@@ -172,15 +172,11 @@ DynamicCPUTarget* dynamic_rendertarget_create(
|
||||
samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
|
||||
samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
|
||||
samplerInfo.anisotropyEnable = VK_FALSE;
|
||||
samplerInfo.maxAnisotropy = 1.0f;
|
||||
samplerInfo.maxAnisotropy = 0.0f;
|
||||
samplerInfo.borderColor = VK_BORDER_COLOR_INT_OPAQUE_BLACK;
|
||||
samplerInfo.unnormalizedCoordinates = VK_FALSE;
|
||||
samplerInfo.compareEnable = VK_FALSE;
|
||||
samplerInfo.compareOp = VK_COMPARE_OP_ALWAYS;
|
||||
samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
|
||||
samplerInfo.mipLodBias = 0.0f;
|
||||
samplerInfo.minLod = 0.0f;
|
||||
samplerInfo.maxLod = 0.0f;
|
||||
|
||||
if (vkCreateSampler(device->VulkanDevice, &samplerInfo, nullptr, &target->Sampler)
|
||||
!= VK_SUCCESS) {
|
||||
@@ -188,7 +184,7 @@ DynamicCPUTarget* dynamic_rendertarget_create(
|
||||
}
|
||||
|
||||
// Create VkImage with Undefined
|
||||
create_image(device, extent.width, extent.height, format, VK_IMAGE_TILING_OPTIMAL,
|
||||
create_image(device, extent.width, extent.height, format, VK_IMAGE_TILING_LINEAR,
|
||||
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT
|
||||
| VK_IMAGE_USAGE_SAMPLED_BIT,
|
||||
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, target->Image, target->Memory);
|
||||
|
||||
@@ -353,15 +353,15 @@ int inferno_run(InfernoApp* app)
|
||||
}
|
||||
|
||||
if (ImGui::Begin("Render")) {
|
||||
static ImVec2 lastViewport = { 0, 0 };
|
||||
ImVec2 currentViewport = ImGui::GetWindowSize();
|
||||
if (lastViewport.x != currentViewport.x
|
||||
|| lastViewport.y != currentViewport.y) {
|
||||
graphics::camera_ray_set_viewport(scene::scene_get_camera(app->Scene),
|
||||
{ ImGui::GetWindowSize().x, ImGui::GetWindowSize().y });
|
||||
graphics::rayr_set_viewport(app->RayRenderer, app->Scene->Camera);
|
||||
}
|
||||
lastViewport = currentViewport;
|
||||
// static ImVec2 lastViewport = { 0, 0 };
|
||||
// ImVec2 currentViewport = ImGui::GetWindowSize();
|
||||
// if (lastViewport.x != currentViewport.x
|
||||
// || lastViewport.y != currentViewport.y) {
|
||||
// graphics::camera_ray_set_viewport(scene::scene_get_camera(app->Scene),
|
||||
// { ImGui::GetWindowSize().x, ImGui::GetWindowSize().y });
|
||||
// graphics::rayr_set_viewport(app->RayRenderer, app->Scene->Camera);
|
||||
// }
|
||||
// lastViewport = currentViewport;
|
||||
|
||||
graphics::rayr_draw(app->RayRenderer);
|
||||
|
||||
|
||||
@@ -103,40 +103,40 @@ void rayr_draw(RayRenderer* renderer)
|
||||
scene::scene_frame_tick(renderer->Scene);
|
||||
// TODO: Rays should definately be bump allocated if possible, this is KBs of
|
||||
// ray data and nothing else being reallocated every frame for no reason
|
||||
// rays::ReferencedRayField startRays
|
||||
// = rays::generate_initial_rays(scene::scene_get_camera(renderer->Scene), true);
|
||||
rays::ReferencedRayField startRays
|
||||
= rays::generate_initial_rays(scene::scene_get_camera(renderer->Scene), true);
|
||||
|
||||
#pragma omp parallel for
|
||||
for (int x = 0; x < renderer->Viewport.extent.width; x++) {
|
||||
for (int y = 0; y < renderer->Viewport.extent.height; y++) {
|
||||
// rays::Ray* ray = startRays.Field[x * renderer->Viewport.extent.height + y];
|
||||
renderer->RenderData[y * renderer->Viewport.extent.width + x]
|
||||
// = { ray->Direction.x, ray->Direction.y, ray->Direction.z, 1.0 };
|
||||
= { 1.0, 1.0, 1.0, 1.0 };
|
||||
// rays::HitInfo* closest_hit = nullptr;
|
||||
//
|
||||
// for (auto& obj : scene::scene_get_renderables(renderer->Scene)) {
|
||||
// rays::HitInfo* hit = rays::object_ray_collide(obj, ray);
|
||||
// if (hit->Did) {
|
||||
// if (closest_hit == nullptr) {
|
||||
// closest_hit = hit;
|
||||
// } else {
|
||||
// bool is_closer = hit->Distance < closest_hit->Distance;
|
||||
// if (is_closer) {
|
||||
// delete closest_hit;
|
||||
// closest_hit = hit;
|
||||
// } else {
|
||||
// delete hit;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// if (hit->Did) {
|
||||
// glm::vec3 hit_distance = glm::vec3 { hit->Distance };
|
||||
// hit_distance /= 10;
|
||||
// renderer->RenderData[y * renderer->Viewport.extent.width + x]
|
||||
// = { hit_distance, 1.0 };
|
||||
// }
|
||||
// delete hit;
|
||||
// }
|
||||
// renderer->RenderData[y * renderer->Viewport.extent.width + x]
|
||||
// = { 1.0, 1.0, 1.0, 1.0 };
|
||||
rays::Ray* ray = startRays.Field[x * renderer->Viewport.extent.height + y];
|
||||
rays::HitInfo* closest_hit = nullptr;
|
||||
|
||||
for (auto& obj : scene::scene_get_renderables(renderer->Scene)) {
|
||||
rays::HitInfo* hit = rays::object_ray_collide(obj, ray);
|
||||
if (hit->Did) {
|
||||
if (closest_hit == nullptr) {
|
||||
closest_hit = hit;
|
||||
} else {
|
||||
bool is_closer = hit->Distance < closest_hit->Distance;
|
||||
if (is_closer) {
|
||||
delete closest_hit;
|
||||
closest_hit = hit;
|
||||
} else {
|
||||
delete hit;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (hit->Did) {
|
||||
glm::vec3 hit_distance = glm::vec3 { hit->Distance };
|
||||
hit_distance /= 10;
|
||||
renderer->RenderData[y * renderer->Viewport.extent.width + x]
|
||||
= { hit_distance, 1.0 };
|
||||
}
|
||||
delete hit;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user