pass spheres to shader as array
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@ -1,8 +1,6 @@
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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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// (c.x,c.y,c.z,r)
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vec4 cr;
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vec3 albedo;
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vec3 specular;
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vec3 emission;
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};
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@ -1,5 +1,7 @@
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#version 430
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#include sphere.glsl
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// TODO: do i actually need explicit location descriptors?
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layout (location = 1) uniform vec4 _t;
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@ -14,12 +16,15 @@ layout (location = 8) uniform vec3 _camll;
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layout (location = 9) uniform vec3 _cpos;
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layout (location = 10) uniform vec3 _tpos; // target
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const int SPHERES = 250; // 253 is the maximum?? TODO: use uniform buffer objects
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layout (location = 12) uniform int _activeSpheres;
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layout (location = 13) uniform Sphere _spheres[SPHERES];
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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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const float INF = 30.0;
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#include sphere.glsl
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const float INF = 20.0;
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const float PI = 3.14159;
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struct Ray
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{
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@ -37,9 +42,12 @@ struct RayHit
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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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vec3 c = sphere.cr.xyz;
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float r = sphere.cr.w;
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vec3 d = ray.origin-c;
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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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float p2sqr = p1*p1-dot(d,d)+r*r;
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if (p2sqr < 0) return;
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@ -49,7 +57,7 @@ void intersectSphere(Ray ray, inout RayHit bestHit, Sphere sphere)
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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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bestHit.normal = normalize(bestHit.position-c);
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bestHit.albedo = sphere.albedo;
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}
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}
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@ -62,19 +70,6 @@ Ray createCameraRay(vec2 uv)
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vec3 target = vec3(0,0,0);
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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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// invert perspective projection of view space position
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//vec3 dir = mul(_cameraInverseProjection, float4(uv, 0.0, 1.0)).xyz;
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// TODO: transform direction from camera to world space (move camera around!)
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vec3 dir;
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dir = uv.x*_camh + uv.y*_camv;
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dir = _camll + uv.x*_camh + uv.y*_camv;
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@ -111,30 +106,10 @@ void main()
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hit.normal = vec3(0.0,0.0,0.0);
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hit.albedo = vec3(0.0,0.0,0.0);
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vec3 spheresCenter = vec3(0.0,0.0,0.0);
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float t = _t.x;
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Sphere s1;
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s1.center = spheresCenter+vec3(sin(t),0.0,cos(t))*2.5;
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s1.radius = 2.0;
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s1.albedo = vec3(1.0,0.0,0.0);
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t+=3.1415/1.5;
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Sphere s2;
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s2.center = spheresCenter+vec3(sin(t),0.0,cos(t))*2.5;
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s2.radius = 2.0;
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s2.albedo = vec3(0.0,1.0,0.0);
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t+=3.1415/1.5;
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Sphere s3;
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s3.center = spheresCenter+vec3(sin(t),0.0,cos(t))*2.5;
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s3.radius = 2.0;
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s3.albedo = vec3(0.0,0.0,1.0);
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// ray-sphere intersection
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intersectSphere(ray, hit, s1);
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intersectSphere(ray, hit, s2);
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intersectSphere(ray, hit, s3);
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for (int i = 0; i < _activeSpheres; i++)
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{
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intersectSphere(ray, hit, _spheres[i]);
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}
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// TODO: write depth to texture
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float depth = hit.distance/INF;
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@ -54,6 +54,10 @@ SDL_Window* gfxInit(int width, int height)
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glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &availableAttributes);
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printf("max vertex attributes %d\n", availableAttributes);
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int uniformLocations;
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glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &uniformLocations);
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printf("max uniform locations %d\n", uniformLocations);
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return sdlWindow;
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}
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58
src/main.c
58
src/main.c
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@ -1,6 +1,8 @@
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#include "main.h"
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#include "gfx.h"
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#include "sphere.h"
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const int WIDTH = 420;
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const int HEIGHT = 420;
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@ -15,6 +17,8 @@ float time();
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void updateUniforms(GLuint shaderProgram);
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void updateCameraUniforms(GLuint shaderProgram);
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void updateSphereUniform(GLuint shaderProgram, struct Sphere sphere);
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int main()
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{
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// create a window and opengl context
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@ -62,6 +66,48 @@ int main()
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return 0;
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}
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void makeSpheres(struct Sphere *spheres, int count)
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{
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float t = time();
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vec3 albedos[] =
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{
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{0.0,0.0,1.0},
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{0.0,1.0,0.0},
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{0.0,1.0,1.0},
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{1.0,0.0,0.0},
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{1.0,0.0,1.0},
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{1.0,1.0,0.0},
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{1.0,1.0,1.0}
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};
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// distance from center
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float d = 6.0;
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float radius = 0.5;
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float x;
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vec3 sc = {0.0,0.0,1.0};
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for (int i = 0; i < count; i++)
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{
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x = t*0.1 + 2.0*CGLM_PI * i/(float)count;
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sc[0] = sin(x)*d;
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sc[2] = cos(x)*d;
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float ic = i/(float)count;
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float r = sin(ic);
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float g = sin(ic+1.0);
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float b = sin(ic+2.0);
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g = 1.0;
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b = 1.0;
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vec3 col = {r,g,b};
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glm_vec3_scale(col, 0.5, col);
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glm_vec3_adds(col, 0.5, col);
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spheres[i] = makeSphere(sc,radius,col);
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}
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}
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void updateUniforms(GLuint shaderProgram)
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{
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float t = time(); // time
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@ -70,13 +116,19 @@ void updateUniforms(GLuint shaderProgram)
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glUniform4f(tLocation, t, sin_t, (1.0 + sin_t)*0.5, 0.0f);
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updateCameraUniforms(shaderProgram);
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const int sphereCount = 42;
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struct Sphere spheres[sphereCount];
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makeSpheres(spheres, sphereCount);
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updateSphereUniforms(shaderProgram, spheres, sphereCount);
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}
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void updateCameraUniforms(GLuint shaderProgram)
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{
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// set up perspective projection matrix and its inverse
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mat4 proj, proji;
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float fovy = 60.0; // vertical field of view in deg
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float fovy = 90.0; // vertical field of view in deg
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float near = 0.1;
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float far = 1000.0;
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float aspect = (float)WIDTH/(float)HEIGHT;
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@ -93,7 +145,8 @@ void updateCameraUniforms(GLuint shaderProgram)
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// lookat vector and view matrix
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float d = 10.0 + sin(t);
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vec3 cpos = {sin(-t)*d,cos(0.5*t)*5.0,cos(-t)*d}; // camera pos
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float pt = -t*0.1;
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vec3 cpos = {sin(pt)*d,cos(0.5*t)*5.0,cos(pt)*d}; // camera pos
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vec3 tpos = {0.0,0.0,0.0}; // target pos
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glm_vec3_sub(cpos,tpos,cdir); // look dir (inverted cause opengl noises)
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glm_vec3_normalize(cdir);
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@ -159,6 +212,7 @@ void updateCameraUniforms(GLuint shaderProgram)
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glUniform3f(camllLocation, camll[0], camll[1], camll[2]);
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}
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float time()
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{
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// ms / 1000.0 = seconds since start
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@ -0,0 +1,47 @@
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#include "sphere.h"
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struct Sphere makeSphere(vec3 center, float radius, vec3 albedo)
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{
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struct Sphere s;
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s.cr[0] = center[0];
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s.cr[1] = center[1];
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s.cr[2] = center[2];
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s.cr[3] = radius;
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glm_vec3_copy(albedo, s.albedo);
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return s;
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}
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void updateSphereUniform(GLuint shaderProgram, struct Sphere sphere)
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{
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int scrloc, saloc;
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scrloc = glGetUniformLocation(shaderProgram, "_sphere.cr");
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saloc = glGetUniformLocation(shaderProgram, "_sphere.albedo");
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glUniform4fv(scrloc, 1, sphere.cr);
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glUniform3fv(saloc, 1, sphere.albedo);
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updateSphereUniforms(shaderProgram, &sphere, 0);
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}
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void updateSphereUniforms(GLuint shaderProgram, struct Sphere *spheres, int count)
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{
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// set sphere count
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int loc = glGetUniformLocation(shaderProgram, "_activeSpheres");
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glUniform1i(loc, count);
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// each sphere takes up two uniform locations
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const int stride = 2;
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// first location in the array
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loc = glGetUniformLocation(shaderProgram, "_spheres[0].cr");
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for (int i = 0; i < count; i++)
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{
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struct Sphere s = spheres[i];
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glUniform4fv(loc+i*stride, 1, s.cr);
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glUniform3fv(loc+i*stride+1, 1, s.albedo);
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}
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}
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@ -0,0 +1,18 @@
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#pragma once
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#include <stdio.h>
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#define GLEW_STATIC
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#include <GL/glew.h>
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#include <cglm/vec3.h>
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struct Sphere
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{
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vec4 cr;
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vec3 albedo;
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};
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struct Sphere makeSphere(vec3 center, float radius, vec3 albedo);
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void updateSphereUniform(GLuint shaderProgram, struct Sphere sphere);
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void updateSphereUniforms(GLuint shaderProgram, struct Sphere *spheres, int count);
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6
todo.md
6
todo.md
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@ -7,10 +7,14 @@
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* [x] compile processed shaders
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* [-] render image with compute shader
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* [x] render a texture to a full-screen quad
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* [x] pass uniforms to texture to animate it
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* [x] pass uniforms to shader to animate it
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* [x] pass structed uniform buffers
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* [-] ray tracing time
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* [x] perspective
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* [x] camera lookat
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* [ ] do a bounce
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* [ ] do a 'flect
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* [ ] do a 'fract
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* [-] depth
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* [x] acquire value
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* [ ] depth texture
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