| 328 | } |
| 329 | |
| 330 | void ProgressiveResult(Float4 bakeOutput[BasisCount], uint64 passIdx) |
| 331 | { |
| 332 | SH9Color shResult = ResultSum; |
| 333 | shResult.ConvolveWithCosineKernel(); |
| 334 | H6Color result = ConvertToH6(shResult) * HemisphereMonteCarloFactor(1); |
| 335 | |
| 336 | const float lerpFactor = passIdx / (passIdx + 1.0f); |
| 337 | for(uint64 i = 0; i < BasisCount; ++i) |
| 338 | { |
| 339 | Float3 newSample = result.Coefficients[i]; |
| 340 | Float3 currValue = bakeOutput[i].To3D(); |
| 341 | currValue = Lerp<Float3>(newSample, currValue, lerpFactor); |
| 342 | bakeOutput[i] = Float4(Float3::Clamp(currValue, -FP16Max, FP16Max), 1.0f); |
| 343 | } |
| 344 | } |
| 345 | }; |
| 346 | |
| 347 | // Bakes radiance into a set of SG lobes, which is computed using a solve or by |
nothing calls this directly
no test coverage detected