camera lookat
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@ -1,20 +1,23 @@
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#version 430
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layout (location = 1) uniform vec4 t;
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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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layout (location = 2) uniform vec3 _w; // view space axes
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layout (location = 3) uniform vec3 _u;
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layout (location = 4) uniform vec3 _v;
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layout (location = 2) uniform vec3 _w; // view space axes
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layout (location = 3) uniform vec3 _u;
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layout (location = 4) uniform vec3 _v;
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layout (location = 5) uniform mat4 _cameraInverseProjection;
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layout (location = 6) uniform vec3 _camh;
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layout (location = 7) uniform vec3 _camv;
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layout (location = 8) uniform vec3 _camll;
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layout (location = 5) uniform mat4 _cameraInverseProjection;
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layout (location = 6) uniform vec3 _camh;
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layout (location = 7) uniform vec3 _camv;
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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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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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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 = 20.0;
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const float INF = 30.0;
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#include sphere.glsl
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@ -57,6 +60,8 @@ Ray createCameraRay(vec2 uv)
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uv = uv*0.5+0.5;
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//uv.x=1-uv.x;
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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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@ -79,11 +84,11 @@ Ray createCameraRay(vec2 uv)
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float max_y = 5.0;
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Ray ray;
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ray.origin = vec3(0.0,0.0,0.0);
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ray.origin = _cpos;
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ray.direction = dir;
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return ray;
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}
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};
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void main()
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{
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@ -106,26 +111,30 @@ 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 = _w*-10.0;
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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.x),0.0,cos(t.x))*2.5;
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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.x),0.0,cos(t.x))*2.5;
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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(0.0,0.0,1.0);
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s2.albedo = vec3(0.0,1.0,0.0);
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Sphere sphere;
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sphere.center = _w*-10.0;
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sphere.center += vec3(0.0,0.0,t.y);
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sphere.radius = 4.0;
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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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// TODO: write depth to texture
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float depth = hit.distance/INF;
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32
src/main.c
32
src/main.c
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@ -66,7 +66,7 @@ void updateUniforms(GLuint shaderProgram)
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{
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float t = time(); // time
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float sin_t = sin(t);
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int tLocation = glGetUniformLocation(shaderProgram, "t");
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int tLocation = glGetUniformLocation(shaderProgram, "_t");
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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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@ -85,10 +85,31 @@ void updateCameraUniforms(GLuint shaderProgram)
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int inverseProjLocation = glGetUniformLocation(shaderProgram, "_cameraInverseProjection");
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glUniformMatrix4fv(inverseProjLocation, 1, GL_FALSE, proji[0]);
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float t = time();
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vec3 cdir, cright, cup;
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vec3 up = {0.1*sin(t),1.0,0.2*cos(t)}; // world up
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glm_vec3_normalize(up);
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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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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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glm_vec3_cross(up,cdir,cright); // camera right
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glm_vec3_normalize(cright);
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glm_vec3_cross(cdir,cright,cup); // camera up
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glm_vec3_normalize(cup);
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mat4 view;
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glm_lookat(cpos,tpos,cup,view);
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int cposLocation = glGetUniformLocation(shaderProgram, "_cpos");
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glUniform3f(cposLocation, cpos[0],cpos[1],cpos[2]);
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// form view space axes
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vec3 u,v;
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vec3 up = {0.0,1.0,0.0};
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vec3 w = {0.0,0.0,-1.0};
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vec3 w,u,v;
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glm_vec3_copy(cdir,w);
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glm_vec3_norm(w);
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glm_vec3_cross(up,w,u);
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glm_vec3_norm(u);
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@ -98,8 +119,9 @@ void updateCameraUniforms(GLuint shaderProgram)
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glUniform3f(wLocation+1, u[0], u[1], u[2]); // u
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glUniform3f(wLocation+2, v[0], v[1], v[2]); // v
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// get camera properties
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float theta = glm_rad(fovy); // convert fovy to radians
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float theta = glm_rad(fovy); // convert fov to radians
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float h = tan(theta*0.5);
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float vph = 2.0*h; // viewport height
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float vpw = aspect*vph; // viewport width
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