make stuff (not working)
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15
makefile
15
makefile
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@ -2,6 +2,10 @@ SRC_DIR = src
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BIN_DIR = bin
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RES_DIR = res
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SHADER_DIR = $(SRC_DIR)/_shader
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SHADER_ROOT_DIR = $(SHADER_DIR)/root
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SHADER_INCLUDE_DIR = $(SHADER_DIR)/common
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TARGET = $(BIN_DIR)/oglc
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CC = gcc
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LIBS = `pkg-config --static --libs glew sdl2`
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@ -10,10 +14,21 @@ CFLAGS = -I$(SRC_DIR) -Wall
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SRC = $(shell find $(SRC_DIR) -name *.c)
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OBJ = $(SRC:%.c=%.o)
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# find files in SHADER_ROOT_DIR
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# top level compute shader programs
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SHADERS = $(shell find $(SHADER_ROOT_DIR) -name *.glsl)
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# find files in SHADER_INCLUDE_DIR
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# small chunks of shader code, included repeatedly in the top-level programs
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SHADER_INCLUDES = $(shell find $(SHADER_INCLUDE_DIR) -name *.glsl)
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# create dirs if they dont exist
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_dummy := $(shell mkdir -p $(BIN_DIR))
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$(TARGET): $(OBJ)
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# preprocess shaders and store results in bin/res/shader/ under root name
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foreach root,$(SHADER_ROOT_DIR),$(echo $(root))
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$(CC) $(CFLAGS) -o $@ $^ $(LIBS)
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cp -r $(RES_DIR) $(BIN_DIR)
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@ -1,22 +1,106 @@
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#version 430
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layout (location = 1) uniform float t;
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layout (location = 1) uniform vec4 t;
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// size of local work group - 1 pixel
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layout(local_size_x = 1, local_size_y = 1) in;
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layout(local_size_x = 1, local_size_y = 1) in; // size of local work group - 1 pixel
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layout(rgba32f, binding = 0) uniform image2D img_output; // rgba32f defines internal format, image2d for random write to output texture
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// rgba32f defines internal format, image2d for random write to output texture
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layout(rgba32f, binding = 0) uniform image2D img_output;
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const float INF = 1000000.0f;
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struct Sphere
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{
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vec3 center;
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float radius;
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};
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struct Ray
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{
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vec3 origin;
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vec3 direction;
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};
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struct RayHit
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{
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vec3 position;
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float distance;
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vec3 normal;
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};
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void intersectSphere(Ray ray, inout RayHit bestHit, Sphere sphere)
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{
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vec3 d = ray.origin-sphere.center;
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float p1 = -dot(ray.direction,d);
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float p2sqr = p1*p1-dot(d,d)+sphere.radius*sphere.radius;
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if (p2sqr < 0) return;
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float p2 = sqrt(p2sqr);
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float t = p1-p2 > 0 ? p1-p2 : p1+p2;
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if (t > 0 && t < bestHit.distance)
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{
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bestHit.distance = t;
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bestHit.position = ray.origin + t*ray.direction;
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bestHit.normal = normalize(bestHit.position-sphere.center);
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}
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}
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Ray createCameraRay(vec2 uv)
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{
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// transform -1..1 -> 0..1
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uv = uv*0.5+0.5;
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//uv.x=1-uv.x;
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// transform camera origin to world space
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// TODO: c2w matrix!! for now we just assume the camera is at the origin
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// float3 origin = mul(_CameraToWorld, float4(0.0,0.0,0.0,1.0)).xyz;
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// TODO: offset from centre of the lens for depth of field
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// float2 rd = _CameraLensRadius * randomInUnitDisk();
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// float3 offset = _CameraU * rd.x + _CameraV * rd.y;
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// ...
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float max_x = 5.0;
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float max_y = 5.0;
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Ray ray;
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ray.origin = vec3(uv.x * max_x, uv.y * max_y, 0.0);
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ray.direction = vec3(0.0,0.0,1.0); // ortho forwards
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return ray;
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}
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void main()
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{
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// base pixel colour for the image
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vec4 pixel = vec4(1.0, t, 0.0, 1.0);
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vec4 pixel = vec4(0.0, 0.0, 0.0, 1.0);
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// get index in global work group ie xy position
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ivec2 pixel_coords = ivec2(gl_GlobalInvocationID.xy);
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//
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// set up ray based on pixel position, project it forward with an orthographic projection
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ivec2 dims = imageSize(img_output); // fetch image dimensions
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vec2 uv;
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uv.x = (float(pixel_coords.x * 2 - dims.x) / dims.x) * dims.x/dims.y; // account for aspect ratio
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uv.y = (float(pixel_coords.y * 2 - dims.y) / dims.y);
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Ray ray = createCameraRay(uv);
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RayHit hit;
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hit.position = vec3(0.0,0.0,0.0);
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hit.distance = INF;
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hit.normal = vec3(0.0,0.0,0.0);
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Sphere sphere;
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sphere.center = vec3(0.0,0.0,10.0);
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sphere.radius = 3.0+t.y;
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// ray-sphere intersection
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intersectSphere(ray, hit, sphere);
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if (hit.distance < INF)
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{
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pixel = vec4(t.y,1.0-t.y,1.0,1.0);
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}
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// output to a specific pixel in the image
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imageStore(img_output, pixel_coords, pixel);
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@ -0,0 +1,506 @@
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// Each #kernel tells which function to compile; you can have many kernels
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#pragma kernel CSMain
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struct Sphere
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{
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float3 position;
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float radius;
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float3 albedo;
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float3 specular;
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float3 emission;
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};
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struct Tube
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{
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float3 position;
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float3 axis;
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float radius;
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float height;
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float thickness;
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};
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struct Unit
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{
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float3 position;
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int team;
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int selected;
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};
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// Create a RenderTexture with enableRandomWrite flag and set it
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// with cs.SetTexture
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RWTexture2D<float4> Result;
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float2 _Pixel;
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float _Seed;
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float _EmissionScale;
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int _Bounces;
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int _SamplesPerPixel;
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// camera
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float2 _Resolution;
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float4x4 _CameraToWorld;
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float4x4 _CameraInverseProjection;
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float3 _CameraW;
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float3 _CameraU;
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float3 _CameraV;
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float3 _CameraHorizontal;
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float3 _CameraVertical;
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float3 _CameraLowerLeftCorner;
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float _CameraLensRadius;
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float _CameraFocusDistance;
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// environment
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float _GroundHeight;
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float3 _GroundColor;
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float _SkyHeight;
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float _SkyHoleRadius;
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float3 _SkyColor;
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int _ActiveSpheres;
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int _ActiveTubes;
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int _ActiveUnits;
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float3 _UnitColor;
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float _UnitRadius;
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StructuredBuffer<Unit> _Units;
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StructuredBuffer<Tube> _Tubes;
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StructuredBuffer<Sphere> _Spheres;
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#define GROUP_SIZE 32
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static const float PI = 3.14159265f;
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static const float BIG = 1000000.0f; // not infinity but close enough
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static const int MAT_LAMBERT = 0;
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static const int MAT_DIELECTRIC = 1;
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struct Ray
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{
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float3 origin;
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float3 direction;
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float3 energy;
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};
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Ray createRay(float3 origin, float3 direction)
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{
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Ray ray;
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ray.origin = origin;
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ray.direction = direction;
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ray.energy = float3(1.0f, 1.0f, 1.0f);
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return ray;
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}
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struct RayHit
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{
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float3 position;
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float distance;
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float3 normal;
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float3 albedo;
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float3 specular;
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float3 emission;
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};
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RayHit createRayHit()
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{
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RayHit hit;
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hit.position = float3(0.0f, 0.0f, 0.0f);
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hit.distance = BIG;
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hit.normal = float3(0.0f, 0.0f, 0.0f);
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hit.albedo = float3(0.0f, 0.0f, 0.0f);
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hit.specular = float3(0.0f, 0.0f, 0.0f);
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hit.emission = float3(0.0f, 0.0f, 0.0f);
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return hit;
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}
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float rand()
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{
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float result = frac(sin(_Seed / 100.0f * dot(_Pixel, float2(12.9898f, 78.233f))) * 43758.5453f);
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_Seed += 1.0f;
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return result;
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}
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float sdot(float3 x, float3 y, float f = 1.0f)
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{
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return saturate(dot(x, y) * f);
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}
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float3x3 getTangentSpace(float3 normal)
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{
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// helper vector for the cross product
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float3 helper = float3(1, 0, 0);
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if (abs(normal.x) > 0.99f)
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{
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helper = float3(0, 0, 1);
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}
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// generate vectors
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float3 tangent = normalize(cross(normal, helper));
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float3 binormal = normalize(cross(normal, tangent));
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return float3x3(tangent, binormal, normal);
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}
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float3 sampleHemisphere(float3 normal)
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{
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// uniformly sample hemisphere direction
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float cosTheta = rand();
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float sinTheta = sqrt(max(0.0f, 1.0f - cosTheta * cosTheta));
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float phi = 2 * PI * rand();
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float3 tangentSpaceDir = float3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);
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// transform direction to world space
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return mul(tangentSpaceDir, getTangentSpace(normal));
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}
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float2 randomInUnitDisk()
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{
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// pick a random radius and angle then convert to cartesian
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float r = rand();
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float theta = rand() * 2 * PI;
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return float2(cos(theta), sin(theta)) * r;
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}
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Ray createCameraRay(float2 uv)
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{
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// transform -1..1 -> 0..1
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uv = uv * 0.5 + 0.5;
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uv.x = 1 - uv.x;
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// transform the camera origin to world space
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float3 origin = mul(_CameraToWorld, float4(0.0f, 0.0f, 0.0f, 1.0f)).xyz;
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// offset from centre of the lens for depth of field
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float2 rd = _CameraLensRadius * randomInUnitDisk();
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float3 offset = _CameraU * rd.x + _CameraV * rd.y;
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origin += offset;
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// invert the perspective projection of the view-space position
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float3 direction = mul(_CameraInverseProjection, float4(uv, 0.0f, 1.0f)).xyz;
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// transform the direction from camera to world space and normalize
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direction = mul(_CameraToWorld, float4(direction, 0.0f)).xyz;
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direction = _CameraLowerLeftConer
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+ uv.x * _CameraHorizontal
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+ uv.y * _CameraVertical
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- origin;
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// direction = mul(_CameraInverseProjection, float4(direction, 0)).xyz;
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direction = normalize(direction);
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return createRay(origin, direction);
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}
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void intersectSphere(Ray ray, inout RayHit bestHit, Sphere sphere)
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{
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// calculate distance along the ray where the sphere is intersected
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float3 d = ray.origin - sphere.position;
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float p1 = -dot(ray.direction, d);
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float p2sqr = p1 * p1 - dot(d, d) + sphere.radius * sphere.radius;
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if (p2sqr < 0) return;
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float p2 = sqrt(p2sqr);
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float t = p1 - p2 > 0 ? p1 - p2 : p1 + p2;
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if (t > 0 && t < bestHit.distance)
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{
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bestHit.distance = t;
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bestHit.position = ray.origin + t * ray.direction;
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bestHit.normal = normalize(bestHit.position - sphere.position);
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bestHit.albedo = sphere.albedo;
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bestHit.specular = sphere.specular;
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bestHit.emission = sphere.emission;
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}
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}
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float intersectPlane(Ray ray, float3 p, float3 normal)
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{
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float denom = dot(normal, ray.direction);
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if (abs(denom) > 0.0001)
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{
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float t = dot(p - ray.origin, normal) / denom;
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if (t >= 0) return t;
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}
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return -1;
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}
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// https://www.iquilezles.org/www/articles/intersectors/intersectors.htm
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// cylinder defined in extremes pa and pb, and radius ra
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float4 intersectCylinder(Ray ray, float3 pa, float3 pb, float ra, bool inner)
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{
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float3 ro = ray.origin;
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float3 rd = ray.direction;
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// central axis
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float3 ca = pb - pa;
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// eye to base
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float3 oc = ro - pa;
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// dot products
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float caca = dot(ca, ca);
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float card = dot(ca, rd);
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float caoc = dot(ca, oc);
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// find intersects
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float a = caca - card * card;
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float b = caca * dot(oc, rd) - caoc * card;
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float c = caca * dot(oc, oc) - caoc * caoc - ra * ra * caca;
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float h = b * b - a * c;
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if (h < 0.0) return float4(-1, 0, 0, 0); // no intersection
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h = sqrt(h);
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h = inner?-h:h;
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float t = (-b - h) / a;
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// body
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float y = caoc + t * card;
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if (y > 0.0 && y < caca) return float4(t, (oc+t*rd - ca*y/caca) / ra);
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// caps
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t = ((y < 0.0 ? 0.0 : caca) - caoc) / card;
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if (abs(b + a * t) < h) return float4(t, ca * sign(y) / caca);
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return float4(-1, 0, 0, 0); // no intersection
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}
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float sdSegment(float3 p, float3 a, float3 b, float r)
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{
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float3 pa = p - a, ba = b - a;
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float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
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return length(pa - ba * h) - r;
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}
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float opSubtraction(float d1, float d2) { return max(-d1, d2); }
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void intersectTube(Ray ray, inout RayHit bestHit, Tube tube)
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{
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// TODO: inner tube
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float height = tube.height;
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float3 axis = normalize(tube.axis);
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float3 pa = tube.position + axis * -height * 0.5;
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float3 pb = tube.position + axis * height * 0.5;
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float r_inner = (tube.radius-tube.thickness)/tube.radius;
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// where the ray hit the outer surface
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float4 outerHit = intersectCylinder(ray, pa, pb, tube.radius, false);
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// outerHit = float4(-1,0,0,0);
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// where we hit the inner surface
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float4 innerHit = intersectCylinder(ray, pa, pb, tube.radius * r_inner, true);
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// float4 innerHit = float4(-1,0,0,0);
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// innerHit.yzw *= -1;
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if (outerHit.x < 0 && innerHit.x < 0) return;
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float3 pos_outer = ray.origin + outerHit.x * ray.direction;
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float axis_distance = sdSegment(pos_outer, pa, pb, 0);
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float t = bestHit.distance;
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// hit the inner surface
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if (innerHit.x > 0 && innerHit.x < bestHit.distance)
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{
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t = innerHit.x;
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bestHit.normal = normalize(innerHit.yzw);
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bestHit.position = ray.origin + t * ray.direction;
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bestHit.distance = t;
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bestHit.albedo = float3(.5, .5, .5);
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bestHit.emission = float3(0, 0, 0);
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bestHit.specular = float3(1, 1, 1);
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}
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// hit the outer surface
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if (outerHit.x > 0 && outerHit.x < bestHit.distance && axis_distance > tube.radius*r_inner)
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{
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t = outerHit.x;
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bestHit.normal = normalize(outerHit.yzw);
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bestHit.position = ray.origin + t * ray.direction;
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bestHit.distance = t;
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bestHit.albedo = float3(.5, .5, .5);
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bestHit.emission = float3(0, 0, 0);
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bestHit.specular = float3(1, 1, 1);
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}
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}
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void intersectGroundPlane(inout Ray ray, inout RayHit bestHit)
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{
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float3 albedo = _GroundColor;
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float3 specular = float3(0, 0, 0);
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// calculate distance along the ray where the ground plane is intersected
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float t = -(ray.origin.y - _GroundHeight) / ray.direction.y;
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||||
|
||||
if (t > 0 && t < bestHit.distance)
|
||||
{
|
||||
bestHit.distance = t;
|
||||
bestHit.position = ray.origin + t * ray.direction;
|
||||
bestHit.normal = float3(0.0f, 1.0f, 0.0f);
|
||||
bestHit.albedo = albedo;
|
||||
bestHit.specular = specular;
|
||||
bestHit.emission = float3(0, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void intersectCeilingPlane(inout Ray ray, inout RayHit bestHit)
|
||||
{
|
||||
float albedo = _SkyColor;
|
||||
float3 specular = float3(0, 0, 0);
|
||||
|
||||
// ignore plane if the ray is coming from above
|
||||
if (ray.direction.y < 0) return;
|
||||
|
||||
float t = -(ray.origin.y - _SkyHeight) / ray.direction.y;
|
||||
float3 p = ray.origin + ray.direction * t;
|
||||
|
||||
if (length(p.xz) < _SkyHoleRadius) return;
|
||||
|
||||
if (t > 0 && t < bestHit.distance)
|
||||
{
|
||||
bestHit.distance = t;
|
||||
bestHit.position = ray.origin + t * ray.direction;
|
||||
bestHit.normal = float3(0.0f, -1.0f, 0.0f);
|
||||
bestHit.albedo = albedo;
|
||||
bestHit.specular = specular;
|
||||
bestHit.emission = float3(0, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void intersectWall(inout Ray ray, inout RayHit bestHit)
|
||||
{
|
||||
// ignore collision if ray's angle is steep or negative
|
||||
float a = dot(float3(0, 1, 0), ray.direction);
|
||||
if (a > 0.2 || a < 0) return;
|
||||
|
||||
Sphere sphere;
|
||||
sphere.radius = BIG - 1;
|
||||
sphere.albedo = float3(1, 1, 1) * 1.98;
|
||||
sphere.specular = float3(0, 0, 0);
|
||||
sphere.emission = float3(0, 0, 0);
|
||||
sphere.position = float3(0, 0, 0);
|
||||
|
||||
intersectSphere(ray, bestHit, sphere);
|
||||
}
|
||||
|
||||
RayHit trace(Ray ray)
|
||||
{
|
||||
RayHit bestHit = createRayHit();
|
||||
|
||||
intersectWall(ray, bestHit);
|
||||
intersectGroundPlane(ray, bestHit);
|
||||
intersectCeilingPlane(ray, bestHit);
|
||||
|
||||
uint numSpheres, numTubes, stride;
|
||||
|
||||
// celestial bodies
|
||||
// _Spheres.GetDimensions(_ActiveSpheres, stride);
|
||||
for (uint i = 0; i < _ActiveSpheres; i++)
|
||||
{
|
||||
intersectSphere(ray, bestHit, _Spheres[i]);
|
||||
}
|
||||
|
||||
// _Tubes.GetDimensions(numTubes, stride);
|
||||
for (uint i = 0; i < _ActiveTubes; i++)
|
||||
{
|
||||
intersectTube(ray, bestHit, _Tubes[i]);
|
||||
}
|
||||
|
||||
if (_ActiveUnits > 0)
|
||||
{
|
||||
// units
|
||||
_Units.GetDimensions(numSpheres, stride);
|
||||
for (uint i = 0; i < _ActiveUnits; i++)
|
||||
{
|
||||
Unit unit = _Units[i];
|
||||
|
||||
float3 color = float3
|
||||
(lerp(1, 0, unit.team),
|
||||
0,
|
||||
lerp(0, 1, unit.team));
|
||||
|
||||
Sphere s;
|
||||
s.albedo = color;
|
||||
s.emission = color * unit.selected;
|
||||
s.specular = float3(0, 0, 0);
|
||||
s.radius = _UnitRadius;
|
||||
s.position = unit.position;
|
||||
|
||||
intersectSphere(ray, bestHit, s);
|
||||
}
|
||||
}
|
||||
|
||||
return bestHit;
|
||||
}
|
||||
|
||||
float3 scatter_lambert(inout Ray ray, RayHit hit)
|
||||
{
|
||||
ray.origin = hit.position + hit.normal * 0.001f;
|
||||
ray.direction = sampleHemisphere(hit.normal);
|
||||
ray.energy *= 2 * hit.albedo * sdot(hit.normal, ray.direction);
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
float3 shade(inout Ray ray, RayHit hit)
|
||||
{
|
||||
if (any(hit.emission)) return hit.emission;
|
||||
|
||||
if (hit.distance < BIG)
|
||||
{
|
||||
return scatter_lambert(ray, hit) + hit.emission;
|
||||
}
|
||||
else
|
||||
{
|
||||
ray.energy = 0.0f;
|
||||
|
||||
// float theta = acos(ray.direction.y) / -PI;
|
||||
// float phi = atan2(ray.direction.x, -ray.direction.z) / -PI * 0.5f;
|
||||
|
||||
return _SkyColor;
|
||||
}
|
||||
}
|
||||
|
||||
[numthreads(GROUP_SIZE,GROUP_SIZE,1)]
|
||||
void CSMain(uint3 id : SV_DispatchThreadID)
|
||||
{
|
||||
_Pixel = id.xy;
|
||||
|
||||
// get dimensions of render texture
|
||||
uint width, height;
|
||||
Result.GetDimensions(width, height);
|
||||
|
||||
// transform pixel to -1, 1 range
|
||||
float2 uv = float2(id.xy / float2(width, height) * 2.0f - 1.0f);
|
||||
uv.x *= _Resolution.x / _Resolution.y;
|
||||
|
||||
int samples = _SamplesPerPixel;
|
||||
int bounces = _Bounces;
|
||||
float3 result = float3(0, 0, 0);
|
||||
|
||||
for (int i = 0; i < samples; i++)
|
||||
{
|
||||
// get a ray for the uv
|
||||
Ray ray = createCameraRay(uv);
|
||||
|
||||
// trace and shade
|
||||
for (int i = 0; i < bounces; i++)
|
||||
{
|
||||
RayHit hit = trace(ray);
|
||||
result += ray.energy * shade(ray, hit);
|
||||
|
||||
if (!any(ray.energy)) break;
|
||||
}
|
||||
}
|
||||
|
||||
result /= (float)samples;
|
||||
|
||||
Result[id.xy] = float4(result, 1);
|
||||
}
|
|
@ -0,0 +1,107 @@
|
|||
#version 430
|
||||
|
||||
layout (location = 1) uniform vec4 t;
|
||||
|
||||
layout(local_size_x = 1, local_size_y = 1) in; // size of local work group - 1 pixel
|
||||
layout(rgba32f, binding = 0) uniform image2D img_output; // rgba32f defines internal format, image2d for random write to output texture
|
||||
|
||||
const float INF = 1000000.0f;
|
||||
|
||||
struct Sphere
|
||||
{
|
||||
vec3 center;
|
||||
float radius;
|
||||
};
|
||||
|
||||
struct Ray
|
||||
{
|
||||
vec3 origin;
|
||||
vec3 direction;
|
||||
};
|
||||
|
||||
struct RayHit
|
||||
{
|
||||
vec3 position;
|
||||
float distance;
|
||||
vec3 normal;
|
||||
};
|
||||
|
||||
void intersectSphere(Ray ray, inout RayHit bestHit, Sphere sphere)
|
||||
{
|
||||
vec3 d = ray.origin-sphere.center;
|
||||
float p1 = -dot(ray.direction,d);
|
||||
float p2sqr = p1*p1-dot(d,d)+sphere.radius*sphere.radius;
|
||||
|
||||
if (p2sqr < 0) return;
|
||||
|
||||
float p2 = sqrt(p2sqr);
|
||||
float t = p1-p2 > 0 ? p1-p2 : p1+p2;
|
||||
if (t > 0 && t < bestHit.distance)
|
||||
{
|
||||
bestHit.distance = t;
|
||||
bestHit.position = ray.origin + t*ray.direction;
|
||||
bestHit.normal = normalize(bestHit.position-sphere.center);
|
||||
}
|
||||
}
|
||||
|
||||
Ray createCameraRay(vec2 uv)
|
||||
{
|
||||
// transform -1..1 -> 0..1
|
||||
uv = uv*0.5+0.5;
|
||||
//uv.x=1-uv.x;
|
||||
|
||||
// transform camera origin to world space
|
||||
// TODO: c2w matrix!! for now we just assume the camera is at the origin
|
||||
// float3 origin = mul(_CameraToWorld, float4(0.0,0.0,0.0,1.0)).xyz;
|
||||
|
||||
// TODO: offset from centre of the lens for depth of field
|
||||
// float2 rd = _CameraLensRadius * randomInUnitDisk();
|
||||
// float3 offset = _CameraU * rd.x + _CameraV * rd.y;
|
||||
|
||||
// ...
|
||||
|
||||
float max_x = 5.0;
|
||||
float max_y = 5.0;
|
||||
|
||||
Ray ray;
|
||||
ray.origin = vec3(uv.x * max_x, uv.y * max_y, 0.0);
|
||||
ray.direction = vec3(0.0,0.0,1.0); // ortho forwards
|
||||
|
||||
return ray;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// base pixel colour for the image
|
||||
vec4 pixel = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
// get index in global work group ie xy position
|
||||
ivec2 pixel_coords = ivec2(gl_GlobalInvocationID.xy);
|
||||
|
||||
// set up ray based on pixel position, project it forward with an orthographic projection
|
||||
ivec2 dims = imageSize(img_output); // fetch image dimensions
|
||||
vec2 uv;
|
||||
uv.x = (float(pixel_coords.x * 2 - dims.x) / dims.x) * dims.x/dims.y; // account for aspect ratio
|
||||
uv.y = (float(pixel_coords.y * 2 - dims.y) / dims.y);
|
||||
|
||||
Ray ray = createCameraRay(uv);
|
||||
|
||||
RayHit hit;
|
||||
hit.position = vec3(0.0,0.0,0.0);
|
||||
hit.distance = INF;
|
||||
hit.normal = vec3(0.0,0.0,0.0);
|
||||
|
||||
Sphere sphere;
|
||||
sphere.center = vec3(0.0,0.0,10.0);
|
||||
sphere.radius = 3.0+t.y;
|
||||
|
||||
// ray-sphere intersection
|
||||
intersectSphere(ray, hit, sphere);
|
||||
|
||||
if (hit.distance < INF)
|
||||
{
|
||||
pixel = vec4(t.y,1.0-t.y,1.0,1.0);
|
||||
}
|
||||
|
||||
// output to a specific pixel in the image
|
||||
imageStore(img_output, pixel_coords, pixel);
|
||||
}
|
|
@ -0,0 +1,506 @@
|
|||
// Each #kernel tells which function to compile; you can have many kernels
|
||||
#pragma kernel CSMain
|
||||
|
||||
struct Sphere
|
||||
{
|
||||
float3 position;
|
||||
float radius;
|
||||
float3 albedo;
|
||||
float3 specular;
|
||||
float3 emission;
|
||||
};
|
||||
|
||||
struct Tube
|
||||
{
|
||||
float3 position;
|
||||
float3 axis;
|
||||
float radius;
|
||||
float height;
|
||||
float thickness;
|
||||
};
|
||||
|
||||
struct Unit
|
||||
{
|
||||
float3 position;
|
||||
int team;
|
||||
int selected;
|
||||
};
|
||||
|
||||
// Create a RenderTexture with enableRandomWrite flag and set it
|
||||
// with cs.SetTexture
|
||||
RWTexture2D<float4> Result;
|
||||
float2 _Pixel;
|
||||
float _Seed;
|
||||
float _EmissionScale;
|
||||
int _Bounces;
|
||||
int _SamplesPerPixel;
|
||||
|
||||
// camera
|
||||
float2 _Resolution;
|
||||
float4x4 _CameraToWorld;
|
||||
float4x4 _CameraInverseProjection;
|
||||
float3 _CameraW;
|
||||
float3 _CameraU;
|
||||
float3 _CameraV;
|
||||
float3 _CameraHorizontal;
|
||||
float3 _CameraVertical;
|
||||
float3 _CameraLowerLeftCorner;
|
||||
float _CameraLensRadius;
|
||||
float _CameraFocusDistance;
|
||||
|
||||
// environment
|
||||
float _GroundHeight;
|
||||
float3 _GroundColor;
|
||||
float _SkyHeight;
|
||||
float _SkyHoleRadius;
|
||||
float3 _SkyColor;
|
||||
|
||||
int _ActiveSpheres;
|
||||
int _ActiveTubes;
|
||||
|
||||
int _ActiveUnits;
|
||||
float3 _UnitColor;
|
||||
float _UnitRadius;
|
||||
|
||||
StructuredBuffer<Unit> _Units;
|
||||
StructuredBuffer<Tube> _Tubes;
|
||||
StructuredBuffer<Sphere> _Spheres;
|
||||
|
||||
#define GROUP_SIZE 32
|
||||
|
||||
static const float PI = 3.14159265f;
|
||||
static const float BIG = 1000000.0f; // not infinity but close enough
|
||||
|
||||
static const int MAT_LAMBERT = 0;
|
||||
static const int MAT_DIELECTRIC = 1;
|
||||
|
||||
struct Ray
|
||||
{
|
||||
float3 origin;
|
||||
float3 direction;
|
||||
float3 energy;
|
||||
};
|
||||
|
||||
Ray createRay(float3 origin, float3 direction)
|
||||
{
|
||||
Ray ray;
|
||||
ray.origin = origin;
|
||||
ray.direction = direction;
|
||||
ray.energy = float3(1.0f, 1.0f, 1.0f);
|
||||
return ray;
|
||||
}
|
||||
|
||||
struct RayHit
|
||||
{
|
||||
float3 position;
|
||||
float distance;
|
||||
float3 normal;
|
||||
float3 albedo;
|
||||
float3 specular;
|
||||
float3 emission;
|
||||
};
|
||||
|
||||
RayHit createRayHit()
|
||||
{
|
||||
RayHit hit;
|
||||
hit.position = float3(0.0f, 0.0f, 0.0f);
|
||||
hit.distance = BIG;
|
||||
hit.normal = float3(0.0f, 0.0f, 0.0f);
|
||||
hit.albedo = float3(0.0f, 0.0f, 0.0f);
|
||||
hit.specular = float3(0.0f, 0.0f, 0.0f);
|
||||
hit.emission = float3(0.0f, 0.0f, 0.0f);
|
||||
return hit;
|
||||
}
|
||||
|
||||
float rand()
|
||||
{
|
||||
float result = frac(sin(_Seed / 100.0f * dot(_Pixel, float2(12.9898f, 78.233f))) * 43758.5453f);
|
||||
_Seed += 1.0f;
|
||||
return result;
|
||||
}
|
||||
|
||||
float sdot(float3 x, float3 y, float f = 1.0f)
|
||||
{
|
||||
return saturate(dot(x, y) * f);
|
||||
}
|
||||
|
||||
float3x3 getTangentSpace(float3 normal)
|
||||
{
|
||||
// helper vector for the cross product
|
||||
float3 helper = float3(1, 0, 0);
|
||||
if (abs(normal.x) > 0.99f)
|
||||
{
|
||||
helper = float3(0, 0, 1);
|
||||
}
|
||||
|
||||
// generate vectors
|
||||
float3 tangent = normalize(cross(normal, helper));
|
||||
float3 binormal = normalize(cross(normal, tangent));
|
||||
return float3x3(tangent, binormal, normal);
|
||||
}
|
||||
|
||||
float3 sampleHemisphere(float3 normal)
|
||||
{
|
||||
// uniformly sample hemisphere direction
|
||||
float cosTheta = rand();
|
||||
float sinTheta = sqrt(max(0.0f, 1.0f - cosTheta * cosTheta));
|
||||
float phi = 2 * PI * rand();
|
||||
float3 tangentSpaceDir = float3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);
|
||||
|
||||
// transform direction to world space
|
||||
return mul(tangentSpaceDir, getTangentSpace(normal));
|
||||
}
|
||||
|
||||
float2 randomInUnitDisk()
|
||||
{
|
||||
// pick a random radius and angle then convert to cartesian
|
||||
float r = rand();
|
||||
float theta = rand() * 2 * PI;
|
||||
return float2(cos(theta), sin(theta)) * r;
|
||||
}
|
||||
|
||||
Ray createCameraRay(float2 uv)
|
||||
{
|
||||
// transform -1..1 -> 0..1
|
||||
uv = uv * 0.5 + 0.5;
|
||||
uv.x = 1 - uv.x;
|
||||
|
||||
// transform the camera origin to world space
|
||||
float3 origin = mul(_CameraToWorld, float4(0.0f, 0.0f, 0.0f, 1.0f)).xyz;
|
||||
|
||||
// offset from centre of the lens for depth of field
|
||||
float2 rd = _CameraLensRadius * randomInUnitDisk();
|
||||
float3 offset = _CameraU * rd.x + _CameraV * rd.y;
|
||||
|
||||
origin += offset;
|
||||
|
||||
// invert the perspective projection of the view-space position
|
||||
float3 direction = mul(_CameraInverseProjection, float4(uv, 0.0f, 1.0f)).xyz;
|
||||
|
||||
// transform the direction from camera to world space and normalize
|
||||
direction = mul(_CameraToWorld, float4(direction, 0.0f)).xyz;
|
||||
|
||||
direction = _CameraLowerLeftConer
|
||||
+ uv.x * _CameraHorizontal
|
||||
+ uv.y * _CameraVertical
|
||||
- origin;
|
||||
|
||||
// direction = mul(_CameraInverseProjection, float4(direction, 0)).xyz;
|
||||
|
||||
direction = normalize(direction);
|
||||
return createRay(origin, direction);
|
||||
}
|
||||
|
||||
|
||||
void intersectSphere(Ray ray, inout RayHit bestHit, Sphere sphere)
|
||||
{
|
||||
// calculate distance along the ray where the sphere is intersected
|
||||
float3 d = ray.origin - sphere.position;
|
||||
float p1 = -dot(ray.direction, d);
|
||||
float p2sqr = p1 * p1 - dot(d, d) + sphere.radius * sphere.radius;
|
||||
|
||||
if (p2sqr < 0) return;
|
||||
|
||||
float p2 = sqrt(p2sqr);
|
||||
float t = p1 - p2 > 0 ? p1 - p2 : p1 + p2;
|
||||
if (t > 0 && t < bestHit.distance)
|
||||
{
|
||||
bestHit.distance = t;
|
||||
bestHit.position = ray.origin + t * ray.direction;
|
||||
bestHit.normal = normalize(bestHit.position - sphere.position);
|
||||
bestHit.albedo = sphere.albedo;
|
||||
bestHit.specular = sphere.specular;
|
||||
bestHit.emission = sphere.emission;
|
||||
}
|
||||
}
|
||||
|
||||
float intersectPlane(Ray ray, float3 p, float3 normal)
|
||||
{
|
||||
float denom = dot(normal, ray.direction);
|
||||
|
||||
if (abs(denom) > 0.0001)
|
||||
{
|
||||
float t = dot(p - ray.origin, normal) / denom;
|
||||
if (t >= 0) return t;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
// https://www.iquilezles.org/www/articles/intersectors/intersectors.htm
|
||||
// cylinder defined in extremes pa and pb, and radius ra
|
||||
float4 intersectCylinder(Ray ray, float3 pa, float3 pb, float ra, bool inner)
|
||||
{
|
||||
float3 ro = ray.origin;
|
||||
float3 rd = ray.direction;
|
||||
|
||||
// central axis
|
||||
float3 ca = pb - pa;
|
||||
// eye to base
|
||||
float3 oc = ro - pa;
|
||||
|
||||
// dot products
|
||||
float caca = dot(ca, ca);
|
||||
float card = dot(ca, rd);
|
||||
float caoc = dot(ca, oc);
|
||||
|
||||
// find intersects
|
||||
float a = caca - card * card;
|
||||
float b = caca * dot(oc, rd) - caoc * card;
|
||||
float c = caca * dot(oc, oc) - caoc * caoc - ra * ra * caca;
|
||||
float h = b * b - a * c;
|
||||
|
||||
if (h < 0.0) return float4(-1, 0, 0, 0); // no intersection
|
||||
|
||||
h = sqrt(h);
|
||||
h = inner?-h:h;
|
||||
float t = (-b - h) / a;
|
||||
|
||||
// body
|
||||
float y = caoc + t * card;
|
||||
if (y > 0.0 && y < caca) return float4(t, (oc+t*rd - ca*y/caca) / ra);
|
||||
|
||||
// caps
|
||||
t = ((y < 0.0 ? 0.0 : caca) - caoc) / card;
|
||||
if (abs(b + a * t) < h) return float4(t, ca * sign(y) / caca);
|
||||
|
||||
return float4(-1, 0, 0, 0); // no intersection
|
||||
}
|
||||
|
||||
float sdSegment(float3 p, float3 a, float3 b, float r)
|
||||
{
|
||||
float3 pa = p - a, ba = b - a;
|
||||
float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
|
||||
return length(pa - ba * h) - r;
|
||||
}
|
||||
|
||||
float opSubtraction(float d1, float d2) { return max(-d1, d2); }
|
||||
|
||||
void intersectTube(Ray ray, inout RayHit bestHit, Tube tube)
|
||||
{
|
||||
// TODO: inner tube
|
||||
|
||||
float height = tube.height;
|
||||
|
||||
float3 axis = normalize(tube.axis);
|
||||
|
||||
float3 pa = tube.position + axis * -height * 0.5;
|
||||
float3 pb = tube.position + axis * height * 0.5;
|
||||
|
||||
float r_inner = (tube.radius-tube.thickness)/tube.radius;
|
||||
|
||||
// where the ray hit the outer surface
|
||||
float4 outerHit = intersectCylinder(ray, pa, pb, tube.radius, false);
|
||||
// outerHit = float4(-1,0,0,0);
|
||||
// where we hit the inner surface
|
||||
float4 innerHit = intersectCylinder(ray, pa, pb, tube.radius * r_inner, true);
|
||||
// float4 innerHit = float4(-1,0,0,0);
|
||||
// innerHit.yzw *= -1;
|
||||
|
||||
if (outerHit.x < 0 && innerHit.x < 0) return;
|
||||
|
||||
float3 pos_outer = ray.origin + outerHit.x * ray.direction;
|
||||
float axis_distance = sdSegment(pos_outer, pa, pb, 0);
|
||||
|
||||
float t = bestHit.distance;
|
||||
|
||||
// hit the inner surface
|
||||
if (innerHit.x > 0 && innerHit.x < bestHit.distance)
|
||||
{
|
||||
t = innerHit.x;
|
||||
|
||||
bestHit.normal = normalize(innerHit.yzw);
|
||||
bestHit.position = ray.origin + t * ray.direction;
|
||||
bestHit.distance = t;
|
||||
|
||||
bestHit.albedo = float3(.5, .5, .5);
|
||||
bestHit.emission = float3(0, 0, 0);
|
||||
bestHit.specular = float3(1, 1, 1);
|
||||
}
|
||||
|
||||
// hit the outer surface
|
||||
if (outerHit.x > 0 && outerHit.x < bestHit.distance && axis_distance > tube.radius*r_inner)
|
||||
{
|
||||
t = outerHit.x;
|
||||
|
||||
bestHit.normal = normalize(outerHit.yzw);
|
||||
bestHit.position = ray.origin + t * ray.direction;
|
||||
bestHit.distance = t;
|
||||
|
||||
bestHit.albedo = float3(.5, .5, .5);
|
||||
bestHit.emission = float3(0, 0, 0);
|
||||
bestHit.specular = float3(1, 1, 1);
|
||||
}
|
||||
}
|
||||
|
||||
void intersectGroundPlane(inout Ray ray, inout RayHit bestHit)
|
||||
{
|
||||
float3 albedo = _GroundColor;
|
||||
float3 specular = float3(0, 0, 0);
|
||||
|
||||
// calculate distance along the ray where the ground plane is intersected
|
||||
float t = -(ray.origin.y - _GroundHeight) / ray.direction.y;
|
||||
|
||||
if (t > 0 && t < bestHit.distance)
|
||||
{
|
||||
bestHit.distance = t;
|
||||
bestHit.position = ray.origin + t * ray.direction;
|
||||
bestHit.normal = float3(0.0f, 1.0f, 0.0f);
|
||||
bestHit.albedo = albedo;
|
||||
bestHit.specular = specular;
|
||||
bestHit.emission = float3(0, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void intersectCeilingPlane(inout Ray ray, inout RayHit bestHit)
|
||||
{
|
||||
float albedo = _SkyColor;
|
||||
float3 specular = float3(0, 0, 0);
|
||||
|
||||
// ignore plane if the ray is coming from above
|
||||
if (ray.direction.y < 0) return;
|
||||
|
||||
float t = -(ray.origin.y - _SkyHeight) / ray.direction.y;
|
||||
float3 p = ray.origin + ray.direction * t;
|
||||
|
||||
if (length(p.xz) < _SkyHoleRadius) return;
|
||||
|
||||
if (t > 0 && t < bestHit.distance)
|
||||
{
|
||||
bestHit.distance = t;
|
||||
bestHit.position = ray.origin + t * ray.direction;
|
||||
bestHit.normal = float3(0.0f, -1.0f, 0.0f);
|
||||
bestHit.albedo = albedo;
|
||||
bestHit.specular = specular;
|
||||
bestHit.emission = float3(0, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void intersectWall(inout Ray ray, inout RayHit bestHit)
|
||||
{
|
||||
// ignore collision if ray's angle is steep or negative
|
||||
float a = dot(float3(0, 1, 0), ray.direction);
|
||||
if (a > 0.2 || a < 0) return;
|
||||
|
||||
Sphere sphere;
|
||||
sphere.radius = BIG - 1;
|
||||
sphere.albedo = float3(1, 1, 1) * 1.98;
|
||||
sphere.specular = float3(0, 0, 0);
|
||||
sphere.emission = float3(0, 0, 0);
|
||||
sphere.position = float3(0, 0, 0);
|
||||
|
||||
intersectSphere(ray, bestHit, sphere);
|
||||
}
|
||||
|
||||
RayHit trace(Ray ray)
|
||||
{
|
||||
RayHit bestHit = createRayHit();
|
||||
|
||||
intersectWall(ray, bestHit);
|
||||
intersectGroundPlane(ray, bestHit);
|
||||
intersectCeilingPlane(ray, bestHit);
|
||||
|
||||
uint numSpheres, numTubes, stride;
|
||||
|
||||
// celestial bodies
|
||||
// _Spheres.GetDimensions(_ActiveSpheres, stride);
|
||||
for (uint i = 0; i < _ActiveSpheres; i++)
|
||||
{
|
||||
intersectSphere(ray, bestHit, _Spheres[i]);
|
||||
}
|
||||
|
||||
// _Tubes.GetDimensions(numTubes, stride);
|
||||
for (uint i = 0; i < _ActiveTubes; i++)
|
||||
{
|
||||
intersectTube(ray, bestHit, _Tubes[i]);
|
||||
}
|
||||
|
||||
if (_ActiveUnits > 0)
|
||||
{
|
||||
// units
|
||||
_Units.GetDimensions(numSpheres, stride);
|
||||
for (uint i = 0; i < _ActiveUnits; i++)
|
||||
{
|
||||
Unit unit = _Units[i];
|
||||
|
||||
float3 color = float3
|
||||
(lerp(1, 0, unit.team),
|
||||
0,
|
||||
lerp(0, 1, unit.team));
|
||||
|
||||
Sphere s;
|
||||
s.albedo = color;
|
||||
s.emission = color * unit.selected;
|
||||
s.specular = float3(0, 0, 0);
|
||||
s.radius = _UnitRadius;
|
||||
s.position = unit.position;
|
||||
|
||||
intersectSphere(ray, bestHit, s);
|
||||
}
|
||||
}
|
||||
|
||||
return bestHit;
|
||||
}
|
||||
|
||||
float3 scatter_lambert(inout Ray ray, RayHit hit)
|
||||
{
|
||||
ray.origin = hit.position + hit.normal * 0.001f;
|
||||
ray.direction = sampleHemisphere(hit.normal);
|
||||
ray.energy *= 2 * hit.albedo * sdot(hit.normal, ray.direction);
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
float3 shade(inout Ray ray, RayHit hit)
|
||||
{
|
||||
if (any(hit.emission)) return hit.emission;
|
||||
|
||||
if (hit.distance < BIG)
|
||||
{
|
||||
return scatter_lambert(ray, hit) + hit.emission;
|
||||
}
|
||||
else
|
||||
{
|
||||
ray.energy = 0.0f;
|
||||
|
||||
// float theta = acos(ray.direction.y) / -PI;
|
||||
// float phi = atan2(ray.direction.x, -ray.direction.z) / -PI * 0.5f;
|
||||
|
||||
return _SkyColor;
|
||||
}
|
||||
}
|
||||
|
||||
[numthreads(GROUP_SIZE,GROUP_SIZE,1)]
|
||||
void CSMain(uint3 id : SV_DispatchThreadID)
|
||||
{
|
||||
_Pixel = id.xy;
|
||||
|
||||
// get dimensions of render texture
|
||||
uint width, height;
|
||||
Result.GetDimensions(width, height);
|
||||
|
||||
// transform pixel to -1, 1 range
|
||||
float2 uv = float2(id.xy / float2(width, height) * 2.0f - 1.0f);
|
||||
uv.x *= _Resolution.x / _Resolution.y;
|
||||
|
||||
int samples = _SamplesPerPixel;
|
||||
int bounces = _Bounces;
|
||||
float3 result = float3(0, 0, 0);
|
||||
|
||||
for (int i = 0; i < samples; i++)
|
||||
{
|
||||
// get a ray for the uv
|
||||
Ray ray = createCameraRay(uv);
|
||||
|
||||
// trace and shade
|
||||
for (int i = 0; i < bounces; i++)
|
||||
{
|
||||
RayHit hit = trace(ray);
|
||||
result += ray.energy * shade(ray, hit);
|
||||
|
||||
if (!any(ray.energy)) break;
|
||||
}
|
||||
}
|
||||
|
||||
result /= (float)samples;
|
||||
|
||||
Result[id.xy] = float4(result, 1);
|
||||
}
|
|
@ -0,0 +1,12 @@
|
|||
#version 430 core
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec3 ourColor;
|
||||
in vec2 TexCoord;
|
||||
|
||||
uniform sampler2D ourTexture;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = texture(ourTexture, TexCoord);
|
||||
}
|
|
@ -0,0 +1,14 @@
|
|||
#version 430 core
|
||||
layout (location = 0) in vec3 aPos; // position has attribute position 0
|
||||
layout (location = 1) in vec3 aColor; // color has attribute position 1
|
||||
layout (location = 2) in vec2 aTexCoord; // texture coordinate
|
||||
|
||||
out vec3 ourColor;
|
||||
out vec2 TexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(aPos, 1.0);
|
||||
ourColor = aColor;
|
||||
TexCoord = aTexCoord;
|
||||
}
|
10
src/main.c
10
src/main.c
|
@ -1,5 +1,4 @@
|
|||
#include "main.h"
|
||||
|
||||
#include "gfx.h"
|
||||
|
||||
// forward declarations
|
||||
|
@ -12,8 +11,8 @@ float time();
|
|||
|
||||
int main()
|
||||
{
|
||||
int width = 800;
|
||||
int height = 600;
|
||||
int width = 420;
|
||||
int height = 420;
|
||||
const char* texPath = "res/tex.png";
|
||||
|
||||
// create a window and opengl context
|
||||
|
@ -40,9 +39,9 @@ int main()
|
|||
|
||||
// update uniforms
|
||||
float t = time();
|
||||
t = (sin(t)/2.0f)+0.5f;
|
||||
float sin_t = sin(t);
|
||||
int tLocation = glGetUniformLocation(computeProgram, "t");
|
||||
glUniform1f(tLocation, t);
|
||||
glUniform4f(tLocation, t, (1.0 + sin_t)*0.5, 0.0f, 0.0f);
|
||||
|
||||
// dispatch compute shader
|
||||
glDispatchCompute((GLuint)width, (GLuint)height, 1);
|
||||
|
@ -56,6 +55,7 @@ int main()
|
|||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glActiveTexture(GL_TEXTURE0); // use computed texture
|
||||
glBindTexture(GL_TEXTURE_2D, textureOutput);
|
||||
|
||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||
|
||||
// swip swap
|
||||
|
|
26
todo.md
26
todo.md
|
@ -1,4 +1,24 @@
|
|||
* [x] basic opengl initialisation
|
||||
* [x] render a texture to a full-screen quad
|
||||
* [ ] output image to a file
|
||||
* [ ] render image with compute shader
|
||||
* [-] shader pre-processor
|
||||
* [x] ppp.py
|
||||
* [ ] shader src and out
|
||||
* [ ] output frame to a file
|
||||
* [ ] detect input keydown s
|
||||
* [ ] get timestamp
|
||||
* [ ] create and write to file (maybe with `stb_image.h`?)
|
||||
* [-] render image with compute shader
|
||||
* [x] render a texture to a full-screen quad
|
||||
* [x] pass uniforms to texture to animate it
|
||||
* [ ] ray tracing time
|
||||
* [ ] acquire randomness
|
||||
* [ ] acceleration time !
|
||||
* [ ] auxiliary textures: g buffer
|
||||
* [ ] frame blending
|
||||
* [ ] maybe do some fractals
|
||||
* [ ] mandelbrot
|
||||
* [ ] julia
|
||||
* [ ] trongle
|
||||
* [ ] command line arguments
|
||||
* [ ] help
|
||||
* [ ] window dimensions
|
||||
* [ ] scene definition
|
||||
|
|
Loading…
Reference in New Issue