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Re: PATCH: Raytracing - a more pleasing way sequencing blocks to render ?

 

On Thu, 9 May 2019 at 13:06, Wayne Stambaugh <stambaughw@xxxxxxxxx> wrote:
>
> Hi Henner,
>
> On 5/1/19 9:44 AM, Henner Zeller wrote:
> > On Wed, 1 May 2019 at 06:14, John Beard <john.j.beard@xxxxxxxxx> wrote:
> >>
> >> On 01/05/2019 13:57, Mário Luzeiro wrote:
> >>> Hi John,
> >>>
> >>> yeah the Morton code is to improve cache hits.
> >>>
> >>> Regarding the speed test, since OS are multi-tasking there could be some interference on the results so 1s difference is not a very measurable difference ( 4% ).
> >>> A possibility would be to run the same scene multiple times and make an average of the times.
> >>
> >> Sure, it was just a fun observation. It does change a bit from run to
> >> run, but I was at least expecting a small penalty. Next up, wipes[1] and
> >> then perhaps Snake :-D
> >>
> >> A more robust benchmarking harness would probably be the way to go if we
> >> really were serious about putting the pedal to the metal here.
> >>
> >> But I think the centre-first approach is certainly better usability, but
> >> I'm unsure about the checkerboard.
> >
> > I agree, without checkerboard it makes it quicker to see what is going
> > on in the center. Attached the (even simpler) just spiraling out from
> > the center patch.
>
> I tested this patch and it works as advertised.  Would you please fix a
> few minor coding policy issues (missing spaces after opening and before
> closing parentheses) and resubmit it?  There is now a clang-format
> (>=3.9) commit hook[1] that allows you to check your code formatting
> before you commit.

Sorry for the formatting mess-up, attached you find the patch properly
clang-tidied.
I really like the new clang tidy script, much more seamless than the
uncrustify stuff from the past.

Thanks,
  Henner.

>
> Thanks,
>
> Wayne
>
> [1]:
> http://docs.kicad-pcb.org/doxygen/md_Documentation_development_coding-style-policy.html#tools
>
> >
> >>
> >> Cheers,
> >>
> >> John
> >>
> >> [1]: https://www.youtube.com/watch?v=cGqAu9gj_F0
> >>
> >> _______________________________________________
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>
>
>
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diff --git a/3d-viewer/3d_rendering/3d_render_raytracing/c3d_render_raytracing.cpp b/3d-viewer/3d_rendering/3d_render_raytracing/c3d_render_raytracing.cpp
index 27b2ae4bc..3880eaf8c 100644
--- a/3d-viewer/3d_rendering/3d_render_raytracing/c3d_render_raytracing.cpp
+++ b/3d-viewer/3d_rendering/3d_render_raytracing/c3d_render_raytracing.cpp
@@ -28,10 +28,11 @@
  */
 
 #include <GL/glew.h>
-#include <climits>
+#include <algorithm>
 #include <atomic>
-#include <thread>
 #include <chrono>
+#include <climits>
+#include <thread>
 
 #include "c3d_render_raytracing.h"
 #include "mortoncodes.h"
@@ -2074,6 +2075,13 @@ bool C3D_RENDER_RAYTRACING::initializeOpenGL()
 }
 
 
+static float distance( const SFVEC2UI& a, const SFVEC2UI& b )
+{
+    const float dx = (float) a.x - (float) b.x;
+    const float dy = (float) a.y - (float) b.y;
+    return hypotf( dx, dy );
+}
+
 void C3D_RENDER_RAYTRACING::initialize_block_positions()
 {
 
@@ -2123,26 +2131,24 @@ void C3D_RENDER_RAYTRACING::initialize_block_positions()
     m_postshader_ssao.UpdateSize( m_realBufferSize );
 
 
-    // Calc block positions
+    // Calc block positions for regular rendering. Choose an 'inside out'
+    // style of rendering
     // /////////////////////////////////////////////////////////////////////
     m_blockPositions.clear();
-    m_blockPositions.reserve( (m_realBufferSize.x / RAYPACKET_DIM) *
-                              (m_realBufferSize.y / RAYPACKET_DIM) );
-
-    i = 0;
-
-    while(1)
-    {
-        SFVEC2UI blockPos( DecodeMorton2X(i) * RAYPACKET_DIM,
-                           DecodeMorton2Y(i) * RAYPACKET_DIM );
-        i++;
-
-        if( (blockPos.x >= m_realBufferSize.x) && (blockPos.y >= m_realBufferSize.y) )
-            break;
-
-        if( (blockPos.x < m_realBufferSize.x) && (blockPos.y < m_realBufferSize.y) )
-            m_blockPositions.push_back( blockPos );
-    }
+    const int blocks_x = m_realBufferSize.x / RAYPACKET_DIM;
+    const int blocks_y = m_realBufferSize.y / RAYPACKET_DIM;
+    m_blockPositions.reserve( blocks_x * blocks_y );
+
+    for( int x = 0; x < blocks_x; ++x )
+        for( int y = 0; y < blocks_y; ++y )
+            m_blockPositions.push_back( SFVEC2UI( x * RAYPACKET_DIM, y * RAYPACKET_DIM ) );
+
+    const SFVEC2UI center( m_realBufferSize.x / 2, m_realBufferSize.y / 2 );
+    std::sort( m_blockPositions.begin(), m_blockPositions.end(),
+            [&]( const SFVEC2UI& a, const SFVEC2UI& b ) {
+                // Sort order: inside out.
+                return distance( a, center ) < distance( b, center );
+            } );
 
     // Create m_shader buffer
     delete[] m_shaderBuffer;

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