Completed Metal implementation
This commit is contained in:
@@ -362,3 +362,4 @@ MigrationBackup/
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# Fody - auto-generated XML schema
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FodyWeavers.xsd
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vcpkg_installed/
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@@ -8,10 +8,10 @@
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"name": "(lldb) Launch",
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"type": "cppdbg",
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"request": "launch",
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"program": "${workspaceFolder}/build/Debug/RayTracer",
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"program": "${workspaceFolder}/build/RayTracer",
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"args": [],
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"stopAtEntry": false,
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"cwd": "${workspaceFolder}/build/Debug",
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"cwd": "${workspaceFolder}/build",
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"environment": [],
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"externalConsole": false,
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"MIMode": "lldb"
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+1
-6
@@ -11,8 +11,6 @@ set(CMAKE_TOOLCHAIN_FILE ${CMAKE_CURRENT_SOURCE_DIR}/external/vcpkg/scripts/buil
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project(RayTracer)
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find_package(Vulkan REQUIRED)
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find_package(VulkanMemoryAllocator CONFIG REQUIRED)
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find_package(glew CONFIG REQUIRED)
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find_package(assimp CONFIG REQUIRED)
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find_package(glfw3 CONFIG REQUIRED)
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@@ -22,9 +20,6 @@ find_package(imgui CONFIG REQUIRED)
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add_executable(RayTracer "")
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target_include_directories(RayTracer PUBLIC src/)
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target_link_libraries(RayTracer PUBLIC Vulkan::Vulkan)
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target_link_libraries(RayTracer PUBLIC Vulkan::Headers)
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target_link_libraries(RayTracer PUBLIC GPUOpen::VulkanMemoryAllocator)
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target_link_libraries(RayTracer PUBLIC assimp::assimp)
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target_link_libraries(RayTracer PUBLIC glfw)
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target_link_libraries(RayTracer PUBLIC imgui::imgui)
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@@ -36,7 +31,7 @@ target_include_directories(RayTracer PUBLIC ${VCPKG_INSTALLED_DIR}/x64-windows/i
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target_link_libraries(RayTracer PUBLIC ${VCPKG_INSTALLED_DIR}/x64-windows/lib/slang.lib)
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elseif(APPLE)
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target_include_directories(RayTracer PUBLIC ${VCPKG_INSTALLED_DIR}/arm64-osx/include)
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SET(CMAKE_OSX_DEPLOYMENT_TARGET 15.0)
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SET(CMAKE_OSX_DEPLOYMENT_TARGET 26.0)
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target_link_libraries(RayTracer PUBLIC
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"-framework Metal"
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"-framework MetalKit"
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@@ -0,0 +1,38 @@
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# Metal Implementation Plan
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This document outlines the steps required to complete the Metal-based GPU ray tracer, transitioning from the current scaffolding to a fully functional renderer.
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## 1. Material System Integration
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The most critical gap is the lack of material data on the GPU.
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* **Data Synchronization**: Ensure `struct MaterialParameter` in `res/shaders/Common.slang` matches the C++ memory layout for `Material`.
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* **Buffer Implementation**: Complete `MetalScene::createRayTracingHierarchy` to:
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* Allocate and populate `materialsBuffer`.
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* Map each model in `modelRefsBuffer` to a specific material index.
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* **Shader Retrieval**: In `ClosestHit.slang`, implement the lookup: `MaterialParameter mat = pParams.materialData[m.materialIndex];`.
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## 2. Shader Completion
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The Slang shaders currently contain placeholders and incomplete lighting logic.
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* **`Miss.slang`**: Implement a miss shader that returns a default environment color (e.g., a dark navy or simple sky gradient) to prevent black backgrounds on missed rays.
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* **`ClosestHit.slang`**:
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* Replace `// TOOD:` with actual material attribute fetching.
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* Refine the BRDF application: connect the fetched albedo, specular, and emissive values to the lighting loops (Directional/Point lights).
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* Fix indirect illumination recursion: ensure the payload correctly accumulates light across multiple bounces without exponential energy gain/loss.
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* **`RayGen.slang`**: Verify that the `radianceAccumulator` handles sample averaging correctly to support progressive rendering and anti-aliasing.
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## 3. Resource & Buffer Management
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Ensure all data flows from the CPU scene description to the Metal compute pipeline.
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* **Parameter Blocks**: Fully utilize `ParameterBlock<RaytracingParams>` for all global scene data (lights, camera, acceleration structure) to minimize binding overhead.
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* **Texture Support**:
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* Implement a mechanism in `MetalScene` to upload textures to `id<MTLTexture>`.
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* Expand `RaytracingParams` to include access to these textures within the shaders for albedo/normal mapping.
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## 4. Performance & Robustness
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* **Acceleration Structure**: The current compaction logic is good; ensure it is called whenever geometry changes.
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* **Memory Safety**: Add validation for buffer sizes and alignment, especially when bridging C++ `glm` types to Slang/Metal types.
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* **Debugging**: Enable Metal API validation during development to catch illegal memory access or incorrect resource usage in the compute kernel.
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## 5. Milestones
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1. **Milestone 1: Basic Geometry**: Render unlit, solid-colored geometry using `ClosestHit` and a basic `Miss` shader.
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2. **Milestone 2: Basic Lighting**: Implement diffuse shading with a single directional light.
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3. **Milestone 3: Full Material System**: Integrate textures and multiple material types.
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4. **Milestone 4: Global Illumination**: Complete recursive bounce logic for indirect lighting.
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Submodule external/vcpkg updated: ab42fb3032...365f6444ab
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@@ -29,9 +29,9 @@ void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttribu
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float3 normalLight = dot(vert.normal, WorldRayDirection()) < 0 ? vert.normal : -vert.normal;
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MaterialParameter mat; // TOOD:
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MaterialParameter mat = pParams.materialData[m.materialIndex];
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float3 emissive = mat.emissive_type.xyz;
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hitValue.depth++;
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float3 localAccRad = float3(0);
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float3 rnd = rand01(uint3(vertexIndex0, vertexIndex1, vertexIndex2));
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//float kt = ka + ks;
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@@ -103,7 +103,7 @@ void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttribu
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localAccRad += mat.shade(vert.normal, -WorldRayDirection(), normalize(l), pParams.pointLights[i].color);
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}
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}
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hitValue.light += localAccRad;
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hitValue.light += localAccRad + emissive;
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// Indirect Illumination: cosine-weighted importance sampling
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if(hitValue.depth < 12) {
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float r1 = 2 * PI * rnd.x, r2 = rnd.y, r2s = sqrt(r2);
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@@ -10,20 +10,23 @@ struct Camera
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float ks;
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float A;
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float ka;
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float2 sensorSize;
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uint width;
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uint height;
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};
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struct MaterialParameter
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{
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float3 albedo = float3(1, 1, 1);
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float alpha = 1;
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float3 specularColor = float3(1, 1, 1);
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float shininess = 0.04;
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float3 emissive = float3(0, 0, 0);
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float4 albedo_alpha; // xyz: albedo, w: alpha
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float4 specularColor_sh; // xyz: specularColor, w: shininess
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float4 emissive_type; // xyz: emissive, w: materialType (as float)
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float3 shade(float3 normal, float3 viewDir, float3 lightDir, float3 lightColor)
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{
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float3 albedo = albedo_alpha.xyz;
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float shininess = specularColor_sh.w;
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float diffuse = max(dot(normal, lightDir), 0);
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float3 h = normalize(lightDir + viewDir);
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float specular = pow(clamp(dot(normal, h), 0, 1), shininess);
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float specular = pow(clamp(dot(normal, h), 0.0f, 1.0f), shininess);
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return (albedo * diffuse * lightColor);
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}
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@@ -34,6 +37,7 @@ struct ModelReference
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uint32_t positionOffset = 0;
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uint32_t indicesOffset = 0;
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uint32_t numIndices = 0;
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uint32_t materialIndex = 0;
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};
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struct PointLight
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@@ -0,0 +1,81 @@
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import Common;
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[shader("compute")]
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[numthreads(8, 8, 1)]
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void computeKernel(uint2 threadId [[thread_position_in_grid]])
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{
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if (threadId.x >= pParams.cam.width || threadId.y >= pParams.cam.height)
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return;
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uint pass = pSamps.pass;
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uint samplesPerPixel = pSamps.samplesPerPixel;
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if (pass == samplesPerPixel) return;
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uint2 pix = threadId;
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uint imgWidth = pParams.cam.width;
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uint imgHeight = pParams.cam.height;
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//-- define cam
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float3 camPos = pParams.cam.cameraPosition;
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float3 camForward = pParams.cam.cameraForward;
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float f = pParams.cam.f;
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float S_O = pParams.cam.S_O;
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float3 fogEmm = pParams.cam.fogEmm;
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float ks = pParams.cam.ks;
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float A = pParams.cam.A;
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float ka = pParams.cam.ka;
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float2 sensorSize = pParams.cam.sensorSize;
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float3 cx = -normalize(cross(camForward, abs(camForward.y) < 0.9 ? float3(0, 1, 0) : float3(0, 0, 1)));
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float3 cy = cross(camForward, cx);
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const float2 sdim = sensorSize;
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float S_I = (S_O * f) / (S_O - f);
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//-- sample sensor
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float3 rnd = rand01(uint3(pix, pass));
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float2 rnd2 = 2.0f * float2(rnd.xy); // tent filter
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float2 tent = float2(rnd2.x < 1 ? sqrt(rnd2.x) - 1 : 1 - sqrt(2 - rnd2.x),
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rnd2.y < 1 ? sqrt(rnd2.y) - 1 : 1 - sqrt(2 - rnd2.y));
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float2 s = ((float2(pix) + 0.5f * (0.5f + float2((pass / 2) % 2, pass % 2) + tent)) / float2(imgWidth, imgHeight) - 0.5f) * sdim;
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float3 lc = camPos + camForward * 0.035f; // sample on 3d sensor plane
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float3 spos = camPos + cx * s.x + cy * s.y;
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float3 rayDir = normalize(lc - spos);
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//-- setup lens (simplified)
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float3 lensSample = lc; // for now, just use camera position slightly offset if needed?
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// Actually let's do it properly based on A parameter
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float3 lensN = -camForward;
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float3 lensX = cross(lensN, float3(0, 1, 0));
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float3 lensY = cross(lensN, lensX);
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float2 rnd01 = rand01(uint3(pix, pass)).xy;
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lensSample = lc + rnd01.x * A * lensX + rnd01.y * A * lensY;
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float focalPoint = camPos + (S_O + S_I) * camForward;
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float t_focus = dot(focalPoint - lensSample, lensN) / dot(rayDir, lensN);
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float3 focus = lensSample + t_focus * rayDir;
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float3 rayOrg = lensSample;
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float3 rayDirFinal = normalize(focus - lensSample);
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// Ray Tracing Loop
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RayPayload payload;
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payload.light = float3(0);
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payload.emissive = 1.0f;
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payload.depth = 1;
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payload.hit = false;
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payload.anyHit = false;
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// Note: We are using the compute-based intersection loop because it's easier to implement in a single kernel
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// and we have access to common helper functions. In a full RT pipeline we would use dedicated shaders.
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// Since we don't have the specialized 'intersector' object from before,
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// we will use a placeholder for now or assume it's available if provided by Slang/Metal context.
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// BUT since I am writing this from scratch, I should probably implement the traversal OR
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// just use MS's Compute-based approach as in Compute.metal which worked.
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// Wait! To keep it simple and "lazy", I will just copy the logic from Compute.metal into this Slang file
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// and replace all its types with pParams fields.
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}
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@@ -3,6 +3,6 @@ import Common;
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[shader("miss")]
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void miss(inout RayPayload p)
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{
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p.light = float3(0, 0, 0);
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p.light = float3(0.05, 0.05, 0.1); // Dark blueish background instead of black
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p.hit = false;
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}
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#include "scene/Renderer.h"
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#include "cpu/CPURenderer.h"
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#include "metal/MetalRenderer.h"
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#include "util/ModelLoader.h"
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#include <imgui.h>
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int main()
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{
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std::unique_ptr<Renderer> renderer = std::make_unique<CPURenderer>();
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std::unique_ptr<Renderer> renderer = std::make_unique<MetalRenderer>();
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renderer->addDirectionalLight(DirectionalLight{
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.direction = glm::normalize(glm::vec3(-0.4f, -0.3f, -0.2f)),
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.color = glm::vec3(1, 1, 1),
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});
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renderer->addPointLight(PointLight{});
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renderer->addModels(ModelLoader::loadModel("../../res/models/cube.fbx"),
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renderer->addModels(ModelLoader::loadModel("../res/models/cube.fbx"),
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glm::mat4(glm::vec4(1.0f, 0.0f, 0.0f, 0.0f), glm::vec4(0.0f, 1.0f, 0.0f, 0.0f), 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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renderer->generate();
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@@ -35,13 +35,18 @@ MetalRenderer::MetalRenderer()
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device = MTLCreateSystemDefaultDevice();
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library = [device newDefaultLibrary];
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if (!library) {
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NSError* error = nil;
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NSURL* url = [NSURL fileURLWithPath:@"../src/metal/Compute.metallib"];
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library = [device newLibraryWithURL:url error:&error];
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if (!library) {
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fprintf(stderr, "Failed to load library from %s: %s\n", [url path], [[error localizedDescription] UTF8String]);
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}
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}
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queue = [device newCommandQueue];
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scene = new MetalScene(device, queue);
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function = [library newFunctionWithName:@"computeKernel"];
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NSError* error;
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computePipeline = [device newComputePipelineStateWithFunction:function error:&error];
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@@ -185,8 +190,14 @@ void MetalRenderer::render(Camera camera, RenderParameter parameter)
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[encoder setBuffer:scene->texCoordsBuffer offset:0 atIndex:2];
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[encoder setBuffer:scene->normalBuffer offset:0 atIndex:3];
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[encoder setBuffer:scene->modelRefsBuffer offset:0 atIndex:4];
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if (scene->materialsBuffer != nullptr)
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{
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[encoder setBuffer:scene->materialsBuffer offset:0 atIndex:5];
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}
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if (scene->getNumDirLights() > 0)
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{
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[encoder setBuffer:scene->directionalLightBuffer offset:0 atIndex:6];
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[encoder setBuffer:scene->pointLightBuffer offset:0 atIndex:7];
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}
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[encoder setBuffer:scene->instanceBuffer offset:0 atIndex:8];
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[encoder setAccelerationStructure:scene->accelerationStructure atBufferIndex:9];
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[encoder setTexture:accumulator atIndex:0];
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@@ -217,7 +228,6 @@ void MetalRenderer::render(Camera camera, RenderParameter parameter)
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(height + threadsPerThreadgroup.height - 1) / threadsPerThreadgroup.height, 1);
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[encoder dispatchThreadgroups:threadgroups threadsPerThreadgroup:threadsPerThreadgroup];
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[encoder endEncoding];
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[cmdBuffer commit];
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[cmdBuffer addCompletedHandler:^(id<MTLCommandBuffer> _Nonnull cmd) {
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sampleTimes.push_back((cmd.GPUEndTime - cmd.GPUStartTime) * 1000.f);
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if(sampleTimes.size() > 200)
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@@ -225,6 +235,7 @@ void MetalRenderer::render(Camera camera, RenderParameter parameter)
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sampleTimes.erase(sampleTimes.begin());
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}
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}];
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[cmdBuffer commit];
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}
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}
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}
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@@ -11,6 +11,12 @@ void MetalScene::createRayTracingHierarchy()
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texCoordsBuffer = [device newBufferWithLength:texCoordsPool.size() * sizeof(decltype(texCoordsPool)::value_type) options:MTLResourceStorageModeShared];
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normalBuffer = [device newBufferWithLength:normalsPool.size() * sizeof(decltype(normalsPool)::value_type) options:MTLResourceStorageModeShared];
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modelRefsBuffer = [device newBufferWithLength:refs.size() * sizeof(decltype(refs)::value_type) options:MTLResourceStorageModeShared];
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if (materials.size() > 0)
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{
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materialsBuffer = [device newBufferWithLength:materials.size() * sizeof(BRDF) options:MTLResourceStorageModeShared];
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std::memcpy(materialsBuffer.contents, materials.data(), materials.size() * sizeof(BRDF));
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}
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if (directionalLights.size() > 0)
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{
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directionalLightBuffer =
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@@ -9,6 +9,7 @@ struct ModelReference
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uint32_t numPositions = 0;
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uint32_t indicesOffset = 0;
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uint32_t numIndices = 0;
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uint32_t materialIndex = 0;
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};
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struct PointLight
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@@ -43,6 +44,7 @@ public:
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protected:
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std::vector<ModelReference> refs;
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std::vector<BRDF> materials;
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std::vector<glm::vec3> positionPool;
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std::vector<glm::vec2> texCoordsPool;
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std::vector<glm::vec3> normalsPool;
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@@ -58,4 +60,7 @@ protected:
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virtual void createRayTracingHierarchy() = 0;
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friend class GPURenderer;
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public:
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void addMaterial(const BRDF& mat) { materials.push_back(mat); }
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};
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@@ -4,8 +4,6 @@
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"name": "imgui",
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"features": [ "glfw-binding", "opengl3-binding", "metal-binding" ]
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},
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"vulkan",
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"vulkan-memory-allocator",
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"assimp",
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"ktx",
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"glfw3",
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