extract includes

This commit is contained in:
ktyl 2021-08-10 01:11:22 +01:00
parent 0c3d5bc1ac
commit c4b74458a8
15 changed files with 232 additions and 240 deletions

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@ -0,0 +1,28 @@
// view space axes
uniform vec3 _w;
uniform vec3 _u;
uniform vec3 _v;
uniform mat4 _cameraInverseProjection;
uniform vec3 _camh;
uniform vec3 _camv;
uniform vec3 _camll;
uniform vec3 _cpos;
uniform vec3 _tpos;
Ray createCameraRay(vec2 uv)
{
// transform -1..1 -> 0..1
uv = uv*0.5+0.5;
vec3 target = vec3(0,0,0);
vec3 dir;
dir = uv.x*_camh + uv.y*_camv;
dir = _camll + uv.x*_camh + uv.y*_camv;
dir = normalize(dir);
Ray ray = createRay(_cpos, dir);
return ray;
};

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const float INF = 1000.0;
const float PI = 3.14159;

4
shader/include/func.glsl Normal file
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float sdot(vec3 x, vec3 y, float f = 1.0)
{
return clamp(dot(x,y)*f,0.0,1.0);
}

12
shader/include/image.glsl Normal file
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vec2 pixelUv()
{
ivec2 pixelCoords = ivec2(gl_GlobalInvocationID.xy);
ivec2 dims = imageSize(img_output);
vec2 uv;
uv.x = (float(pixelCoords.x * 2 - dims.x) / dims.x) * dims.x/dims.y; // account for aspect ratio
uv.y = (float(pixelCoords.y * 2 - dims.y) / dims.y);
return uv;
}

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@ -0,0 +1,39 @@
void intersectSphere(Ray ray, inout RayHit bestHit, Sphere sphere)
{
vec3 c = sphere.cr.xyz;
float r = sphere.cr.w;
vec3 d = ray.origin-c;
float p1 = -dot(ray.direction,d);
float p2sqr = p1*p1-dot(d,d)+r*r;
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-c);
bestHit.albedo = sphere.albedo;
}
}
void intersectPlane(Ray ray, inout RayHit bestHit, vec3 p, vec3 normal)
{
//normal = vec3(0.0,0.0,1.0);
float denom = dot(normal, ray.direction);
if (abs(denom) > 0.0001)
{
float t = dot(p-ray.origin, normal) / denom;
if (t >= 0 && t < bestHit.distance)
{
bestHit.distance = t;
bestHit.position = ray.origin + t*ray.direction;
bestHit.normal = normal;
bestHit.albedo = vec3(1.0,1.0,1.0);
}
}
}

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@ -0,0 +1,39 @@
mat3 getTangentSpace(vec3 normal)
{
vec3 helper = abs(normal.x) > 0.99
? vec3(1.0,0.0,0.0)
: vec3(0.0,0.0,1.0);
vec3 tangent = normalize(cross(normal, helper));
vec3 binormal = normalize(cross(normal, tangent));
return mat3(tangent, binormal, normal);
}
vec3 sampleHemisphere(vec3 normal)
{
vec2 uv = pixelUv();
uv += _seed.xy;
vec4 noise = sampleNoise(uv);;
float cosTheta = random(normalize(normal.xy+noise.xy));
float sinTheta = sqrt(max(0.0,1.0-cosTheta*cosTheta));
float phi = 2.0*PI*random(normalize(normal.yz+noise.xw));
vec3 tangentSpaceDir = vec3(cos(phi)*sinTheta, sin(phi)*sinTheta, cosTheta);
// convert direction from tangent space to world space
mat3 ts = getTangentSpace(normal);
return ts * tangentSpaceDir;
}
vec3 scatterLambert(inout Ray ray, RayHit hit)
{
ray.origin = hit.position + hit.normal*0.001;
ray.direction = sampleHemisphere(hit.normal);
ray.energy *= 2.0 * hit.albedo * sdot(hit.normal, ray.direction);
return vec3(0.0);
}

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uniform vec4 _seed;
layout(binding=1) uniform sampler2D _noise; // noise texture
vec4 sampleNoise(vec2 st)
{
return texture(_noise, st);
}
float random(vec2 st)
{
vec2 nuv = sampleNoise(st.xy).xy;
return fract(sin(dot(nuv,vec2(12.9898,78.233)))*43758.5453123);
}

36
shader/include/ray.glsl Normal file
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struct Ray
{
vec3 origin;
vec3 direction;
vec3 energy;
};
Ray createRay(vec3 origin, vec3 direction)
{
Ray ray;
ray.origin = origin;
ray.direction = direction;
ray.energy = vec3(1.0,1.0,1.0);
return ray;
}
struct RayHit
{
vec3 position;
float distance;
vec3 normal;
vec3 albedo;
};
RayHit createRayHit()
{
RayHit hit;
hit.position = vec3(0.0,0.0,0.0);
// TODO: this might not be defined
hit.distance = INF;
hit.normal = vec3(0.0,0.0,0.0);
hit.albedo = vec3(0.0,0.0,0.0);
return hit;
}

17
shader/include/scene.glsl Normal file
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RayHit trace(Ray ray)
{
RayHit hit = createRayHit();
Sphere s;
s.cr = vec4(0.0,0.0,0.0,2.0);
s.albedo = vec3(1.0,0.0,0.0);
intersectPlane(ray, hit, vec3(0.0,-1.5,0.0),vec3(0.0,1.0,0.0));
for (int i = 0; i < _activeSpheres; i++)
{
intersectSphere(ray, hit, _spheres[i]);
}
return hit;
}

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@ -4,3 +4,8 @@ struct Sphere
vec4 cr; vec4 cr;
vec3 albedo; vec3 albedo;
}; };
// 253 is the maximum?? TODO: use uniform buffer objects
const int SPHERES = 250;
uniform int _activeSpheres;
layout (location = 1) uniform Sphere _spheres[SPHERES];

1
shader/include/time.glsl Normal file
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uniform vec4 _t;

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@ -1,226 +1,23 @@
#version 430 #version 430
#include sphere.glsl
layout(local_size_x = 1, local_size_y = 1) in; // size of local work group - 1 pixel layout(local_size_x = 1, local_size_y = 1) in; // size of local work group - 1 pixel
// TODO: do i actually need explicit location descriptors? // final output
layout (location = 1) uniform vec4 _t;
layout (location = 2) uniform vec3 _w; // view space axes
layout (location = 3) uniform vec3 _u;
layout (location = 4) uniform vec3 _v;
layout (location = 5) uniform mat4 _cameraInverseProjection;
layout (location = 6) uniform vec3 _camh;
layout (location = 7) uniform vec3 _camv;
layout (location = 8) uniform vec3 _camll;
layout (location = 9) uniform vec3 _cpos;
layout (location = 10) uniform vec3 _tpos; // target
// 253 is the maximum?? TODO: use uniform buffer objects
const int SPHERES = 250;
layout (location = 12) uniform int _activeSpheres;
layout (location = 13) uniform Sphere _spheres[SPHERES];
uniform vec4 _seed;
layout(rgba32f, binding = 0) uniform image2D img_output; // rgba32f defines internal format, image2d for random write to output texture layout(rgba32f, binding = 0) uniform image2D img_output; // rgba32f defines internal format, image2d for random write to output texture
layout(binding=1) uniform sampler2D _noise; // noise texture
const float INF = 1000.0; // TODO: some of these depend on each other!! need be be in this order for now c:
const float PI = 3.14159; #include func.glsl
#include constants.glsl
struct Ray #include time.glsl
{ #include sphere.glsl
vec3 origin; #include ray.glsl
vec3 direction; #include intersect.glsl
vec3 energy; #include random.glsl
}; #include camera.glsl
Ray createRay(vec3 origin, vec3 direction) #include image.glsl
{ // scene.glsl includes scene trace function
Ray ray; #include scene.glsl
#include lighting.glsl
ray.origin = origin;
ray.direction = direction;
ray.energy = vec3(1.0,1.0,1.0);
return ray;
}
struct RayHit
{
vec3 position;
float distance;
vec3 normal;
vec3 albedo;
};
RayHit createRayHit()
{
RayHit hit;
hit.position = vec3(0.0,0.0,0.0);
hit.distance = INF;
hit.normal = vec3(0.0,0.0,0.0);
hit.albedo = vec3(0.0,0.0,0.0);
return hit;
}
void intersectSphere(Ray ray, inout RayHit bestHit, Sphere sphere)
{
vec3 c = sphere.cr.xyz;
float r = sphere.cr.w;
vec3 d = ray.origin-c;
float p1 = -dot(ray.direction,d);
float p2sqr = p1*p1-dot(d,d)+r*r;
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-c);
bestHit.albedo = sphere.albedo;
}
}
void intersectPlane(Ray ray, inout RayHit bestHit, vec3 p, vec3 normal)
{
//normal = vec3(0.0,0.0,1.0);
float denom = dot(normal, ray.direction);
if (abs(denom) > 0.0001)
{
float t = dot(p-ray.origin, normal) / denom;
if (t >= 0 && t < bestHit.distance)
{
bestHit.distance = t;
bestHit.position = ray.origin + t*ray.direction;
bestHit.normal = normal;
bestHit.albedo = vec3(1.0,1.0,1.0);
}
}
}
Ray createCameraRay(vec2 uv)
{
// transform -1..1 -> 0..1
uv = uv*0.5+0.5;
//uv.x=1-uv.x;
vec3 target = vec3(0,0,0);
vec3 dir;
dir = uv.x*_camh + uv.y*_camv;
dir = _camll + uv.x*_camh + uv.y*_camv;
dir = normalize(dir);
Ray ray = createRay(_cpos, dir);
return ray;
};
RayHit trace(Ray ray)
{
RayHit hit = createRayHit();
// TODO: intersect something other than spheres
Sphere s;
s.cr = vec4(0.0,0.0,0.0,2.0);
s.albedo = vec3(1.0,0.0,0.0);
intersectPlane(ray, hit, vec3(0.0,-1.5,0.0),vec3(0.0,1.0,0.0));
for (int i = 0; i < _activeSpheres; i++)
{
intersectSphere(ray, hit, _spheres[i]);
}
//intersectSphere(ray, hit, s);
return hit;
}
vec2 pixelUv()
{
ivec2 pixelCoords = ivec2(gl_GlobalInvocationID.xy);
ivec2 dims = imageSize(img_output);
vec2 uv;
uv.x = (float(pixelCoords.x * 2 - dims.x) / dims.x) * dims.x/dims.y; // account for aspect ratio
uv.y = (float(pixelCoords.y * 2 - dims.y) / dims.y);
return uv;
}
vec4 sampleNoise()
{
vec2 uv = pixelUv();
uv += _seed.xy;
return texture(_noise, uv);
}
float random(vec2 st)
{
//st += gl_GlobalInvocationID.xy;
//st += _seed.xy;
//st += _seed.zw;
//normalize(st);
vec2 nuv = texture(_noise, st.xy).xy;
return fract(sin(dot(nuv,vec2(12.9898,78.233)))*43758.5453123);
}
float sdot(vec3 x, vec3 y, float f = 1.0)
{
return clamp(dot(x,y)*f,0.0,1.0);
}
mat3 getTangentSpace(vec3 normal)
{
vec3 helper = abs(normal.x) > 0.99
? vec3(1.0,0.0,0.0)
: vec3(0.0,0.0,1.0);
vec3 tangent = normalize(cross(normal, helper));
vec3 binormal = normalize(cross(normal, tangent));
return mat3(tangent, binormal, normal);
}
vec3 sampleHemisphere(vec3 normal)
{
vec4 noise = sampleNoise();
float cosTheta = random(normalize(normal.xy+noise.xy));
float sinTheta = sqrt(max(0.0,1.0-cosTheta*cosTheta));
float phi = 2.0*PI*random(normalize(normal.yz+noise.xw));
vec3 tangentSpaceDir = vec3(cos(phi)*sinTheta, sin(phi)*sinTheta, cosTheta);
// convert direction from tangent space to world space
mat3 ts = getTangentSpace(normal);
return ts * tangentSpaceDir;
}
vec3 scatterLambert(inout Ray ray, RayHit hit)
{
ray.origin = hit.position + hit.normal*0.001;
ray.direction = sampleHemisphere(hit.normal);
ray.energy *= 2.0 * hit.albedo * sdot(hit.normal, ray.direction);
return vec3(0.0);
}
vec3 shade(inout Ray ray, RayHit hit) vec3 shade(inout Ray ray, RayHit hit)
{ {
@ -229,8 +26,6 @@ vec3 shade(inout Ray ray, RayHit hit)
return scatterLambert(ray, hit); return scatterLambert(ray, hit);
} }
//ray.energy = vec3(0.0);
// sky color // sky color
return vec3(0.68,0.85,0.9); return vec3(0.68,0.85,0.9);
} }
@ -239,8 +34,6 @@ void main()
{ {
// base pixel colour for the image // base pixel colour for the image
vec4 pixel = vec4(0.0, 0.0, 0.0, 1.0); 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);
vec2 uv = pixelUv(); vec2 uv = pixelUv();
@ -262,16 +55,8 @@ void main()
if (length(ray.energy) < 0.001) break; if (length(ray.energy) < 0.001) break;
} }
} }
pixel.xyz /= samples; pixel.xyz /= samples;
// TODO: write depth to texture
//float depth = hit.distance/INF;
//pixel = vec4(hit.albedo,1.0);
//pixel *= (1.0-depth);
//pixel = texture(_noise, uv);
// output to a specific pixel in the image // output to a specific pixel in the image
imageStore(img_output, pixel_coords, pixel); imageStore(img_output, ivec2(gl_GlobalInvocationID.xy), pixel);
} }

3
shader/root/rtpre.glsl Normal file
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#version 430
#include sphere.glsl

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@ -11,6 +11,12 @@ const int HEIGHT = 420;
void updateUniforms(GLuint shaderProgram); void updateUniforms(GLuint shaderProgram);
struct TextureIDs
{
GLuint output; // the texture that ultimately gets rendered
GLuint noise;
} textureIds;
int main() int main()
{ {
printf("GL_TEXTURE0: %d\n", GL_TEXTURE0); printf("GL_TEXTURE0: %d\n", GL_TEXTURE0);
@ -21,8 +27,6 @@ int main()
// create a window and opengl context // create a window and opengl context
SDL_Window* window = gfxInit(WIDTH, HEIGHT); SDL_Window* window = gfxInit(WIDTH, HEIGHT);
// compile shader programs // compile shader programs
unsigned int computeProgram = compileComputeShaderProgram( unsigned int computeProgram = compileComputeShaderProgram(
"bin/rt.compute"); "bin/rt.compute");
@ -31,13 +35,13 @@ int main()
"bin/shader.frag"); "bin/shader.frag");
// generate noise // generate noise
GLuint noise = createNoiseTexture(WIDTH, HEIGHT); textureIds.noise = createNoiseTexture(WIDTH, HEIGHT);
glBindTexture(GL_TEXTURE_2D, noise); glBindTexture(GL_TEXTURE_2D,textureIds.noise);
int noiseLoc = glGetUniformLocation(computeProgram, "_noise"); int noiseLoc = glGetUniformLocation(computeProgram, "_noise");
glUniform1i(noiseLoc, noise); glUniform1i(noiseLoc, textureIds.noise);
// create a texture for the compute shader to write to // create a texture for the compute shader to write to
GLuint textureOutput = createWriteOnlyTexture(WIDTH, HEIGHT); textureIds.output = createWriteOnlyTexture(WIDTH, HEIGHT);
printWorkGroupLimits(); printWorkGroupLimits();
// initialise quad // initialise quad
@ -60,7 +64,7 @@ int main()
glUseProgram(quadProgram); glUseProgram(quadProgram);
// bind texture written to by compute stage to 2d target // bind texture written to by compute stage to 2d target
glBindTexture(GL_TEXTURE_2D, textureOutput); glBindTexture(GL_TEXTURE_2D, textureIds.output);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
// swip swap // swip swap
@ -91,17 +95,19 @@ void updateUniforms(GLuint shaderProgram)
int loc = glGetUniformLocation(shaderProgram, "_seed"); int loc = glGetUniformLocation(shaderProgram, "_seed");
glUniform4fv(loc, 1, seed); glUniform4fv(loc, 1, seed);
// update time
float t = now(); float t = now();
float sin_t = sin(t); float sin_t = sin(t);
int tLocation = glGetUniformLocation(shaderProgram, "_t"); loc = glGetUniformLocation(shaderProgram, "_t");
glUniform4f(tLocation, t, sin_t, (1.0 + sin_t)*0.5, 0.0f); glUniform4f(loc, t, sin_t, (1.0 + sin_t)*0.5, 0.0f);
// update camera
float aspect = (float)WIDTH/(float)HEIGHT; float aspect = (float)WIDTH/(float)HEIGHT;
updateCameraUniforms(shaderProgram, aspect); updateCameraUniforms(shaderProgram, aspect);
// make and update spheres
const int sphereCount = 42; const int sphereCount = 42;
struct Sphere spheres[sphereCount]; struct Sphere spheres[sphereCount];
makeSpheres(spheres, sphereCount); makeSpheres(spheres, sphereCount);
updateSphereUniforms(shaderProgram, spheres, sphereCount); updateSphereUniforms(shaderProgram, spheres, sphereCount);
} }

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@ -1,6 +1,7 @@
* [-] preprocessor * [-] preprocessor
* [x] #include directives * [x] #include directives
* [ ] keep track of previously included files to avoid redefinitions * [ ] keep track of previously included files to avoid redefinitions
* [ ] include as submodule
* [-] render image with compute shader * [-] render image with compute shader
* [x] render a texture to a full-screen quad * [x] render a texture to a full-screen quad
* [x] pass uniforms to shader to animate it * [x] pass uniforms to shader to animate it