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Hlsl path tracer #188
base: bxdf_unit_tests
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Hlsl path tracer #188
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Signed-off-by: kevyuu <kevin.kayu@gmail.com>
- Multiple HitGroup. Each with closesthit and anythit shader - Multiple Miss Shader Group. Signed-off-by: kevyuu <kevin.kayu@gmail.com>
Signed-off-by: kevyuu <kevin.kayu@gmail.com>
Signed-off-by: kevyuu <kevin.kayu@gmail.com>
Signed-off-by: kevyuu <kevin.kayu@gmail.com>
Signed-off-by: kevyuu <kevin.kayu@gmail.com>
Signed-off-by: kevyuu <kevin.kayu@gmail.com>
Signed-off-by: kevyuu <kevin.kayu@gmail.com>
Signed-off-by: kevyuu <kevin.kayu@gmail.com>
Signed-off-by: kevyuu <kevin.kayu@gmail.com>
Signed-off-by: kevyuu <kevin.kayu@gmail.com>
Signed-off-by: kevyuu <kevin.kayu@gmail.com>
Signed-off-by: Ali Cheraghi <alichraghi@proton.me> Signed-off-by: kevyuu <kevin.kayu@gmail.com>
Signed-off-by: kevyuu <kevin.kayu@gmail.com>
Signed-off-by: kevyuu <kevin.kayu@gmail.com>
Signed-off-by: kevyuu <kevin.kayu@gmail.com>
Signed-off-by: kevyuu <kevin.kayu@gmail.com>
Signed-off-by: kevyuu <kevin.kayu@gmail.com>
Raytracing pipeline demo
#ifndef _NBL_HLSL_EXT_RANDGEN_INCLUDED_ | ||
#define _NBL_HLSL_EXT_RANDGEN_INCLUDED_ | ||
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namespace nbl | ||
{ | ||
namespace hlsl | ||
{ | ||
namespace ext | ||
{ | ||
namespace RandGen | ||
{ | ||
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template<typename RNG> | ||
struct Uniform3D | ||
{ | ||
using rng_type = RNG; | ||
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static Uniform3D<RNG> create(uint32_t2 seed) | ||
{ | ||
Uniform3D<RNG> retval; | ||
retval.rng = rng_type::construct(seed); | ||
return retval; | ||
} | ||
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uint32_t3 operator()() | ||
{ | ||
return uint32_t3(rng(), rng(), rng()); | ||
} | ||
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rng_type rng; | ||
}; | ||
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} | ||
} | ||
} | ||
} | ||
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#endif |
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move to random
in Devsh-Graphics-Programming/Nabla#811
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I think it can replace your PCG32x2
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[[vk::binding(1, 2)]] Buffer<uint3> sampleSequence; | ||
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[[vk::combinedImageSampler]][[vk::binding(2, 2)]] Texture2D<uint2> scramblebuf; // unused |
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use it, get matching random numbers between HLSL and GLSL
No description provided.