height>1200</height>
</rect> </rect>
</property> </property>
<property name="windowTitle"> <property name="windowTitle">
@ -25,7 +25,7 @@
<rect> <rect>
<x>0</x> <x>0</x>
<y>0</y> <y>0</y>
<width>800</width> <width>1600</width>
<height>38</height> <height>38</height>
</rect> </rect>
</property> </property>
@ -47,10 +47,13 @@
</property> </property>
<layout class="QVBoxLayout" name="verticalLayout"> <layout class="QVBoxLayout" name="verticalLayout">
<item> <item>
<widget class="QLabel" name="label"> <widget class="QLabel" name="cameraYawLabel">
<property name="text"> <property name="text">
<string>Yaw</string> <string>Yaw</string>
</property> </property>
<property name="buddy">
<cstring>cameraYaw</cstring>
</property>
</widget> </widget>
</item> </item>
<item> <item>
@ -73,10 +76,13 @@
</widget> </widget>
</item> </item>
<item> <item>
<widget class="QLabel" name="label_2"> <widget class="QLabel" name="cameraPitchLabel">
<property name="text"> <property name="text">
<string>Pitch</string> <string>Pitch</string>
</property> </property>
<property name="buddy">
<cstring>cameraPitch</cstring>
</property>
</widget> </widget>
</item> </item>
<item> <item>
@ -98,6 +104,29 @@
</property> </property>
</widget> </widget>
</item> </item>
<item>
<widget class="QLabel" name="cameraDistanceLabel">
<property name="text">
<string>Distance</string>
</property>
<property name="buddy">
<cstring>cameraDistance</cstring>
</property>
</widget>
</item>
<item>
<widget class="QSlider" name="cameraDistance">
<property name="maximum">
<number>50</number>
</property>
<property name="value">
<number>30</number>
</property>
<property name="orientation">
<enum>Qt::Horizontal</enum>
</property>
</widget>
</item>
</layout> </layout>
</widget> </widget>
</item> </item>
@ -108,10 +137,13 @@
</property> </property>
<layout class="QVBoxLayout" name="verticalLayout_3"> <layout class="QVBoxLayout" name="verticalLayout_3">
<item> <item>
<widget class="QLabel" name="label_3"> <widget class="QLabel" name="lightYawLabel">
<property name="text"> <property name="text">
<string>Yaw</string> <string>Yaw</string>
</property> </property>
<property name="buddy">
<cstring>lightYaw</cstring>
</property>
</widget> </widget>
</item> </item>
<item> <item>
@ -131,10 +163,13 @@
</widget> </widget>
</item> </item>
<item> <item>
<widget class="QLabel" name="label_4"> <widget class="QLabel" name="lightPitchLabel">
<property name="text"> <property name="text">
<string>Pitch</string> <string>Pitch</string>
</property> </property>
<property name="buddy">
<cstring>lightPitch</cstring>
</property>
</widget> </widget>
</item> </item>
<item> <item>
@ -159,6 +194,179 @@
</property> </property>
</widget> </widget>
</item> </item>
<item>
<widget class="QLabel" name="lightDistanceLabel">
<property name="text">
<string>Distance</string>
</property>
<property name="buddy">
<cstring>lightDistance</cstring>
</property>
</widget>
</item>
<item>
<widget class="QSlider" name="lightDistance">
<property name="maximum">
<number>50</number>
</property>
<property name="value">
<number>10</number>
</property>
<property name="orientation">
<enum>Qt::Horizontal</enum>
</property>
</widget>
</item>
</layout>
</widget>
</item>
<item>
<widget class="QGroupBox" name="groupBox_3">
<property name="title">
<string>Lighting</string>
</property>
<layout class="QVBoxLayout" name="verticalLayout_4">
<item>
<widget class="QLabel" name="accumSigmaLabel">
<property name="text">
<string>Averaging radius</string>
</property>
<property name="buddy">
<cstring>accumSigma</cstring>
</property>
</widget>
</item>
<item>
<widget class="QSlider" name="accumSigma">
<property name="minimum">
<number>-100</number>
</property>
<property name="maximum">
<number>0</number>
</property>
<property name="value">
<number>-40</number>
</property>
<property name="orientation">
<enum>Qt::Horizontal</enum>
</property>
</widget>
</item>
<item>
<widget class="QLabel" name="accumScaleLabel">
<property name="text">
<string>Brightness</string>
</property>
<property name="buddy">
<cstring>accumScale</cstring>
</property>
</widget>
</item>
<item>
<widget class="QSlider" name="accumScale">
<property name="minimum">
<number>-100</number>
</property>
<property name="maximum">
<number>0</number>
</property>
<property name="value">
<number>-50</number>
</property>
<property name="orientation">
<enum>Qt::Horizontal</enum>
</property>
</widget>
</item>
<item>
<widget class="QLabel" name="label">
<property name="text">
<string>Reflections</string>
</property>
<property name="buddy">
<cstring>reflections</cstring>
</property>
</widget>
</item>
<item>
<widget class="QSpinBox" name="reflections">
<property name="maximum">
<number>20</number>
</property>
<property name="value">
<number>2</number>
</property>
</widget>
</item>
</layout>
</widget>
</item>
<item>
<widget class="QGroupBox" name="groupBox_4">
<property name="title">
<string>Show</string>
</property>
<layout class="QVBoxLayout" name="verticalLayout_5">
<item>
<widget class="QCheckBox" name="displayAxes">
<property name="text">
<string>Axes</string>
</property>
<property name="checked">
<bool>true</bool>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="displayShapes">
<property name="text">
<string>Shapes</string>
</property>
<property name="checked">
<bool>true</bool>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="displayEmitted">
<property name="text">
<string>Emitted rays</string>
</property>
<property name="checked">
<bool>false</bool>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="displayDirectHits">
<property name="text">
<string>Direct incident rays</string>
</property>
<property name="checked">
<bool>false</bool>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="displayIndirectHits">
<property name="text">
<string>Indirect incident rays</string>
</property>
<property name="checked">
<bool>false</bool>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="displayResult">
<property name="text">
<string>Average light</string>
</property>
<property name="checked">
<bool>true</bool>
</property>
</widget>
</item>
</layout> </layout>
</widget> </widget>
</item> </item>
@ -196,8 +404,8 @@
<slot>updateView()</slot> <slot>updateView()</slot>
<hints> <hints>
<hint type="sourcelabel"> <hint type="sourcelabel">
<x>688</x> <x>1585</x>
<y>159</y> <y>169</y>
</hint> </hint>
<hint type="destinationlabel"> <hint type="destinationlabel">
<x>403</x> <x>403</x>
@ -212,8 +420,8 @@
<slot>updateView()</slot> <slot>updateView()</slot>
<hints> <hints>
<hint type="sourcelabel"> <hint type="sourcelabel">
<x>688</x> <x>1585</x>
<y>215</y> <y>225</y>
</hint> </hint>
<hint type="destinationlabel"> <hint type="destinationlabel">
<x>403</x> <x>403</x>
@ -228,8 +436,8 @@
<slot>updateView()</slot> <slot>updateView()</slot>
<hints> <hints>
<hint type="sourcelabel"> <hint type="sourcelabel">
<x>688</x> <x>1585</x>
<y>319</y> <y>385</y>
</hint> </hint>
<hint type="destinationlabel"> <hint type="destinationlabel">
<x>403</x> <x>403</x>
@ -244,8 +452,8 @@
<slot>updateView()</slot> <slot>updateView()</slot>
<hints> <hints>
<hint type="sourcelabel"> <hint type="sourcelabel">
<x>688</x> <x>1585</x>
<y>375</y> <y>441</y>
</hint> </hint>
<hint type="destinationlabel"> <hint type="destinationlabel">
<x>403</x> <x>403</x>
@ -253,6 +461,182 @@
</hint> </hint>
</hints> </hints>
</connection> </connection>
<connection>
<sender>accumSigma</sender>
<signal>valueChanged(int)</signal>
<receiver>MainWindow</receiver>
<slot>updateView()</slot>
<hints>
<hint type="sourcelabel">
<x>1585</x>
<y>601</y>
</hint>
<hint type="destinationlabel">
<x>399</x>
<y>299</y>
</hint>
</hints>
</connection>
<connection>
<sender>accumScale</sender>
<signal>valueChanged(int)</signal>
<receiver>MainWindow</receiver>
<slot>updateView()</slot>
<hints>
<hint type="sourcelabel">
<x>1585</x>
<y>657</y>
</hint>
<hint type="destinationlabel">
<x>399</x>
<y>299</y>
</hint>
</hints>
</connection>
<connection>
<sender>cameraDistance</sender>
<signal>valueChanged(int)</signal>
<receiver>MainWindow</receiver>
<slot>updateView()</slot>
<hints>
<hint type="sourcelabel">
<x>1489</x>
<y>271</y>
</hint>
<hint type="destinationlabel">
<x>799</x>
<y>599</y>
</hint>
</hints>
</connection>
<connection>
<sender>lightDistance</sender>
<signal>valueChanged(int)</signal>
<receiver>MainWindow</receiver>
<slot>updateView()</slot>
<hints>
<hint type="sourcelabel">
<x>1489</x>
<y>487</y>
</hint>
<hint type="destinationlabel">
<x>799</x>
<y>599</y>
</hint>
</hints>
</connection>
<connection>
<sender>displayAxes</sender>
<signal>stateChanged(int)</signal>
<receiver>MainWindow</receiver>
<slot>updateView()</slot>
<hints>
<hint type="sourcelabel">
<x>1489</x>
<y>799</y>
</hint>
<hint type="destinationlabel">
<x>799</x>
<y>599</y>
</hint>
</hints>
</connection>
<connection>
<sender>displayDirectHits</sender>
<signal>stateChanged(int)</signal>
<receiver>MainWindow</receiver>
<slot>updateView()</slot>
<hints>
<hint type="sourcelabel">
<x>1489</x>
<y>901</y>
</hint>
<hint type="destinationlabel">
<x>799</x>
<y>599</y>
</hint>
</hints>
</connection>
<connection>
<sender>displayEmitted</sender>
<signal>stateChanged(int)</signal>
<receiver>MainWindow</receiver>
<slot>updateView()</slot>
<hints>
<hint type="sourcelabel">
<x>1489</x>
<y>867</y>
</hint>
<hint type="destinationlabel">
<x>799</x>
<y>599</y>
</hint>
</hints>
</connection>
<connection>
<sender>displayIndirectHits</sender>
<signal>stateChanged(int)</signal>
<receiver>MainWindow</receiver>
<slot>updateView()</slot>
<hints>
<hint type="sourcelabel">
<x>1489</x>
<y>935</y>
</hint>
<hint type="destinationlabel">
<x>799</x>
<y>599</y>
</hint>
</hints>
</connection>
<connection>
<sender>displayResult</sender>
<signal>stateChanged(int)</signal>
<receiver>MainWindow</receiver>
<slot>updateView()</slot>
<hints>
<hint type="sourcelabel">
<x>1489</x>
<y>969</y>
</hint>
<hint type="destinationlabel">
<x>799</x>
<y>599</y>
</hint>
</hints>
</connection>
<connection>
<sender>displayShapes</sender>
<signal>stateChanged(int)</signal>
<receiver>MainWindow</receiver>
<slot>updateView()</slot>
<hints>
<hint type="sourcelabel">
<x>1489</x>
<y>833</y>
</hint>
<hint type="destinationlabel">
<x>799</x>
<y>599</y>
</hint>
</hints>
</connection>
<connection>
<sender>reflections</sender>
<signal>valueChanged(int)</signal>
<receiver>MainWindow</receiver>
<slot>updateView()</slot>
<hints>
<hint type="sourcelabel">
<x>1489</x>
<y>712</y>
</hint>
<hint type="destinationlabel">
<x>799</x>
<y>599</y>
</hint>
</hints>
</connection>
</connections> </connections>
<slots> <slots>
<slot>updateView()</slot> <slot>updateView()</slot>