+some uniform related improvements

This commit is contained in:
Evghenii
2014-01-09 14:37:27 +01:00
parent 1ed438dcdb
commit 2c043f67d0
5 changed files with 132 additions and 254 deletions

View File

@@ -181,7 +181,7 @@ transmittance(uniform float3 p0, float3 p1, uniform float3 pMin,
float tau = 0;
float rayLength = sqrt(ray.dir.x * ray.dir.x + ray.dir.y * ray.dir.y +
ray.dir.z * ray.dir.z);
uniform float stepDist = 0.2;
const uniform float stepDist = 0.2;
float stepT = stepDist / rayLength;
float t = rayT0;
@@ -207,8 +207,8 @@ distanceSquared(float3 a, float3 b) {
static inline float
raymarch(uniform float density[], uniform int nVoxels[3], Ray ray) {
float rayT0, rayT1;
uniform float3 pMin = {.3, -.2, .3}, pMax = {1.8, 2.3, 1.8};
uniform float3 lightPos = { -1, 4, 1.5 };
const uniform float3 pMin = {.3, -.2, .3}, pMax = {1.8, 2.3, 1.8};
const uniform float3 lightPos = { -1, 4, 1.5 };
if (!IntersectP(ray, pMin, pMax, rayT0, rayT1))
return 0.;
@@ -217,11 +217,11 @@ raymarch(uniform float density[], uniform int nVoxels[3], Ray ray) {
// Parameters that define the volume scattering characteristics and
// sampling rate for raymarching
uniform float Le = .25; // Emission coefficient
uniform float sigma_a = 10; // Absorption coefficient
uniform float sigma_s = 10; // Scattering coefficient
uniform float stepDist = 0.025; // Ray step amount
uniform float lightIntensity = 40; // Light source intensity
const uniform float Le = .25; // Emission coefficient
const uniform float sigma_a = 10; // Absorption coefficient
const uniform float sigma_s = 10; // Scattering coefficient
const uniform float stepDist = 0.025; // Ray step amount
const uniform float lightIntensity = 40; // Light source intensity
float tau = 0.f; // accumulated beam transmittance
float L = 0; // radiance along the ray
@@ -375,15 +375,14 @@ volume_task(uniform float density[], uniform int _nVoxels[3],
#define camera2world _camera2world
#endif
uniform int dx = 8, dy = 8; // must match value in volume_ispc_tasks
uniform int xbuckets = (width + (dx-1)) / dx;
uniform int ybuckets = (height + (dy-1)) / dy;
const uniform int dx = 8, dy = 8; // must match value in volume_ispc_tasks
const uniform int xbuckets = (width + (dx-1)) / dx;
const uniform int ybuckets = (height + (dy-1)) / dy;
uniform int x0 = (taskIndex % xbuckets) * dx;
uniform int y0 = (taskIndex / xbuckets) * dy;
uniform int x1 = x0 + dx, y1 = y0 + dy;
x1 = min(x1, width);
y1 = min(y1, height);
const uniform int x0 = (taskIndex % xbuckets) * dx;
const uniform int y0 = (taskIndex / xbuckets) * dy;
const uniform int x1 = min(x0 + dx, width);
const uniform int y1 = min(y0 + dy, height);
volume_tile(x0, y0, x1, y1, density, nVoxels, raster2camera,
camera2world, width, height, image);
@@ -406,8 +405,8 @@ volume_ispc_tasks(uniform float density[], uniform int nVoxels[3],
const uniform float camera2world[4][4],
uniform int width, uniform int height, uniform float image[]) {
// Launch tasks to work on (dx,dy)-sized tiles of the image
uniform int dx = 8, dy = 8;
uniform int nTasks = ((width+(dx-1))/dx) * ((height+(dy-1))/dy);
const uniform int dx = 8, dy = 8;
const uniform int nTasks = ((width+(dx-1))/dx) * ((height+(dy-1))/dy);
launch[nTasks] volume_task(density, nVoxels, raster2camera, camera2world,
width, height, image);
sync;