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35 changes: 24 additions & 11 deletions PathTracer/src/Renderer.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -20,50 +20,63 @@ namespace Utilities {
void Renderer::OnResize(uint32_t width, uint32_t height) {


if (m_FinalImage) {
if (finalImage) {

// There was no need for any resizes
if (m_FinalImage -> GetHeight() == height && m_FinalImage -> GetWidth() == width)
if (finalImage -> GetHeight() == height && finalImage -> GetWidth() == width)
return;

m_FinalImage->Resize(width, height);
finalImage->Resize(width, height);
}
else {
m_FinalImage = std::make_shared<Walnut::Image>(width, height, Walnut::ImageFormat::RGBA);
finalImage = std::make_shared<Walnut::Image>(width, height, Walnut::ImageFormat::RGBA);
}

delete[] m_ImageData;
m_ImageData = new uint32_t[width * height];

delete[] accumulationData;
accumulationData = new glm::vec4[width * height];
}

void Renderer::Render(const Scene& scene, const Camera& camera) {
//std::for_each()
activeCamera = &camera;
activeScene = &scene;
const glm::vec3& rayOrigin = camera.GetPosition();

for (uint32_t y = 0; y < m_FinalImage->GetHeight(); y++)
if (frameIndex == 1)
memset(accumulationData, 0, finalImage->GetHeight() * finalImage->GetWidth() * sizeof(glm::vec4));

for (uint32_t y = 0; y < finalImage->GetHeight(); y++)
{
for (uint32_t x = 0; x < m_FinalImage->GetWidth(); x++) {
for (uint32_t x = 0; x < finalImage->GetWidth(); x++) {

glm::vec4 color = RayGeneration(x, y);

color = glm::clamp(color, glm::vec4(0.0f), glm::vec4(1.0f));
accumulationData[x + y * finalImage->GetWidth()] += color;

glm::vec4 accumulatedColor = accumulationData[x + y * finalImage->GetWidth()];
accumulatedColor /= (float)frameIndex;
accumulatedColor = glm::clamp(accumulatedColor, glm::vec4(0.0f), glm::vec4(1.0f));

m_ImageData[x + m_FinalImage->GetWidth() * y] = Utilities::ConvertToRGBA(color);
m_ImageData[x + finalImage->GetWidth() * y] = Utilities::ConvertToRGBA(accumulatedColor);

}
}


m_FinalImage->SetData(m_ImageData);
finalImage->SetData(m_ImageData);

if (settings.Accumulate) frameIndex++;
else frameIndex = 1;


}
glm::vec4 Renderer::RayGeneration(uint32_t x, uint32_t y)
{
Ray ray;
ray.Origin = activeCamera->GetPosition();
ray.Direction = activeCamera->GetRayDirections()[x + y * m_FinalImage->GetWidth()];
ray.Direction = activeCamera->GetRayDirections()[x + y * finalImage->GetWidth()];

glm::vec3 finalColor(0.0f);

Expand Down
20 changes: 17 additions & 3 deletions PathTracer/src/Renderer.h
Original file line number Diff line number Diff line change
Expand Up @@ -11,14 +11,22 @@

class Renderer {
public:

struct Settings {
bool Accumulate = false;
};
Renderer() = default;

void OnResize(uint32_t width, uint32_t height);

void Render(const Scene& scene, const Camera& camera);

std::shared_ptr<Walnut::Image> GetFinalImage() const { return m_FinalImage; }
std::shared_ptr<Walnut::Image> GetFinalImage() const { return finalImage; }


void ResetFrameIndex() { frameIndex = 1; }

Settings& GetSettings() { return settings; }

private:

Expand All @@ -34,10 +42,16 @@ class Renderer {
HitPayload ClosestHit(const Ray& ray, float hitTVal, int objectIndex);
HitPayload Miss(const Ray& ray);

std::shared_ptr<Walnut::Image> m_FinalImage;
uint32_t* m_ImageData = nullptr;
std::shared_ptr<Walnut::Image> finalImage;
glm::vec4 RayGeneration(uint32_t x, uint32_t y);

const Scene* activeScene = nullptr;
const Camera* activeCamera = nullptr;

Settings settings;

uint32_t* m_ImageData = nullptr;
glm::vec4* accumulationData = nullptr;

uint32_t frameIndex = 1;
};
10 changes: 9 additions & 1 deletion PathTracer/src/WalnutApp.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -63,6 +63,12 @@ class ExampleLayer : public Walnut::Layer
if (ImGui::Button("Render")) {
Render();
}

ImGui::Checkbox("Accumulate", &renderer.GetSettings().Accumulate);

if (ImGui::Button("Reset")) {
renderer.ResetFrameIndex();
}
ImGui::End();
ImGui::Begin("Scene");
for (int i = 0; i < scene.spheres.size(); i++)
Expand Down Expand Up @@ -123,7 +129,9 @@ class ExampleLayer : public Walnut::Layer
}

virtual void OnUpdate(float timeStep) override{
camera.OnUpdate(timeStep);
if (camera.OnUpdate(timeStep))
renderer.ResetFrameIndex();

}

void Render() {
Expand Down