add depth to reflections
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0f21b16ed7
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7367a2abaf
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@ -1,7 +1,7 @@
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const float INF = 50.0;
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const float INF = 30.0;
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const float PI = 3.14159;
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const float E = 2.71828;
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const int BOUNCES = 4;
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const int BOUNCES = 5;
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// materials
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const int MAT_SKY = -1;
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@ -0,0 +1,16 @@
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float getLinearDepth(float distance)
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{
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return distance/INF;
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}
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float getLogarithmicDepth(float distance)
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{
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// n roughly correlates to steepness of log curve
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// TODO: what does this mean in mathematical terms??
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float n = 4;
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float f = INF;
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float z = distance;
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// logarithmic depth
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return max(0,log(z*pow(E,n)/f)/n);
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}
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@ -33,7 +33,7 @@ void intersectPlane(Ray ray, inout RayHit bestHit, vec3 p, vec3 normal)
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bestHit.distance = t;
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bestHit.position = ray.origin + t*ray.direction;
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bestHit.normal = normal;
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bestHit.albedo = vec3(1.0,1.0,1.0);
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bestHit.albedo = vec3(1.0,.4,.4);
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bestHit.material = MAT_LAMBERT;
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}
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}
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@ -3,6 +3,7 @@ struct Ray
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vec3 origin;
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vec3 direction;
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vec3 energy;
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float distance;
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};
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Ray createRay(vec3 origin, vec3 direction)
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{
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@ -11,6 +12,7 @@ Ray createRay(vec3 origin, vec3 direction)
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ray.origin = origin;
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ray.direction = direction;
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ray.energy = vec3(1.0,1.0,1.0);
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ray.distance = 0;
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return ray;
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}
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@ -1,4 +1,4 @@
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RayHit trace(Ray ray)
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RayHit trace(inout Ray ray)
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{
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RayHit hit = createRayHit();
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@ -11,5 +11,7 @@ RayHit trace(Ray ray)
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intersectSphere(ray, hit, _spheres[i]);
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}
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ray.distance += hit.distance * float(hit.distance < INF);
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return hit;
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}
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@ -24,6 +24,7 @@ uniform vec3 _skyColor = vec3(0.68,0.85,0.9);
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// scene.glsl includes scene trace function
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#include scene.glsl
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#include lighting.glsl
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#include depth.glsl
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vec3 shade(inout Ray ray, RayHit hit)
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{
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@ -77,11 +78,13 @@ void main()
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int bounces = (1-sky) * BOUNCES;
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pixel.xyz = mix(pixel.xyz, _skyColor, sky);
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// trace the rays path around the scene
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// trace the ray's path around the scene
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for (int j = 0; j < bounces; j++)
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{
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RayHit hit = trace(ray);
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depth = getLogarithmicDepth(ray.distance);
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pixel.xyz += ray.energy * shade(ray, hit);
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if (length(ray.energy) < 0.001) break;
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@ -18,6 +18,7 @@ layout (rgba32f, binding = 3) writeonly uniform image2D g1_output;
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#include camera.glsl
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#include image.glsl
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#include scene.glsl
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#include depth.glsl
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void main()
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{
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@ -34,18 +35,7 @@ void main()
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Ray ray = createCameraRay(uv);
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RayHit hit = trace(ray);
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// n roughly correlates to steepness of log curve
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// TODO: what does this mean in mathematical terms??
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float n = 4;
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float f = INF;
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float z = hit.distance;
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float depth;
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// linear depth
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//depth = z/f;
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// logarithmic depth
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depth = max(0,log(z*pow(E,n)/f)/n);
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float depth = getLogarithmicDepth(hit.distance);
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// pack normal into texture
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pixel.xyz = hit.normal*0.5+0.5;
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@ -135,7 +135,7 @@ void updateUniforms(GLuint shaderProgram, float t)
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updateCameraUniforms(shaderProgram, aspect, t);
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// make and update spheres
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const int sphereCount = 42;
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const int sphereCount = 41;
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struct Sphere spheres[sphereCount];
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makeSpheres(spheres, sphereCount, t);
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updateSphereUniforms(shaderProgram, spheres, sphereCount);
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@ -48,7 +48,7 @@ void makeSpheres(struct Sphere *spheres, int count, float t)
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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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int material = 0;
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int material = i % 2;
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spheres[sphereIdx++] = makeSphere(sc,radius,col,material);
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}
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}
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