+ | Small opti

This commit is contained in:
RedShip
2025-01-24 19:54:14 +01:00
parent c050caa789
commit 6378ed0737
17 changed files with 119432 additions and 676 deletions

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@ -1,4 +1,5 @@
#version 430 core
#extension GL_NV_gpu_shader5 : enable
layout(local_size_x = 16, local_size_y = 16) in;
layout(binding = 0, rgba32f) uniform image2D output_image;
@ -80,10 +81,9 @@ struct GPUBvh
int left_index;
int right_index;
int is_leaf;
int first_primitive;
int primitive_count;
};
layout(std430, binding = 1) buffer ObjectBuffer
@ -162,53 +162,41 @@ struct hitInfo
#include "shaders/volumetric.glsl"
#include "shaders/trace.glsl"
vec3 pathtrace(Ray ray, inout uint rng_state)
vec3 pathtrace(Ray ray, inout uint rng_state)
{
vec3 color = vec3(1.0);
vec3 light = vec3(0.0);
vec3 transmittance = vec3(1.0);
vec3 color = vec3(1.0);
vec3 light = vec3(0.0);
vec3 transmittance = vec3(1.0);
for (int i = 0; i < camera.bounce; i++)
{
hitInfo hit = traceRay(ray);
float t_scatter = 0.0;
float scatter_valid = float(volume.enabled != 0 && atmosScatter(hit, t_scatter, rng_state));
float miss_condition = float(hit.obj_index == -1);
light += miss_condition * transmittance * GetEnvironmentLight(ray);
float p = max(color.r, max(color.g, color.b));
float rr_continue = float(randomValue(rng_state) <= p);
color /= max(p, 0.001);
GPUMaterial mat = materials[hit.mat_index];
for (int i = 0; i < camera.bounce; i++)
{
hitInfo hit = traceRay(ray);
float t_scatter = 0.0;
if (volume.enabled != 0 && atmosScatter(hit, t_scatter, rng_state))
{
calculateVolumetricLight(t_scatter, ray, color, light, transmittance, rng_state);
continue;
}
if (hit.obj_index == -1)
{
light += transmittance * GetEnvironmentLight(ray);
break;
}
if (volume.enabled != 0)
transmittance *= exp(-volume.sigma_t * hit.t);
GPUMaterial mat = materials[hit.mat_index];
// RR
float p = max(color.r, max(color.g, color.b));
if (randomValue(rng_state) > p)
break;
color /= p;
//
calculateLightColor(mat, hit, color, light, rng_state);
float break_condition = miss_condition + (1.0 - rr_continue);
if (break_condition > 0.0) break;
calculateLightColor(mat, hit, color, light, rng_state);
if (mat.emission > 0.0)
break;
ray = newRay(hit, ray, rng_state);
ray.inv_direction = 1.0 / ray.direction;
}
return (color * light);
ray = newRay(hit, ray, rng_state);
ray.inv_direction = 1.0 / ray.direction;
}
return color * light;
}
Ray initRay(vec2 uv, inout uint rng_state)