Exemple #1
0
raytracer = vki.RayTracer(['arr_out', 'width', 'height'], '''
struct Payload
{
	float t;
	vec3 color;
};

layout(location = 0) rayPayloadEXT Payload payload;

void main()
{
	int x = int(gl_LaunchIDEXT.x);
	int y = int(gl_LaunchIDEXT.y);
	if (x>=width || y>height) return;

	vec3 lower_left_corner = vec3(-2.0, -1.0, -1.0);
	vec3 horizontal = vec3(4.0, 0.0, 0.0);
	vec3 vertical = vec3(0.0, 2.0, 0.0);
	vec3 origin = vec3(0.0, 0.0, 0.0);

	float u = (float(x)+0.5)/float(width);
	float v = 1.0 - (float(y)+0.5)/float(height);

	vec3 direction = normalize(lower_left_corner + u * horizontal + v * vertical);

	uint rayFlags = gl_RayFlagsOpaqueEXT;
	uint cullMask = 0xff;
	float tmin = 0.001;
    float tmax = 1000000.0;

	traceRayEXT(arr_tlas[0], rayFlags, cullMask, 0, 0, 0, origin, tmin, direction, tmax, 0);

	set_value(arr_out, x+y*width, payload.color);
}

''', [
    '''
struct Payload
{
	float t;
	vec3 color;
};

layout(location = 0) rayPayloadInEXT Payload payload;

void main()
{
	payload.t = -1.0;
	vec3 direction = gl_WorldRayDirectionEXT;
	float t = 0.5 * (direction.y + 1.0);
	payload.color = (1.0 - t)*vec3(1.0, 1.0, 1.0) + t * vec3(0.5, 0.7, 1.0);	
}
'''
], [
    vki.HitShaders(closest_hit='''
struct Payload
{
	float t;
	vec3 color;
};

layout(location = 0) rayPayloadInEXT Payload payload;
hitAttributeEXT vec3 hitpoint;

void main()
{
	vec3 normal = normalize(hitpoint);
	payload.t = gl_HitTEXT;
	payload.color = (normal+vec3(1.0, 1.0, 1.0))*0.5;
}

''',
                   intersection='''
hitAttributeEXT vec3 hitpoint;

void main()
{
	vec3 origin = gl_ObjectRayOriginEXT;
	vec3 direction = gl_ObjectRayDirectionEXT;
	float tMin = gl_RayTminEXT;
	float tMax = gl_RayTmaxEXT;

	const float a = dot(direction, direction);
	const float b = dot(origin, direction);
	const float c = dot(origin, origin) - 1.0;
	const float discriminant = b * b - a * c;

	if (discriminant >= 0)
	{
		const float t1 = (-b - sqrt(discriminant)) / a;
		const float t2 = (-b + sqrt(discriminant)) / a;

		if ((tMin <= t1 && t1 < tMax) || (tMin <= t2 && t2 < tMax))
		{
			float t = t1;
			if (tMin <= t1 && t1 < tMax)
			{
				hitpoint = origin + direction * t1;
			}
			else
			{
				t = t2;
				hitpoint = origin + direction * t2;
			}
			reportIntersectionEXT(t, 0);
		}
	}

}
''')
])
Exemple #2
0
    def trace(self, scene, num_iter=100, interval=-1):
        if self.m_rng_states == None:
            print("Initializing RNG states..")
            self.m_rng_states = vki.SVVector('RNGState', self.m_batch_size)
            initializer = RNGInitializer()
            initializer.InitRNGVector(self.m_rng_states)

        scene.update()

        sunlight = ''

        estimate_light = ''
        for key in scene.m_obj_lists:
            sublist = scene.m_obj_lists[key]
            if sublist['is_light_source']:
                estimate_light += self.template_estimate_light.format(
                    name_list=sublist['name'])
                if sublist['name'] == 'sun_lights':
                    sunlight = self.sunlight

        miss = self.payload + self.template_miss.format(
            sunlight=sunlight) + self.template_update_payload.format(
                estimate_light='')

        print("Doing ray-tracing..")

        lst_param_names = ['camera', 'states', 'sky', 'pdf_lights']
        for key in scene.m_obj_lists:
            sublist = scene.m_obj_lists[key]
            lst_param_names += [sublist['name']]

        hit_shaders = []
        for key in scene.m_obj_lists:
            sublist = scene.m_obj_lists[key]
            if sublist['is_geometry']:
                closest_hit = self.payload + sublist[
                    'closest_hit'] + self.template_update_payload.format(
                        estimate_light=estimate_light)
                intersection = sublist['intersection']
                hit_shaders += [
                    vki.HitShaders(closest_hit=closest_hit,
                                   intersection=intersection)
                ]

        ray_tracer = vki.RayTracer(lst_param_names, self.raygen, [miss],
                                   hit_shaders)

        if interval == -1:
            interval = num_iter

        lst_params = [
            self.m_camera, self.m_rng_states, scene.m_sky, scene.m_pdf_lights
        ] + scene.m_lst_obj_lsts

        i = 0
        while i < num_iter:
            end = i + interval
            if end > num_iter:
                end = num_iter
            ray_tracer.launch(self.m_batch_size,
                              lst_params, [scene.m_tlas],
                              tex2ds=scene.m_tex2d_list,
                              tex3ds=scene.m_tex3d_list,
                              cubemaps=scene.m_cubemap_list,
                              times_submission=end - i)
            self.m_camera.m_film.inc_times_exposure(end - i)
            i = end

            if i < num_iter:
                print('%.2f%%' % (i / num_iter * 100.0))