moving files
This commit is contained in:
+3
-1
@@ -3,8 +3,10 @@ target_sources(RayTracer
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main.cpp
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Minimal.h
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ThreadPool.h
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ThreadPool.cpp)
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ThreadPool.cpp
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)
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add_subdirectory(gpu/)
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add_subdirectory(scene/)
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add_subdirectory(window/)
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add_subdirectory(util/)
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@@ -0,0 +1,4 @@
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target_sources(RayTracer
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PRIVATE
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Renderer.h
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Renderer.cpp)
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@@ -0,0 +1,57 @@
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#include "Renderer.h"
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Renderer::Renderer()
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: instance(nullptr), physicalDevice(nullptr), device(nullptr), queue(nullptr), cmdPool(nullptr), cmdBuffers(nullptr),
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descriptorLayout(nullptr), descriptorSet(nullptr), descriptorPool(nullptr), pipelineLayout(nullptr), rayGen(nullptr),
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closestHit(nullptr), miss(nullptr), pipeline(nullptr)
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{
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vk::ApplicationInfo appInfo("RayTracer", 1, "RayTracer", 1, VK_API_VERSION_1_3);
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vk::InstanceCreateInfo instanceCreateInfo({}, &appInfo);
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instance = Instance(context, instanceCreateInfo);
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auto physicalDevices = PhysicalDevices(instance);
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for (auto& dev : physicalDevices)
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{
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for (auto ext : dev.enumerateDeviceExtensionProperties())
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{
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if (std::strcmp(ext.extensionName, vk::KHRRayTracingPipelineExtensionName))
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{
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physicalDevice = dev;
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break;
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}
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}
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}
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uint32_t computeQueueFamily = 0;
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auto queueProps = physicalDevice.getQueueFamilyProperties();
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for (uint32_t i = 0; i < queueProps.size(); ++i)
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{
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if (queueProps[i].queueFlags & vk::QueueFlagBits::eCompute)
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{
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computeQueueFamily = i;
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break;
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}
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}
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float queuePriority = 0.0f;
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vk::DeviceQueueCreateInfo deviceQueueCreateInfo({}, computeQueueFamily, 1, &queuePriority);
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vk::DeviceCreateInfo deviceCreateInfo({}, deviceQueueCreateInfo);
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device = Device(physicalDevice, deviceCreateInfo);
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vk::CommandPoolCreateInfo commandPoolCreateInfo({}, computeQueueFamily);
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cmdPool = CommandPool(device, commandPoolCreateInfo);
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// allocate a CommandBuffer from the CommandPool
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vk::CommandBufferAllocateInfo commandBufferAllocateInfo(cmdPool, vk::CommandBufferLevel::ePrimary, 10);
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cmdBuffers = vk::raii::CommandBuffers(device, commandBufferAllocateInfo);
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vk::DescriptorSetLayoutBinding descriptorSetLayoutBinding(0, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eVertex);
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vk::DescriptorSetLayoutCreateInfo descriptorSetLayoutCreateInfo({}, descriptorSetLayoutBinding);
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descriptorLayout = DescriptorSetLayout(device, descriptorSetLayoutCreateInfo);
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// create a PipelineLayout using that DescriptorSetLayout
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vk::PipelineLayoutCreateInfo pipelineLayoutCreateInfo({}, *descriptorLayout);
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pipelineLayout = PipelineLayout(device, pipelineLayoutCreateInfo);
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}
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Renderer::~Renderer() {}
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void Renderer::render(Camera cam, RenderParameter param) {}
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@@ -0,0 +1,36 @@
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#pragma once
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#include "scene/Scene.h"
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#include <vulkan/vulkan.hpp>
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#include <vulkan/vulkan_raii.hpp>
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using namespace vk::raii;
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struct Renderer : public Scene
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{
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public:
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Renderer();
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virtual ~Renderer();
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private:
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Context context;
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Instance instance;
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PhysicalDevice physicalDevice;
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Device device;
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Queue queue;
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CommandPool cmdPool;
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CommandBuffers cmdBuffers;
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DescriptorSetLayout descriptorLayout;
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DescriptorSet descriptorSet;
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DescriptorPool descriptorPool;
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PipelineLayout pipelineLayout;
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ShaderModule rayGen;
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ShaderModule closestHit;
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ShaderModule miss;
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Pipeline pipeline;
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virtual void render(Camera cam, RenderParameter param);
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};
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+1
-1
@@ -9,7 +9,7 @@ int main()
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{
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Scene scene;
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Window window(1920, 1080);
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scene.render(
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scene.startRender(
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Camera{
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.position = glm::vec3(10, 0, 0),
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.direction = glm::vec3(-1, 0, 0),
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+43
-46
@@ -1,65 +1,62 @@
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#include "Scene.h"
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#include "util/ModelLoader.h"
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#include <iostream>
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#include <chrono>
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#include <iostream>
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Scene::Scene()
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{
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bvh.addModels(ModelLoader::loadModel("../cube.fbx"),
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glm::mat4(glm::vec4(1.0f, 0.0f, 0.0f, 0.0f),
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glm::vec4(0.0f, 1.0f, 0.0f, 0.0f),
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glm::vec4(0.0f, 0.0f, 1.0f, 0.0f),
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glm::vec4(0.0f, 0.0f, 0.0f, 1.0f)));
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bvh.addModels(ModelLoader::loadModel("../res/models/cube.fbx"), glm::mat4(glm::vec4(1.0f, 0.0f, 0.0f, 0.0f), glm::vec4(0.0f, 1.0f, 0.0f, 0.0f),
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glm::vec4(0.0f, 0.0f, 1.0f, 0.0f), glm::vec4(0.0f, 0.0f, 0.0f, 1.0f)));
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bvh.generate();
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}
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Scene::~Scene() {}
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static bool firstTime = true;
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void Scene::startRender(Camera cam, RenderParameter params)
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{
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if (!firstTime)
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{
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pendingCancel = true;
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worker.join();
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firstTime = false;
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}
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pendingCancel = false;
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image.clear();
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accumulator.clear();
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image.resize(params.width * params.height);
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accumulator.resize(params.width * params.height);
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worker = std::thread(&Scene::render, this, cam, params);
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}
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void Scene::render(Camera cam, RenderParameter params)
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{
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if (!firstTime)
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for (int samp = 0; samp < params.numSamples; ++samp)
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{
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if (pendingCancel)
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return;
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Batch batch;
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for (int w = 0; w < params.width; ++w)
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{
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pendingCancel = true;
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worker.join();
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firstTime = false;
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}
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pendingCancel = false;
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image.clear();
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accumulator.clear();
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image.resize(params.width * params.height);
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accumulator.resize(params.width * params.height);
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worker = std::thread(
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[&, cam, params]()
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{
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for (int samp = 0; samp < params.numSamples; ++samp)
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batch.jobs.push_back(
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[&, w]()
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{
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for (int h = 0; h < params.height; ++h)
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{
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if (pendingCancel)
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return;
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Batch batch;
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for (int w = 0; w < params.width; ++w)
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{
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batch.jobs.push_back(
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[&, w]()
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{
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for (int h = 0; h < params.height; ++h)
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{
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Ray r = Ray{
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.origin = glm::vec3(0.0f),
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.direction = glm::normalize(glm::vec3((float)std::rand() / RAND_MAX, (float)std::rand() / RAND_MAX, (float)std::rand() / RAND_MAX))
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};
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bvh.traceRay(r);
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Ray r = Ray{.origin = glm::vec3(0.0f),
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.direction = glm::normalize(
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glm::vec3((float)std::rand() / RAND_MAX, (float)std::rand() / RAND_MAX, (float)std::rand() / RAND_MAX))};
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bvh.traceRay(r);
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accumulator[w + h * params.width] +=
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glm::vec3(w / float(params.width * params.numSamples), h / float(params.height * params.numSamples), 0);
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}
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});
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}
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auto start = std::chrono::high_resolution_clock::now();
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threadPool.runBatch(std::move(batch));
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auto end = std::chrono::high_resolution_clock::now();
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std::cout << std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count() << std::endl;
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std::memcpy(image.data(), accumulator.data(), accumulator.size() * sizeof(glm::vec3));
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accumulator[w + h * params.width] +=
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glm::vec3(w / float(params.width * params.numSamples), h / float(params.height * params.numSamples), 0);
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}
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});
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});
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}
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auto start = std::chrono::high_resolution_clock::now();
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threadPool.runBatch(std::move(batch));
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auto end = std::chrono::high_resolution_clock::now();
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std::cout << std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count() << std::endl;
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std::memcpy(image.data(), accumulator.data(), accumulator.size() * sizeof(glm::vec3));
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}
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}
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+3
-2
@@ -15,10 +15,11 @@ class Scene
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{
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public:
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Scene();
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~Scene();
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void render(Camera cam, RenderParameter params);
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virtual ~Scene();
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void startRender(Camera cam, RenderParameter params);
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constexpr const std::vector<glm::vec3>& getImage() const { return image; }
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private:
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virtual void render(Camera cam, RenderParameter params);
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std::atomic_bool pendingCancel = false;
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ThreadPool threadPool;
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std::thread worker;
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