add plane and some randomness

This commit is contained in:
ktyl 2021-08-08 16:47:25 +01:00
parent 3b7d413390
commit c848616928
9 changed files with 77 additions and 13 deletions

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@ -20,12 +20,12 @@ const int SPHERES = 250; // 253 is the maximum?? TODO: use uniform buffer object
layout (location = 12) uniform int _activeSpheres;
layout (location = 13) uniform Sphere _spheres[SPHERES];
uniform float _seed;
uniform vec4 _seed;
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 = 30.0;
const float INF = 1000.0;
const float PI = 3.14159;
struct Ray
@ -80,12 +80,30 @@ void intersectSphere(Ray ray, inout RayHit bestHit, Sphere sphere)
if (t > 0 && t < bestHit.distance)
{
bestHit.distance = t;
bestHit.position = ray.origin + t*ray.direction;
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
@ -110,16 +128,29 @@ RayHit trace(Ray ray)
// 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;
}
float random(vec2 st)
{
st += gl_GlobalInvocationID.xy;
st += _seed.xy;
st += _seed.zw;
normalize(st);
return fract(sin(dot(st.xy,vec2(12.9898,78.233)))*43758.5453123);
}
@ -144,10 +175,11 @@ vec3 sampleHemisphere(vec3 normal)
{
float cosTheta = random(normal.xy);
float sinTheta = sqrt(max(0.0,1.0-cosTheta*cosTheta));
float phi = 2.0*PI*random(vec2(cosTheta,sinTheta));
float phi = 2.0*PI*random(normal.yx);
vec3 tangentSpaceDir = vec3(cos(phi)*sinTheta, sin(phi)*sinTheta, cosTheta);
// TODO: this lookin sketch af rn
// convert direction from tangent space to world space
mat3 ts = getTangentSpace(normal);
return ts* tangentSpaceDir;
}
@ -186,8 +218,8 @@ void main()
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);
int samples = 1;
int bounces = 2;
int samples = 2;
int bounces = 3;
for (int i = 0; i < samples; i++)
{
@ -200,10 +232,12 @@ void main()
RayHit hit = trace(ray);
pixel.xyz += ray.energy * shade(ray, hit);
if (length(ray.energy) < 0.001) break;
}
}
pixel /= samples;
pixel.xyz /= samples;
// TODO: write depth to texture
//float depth = hit.distance/INF;

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@ -4,6 +4,6 @@
#include <cglm/cam.h>
#include "time.h"
#include "clock.h"
void updateCameraUniforms(GLuint shaderProgram, float aspect);

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@ -1,4 +1,4 @@
#include "time.h"
#include "clock.h"
float now()
{

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@ -1,6 +1,7 @@
#include "main.h"
#include "gfx.h"
#include "time.h"
#include "clock.h"
#include "random.h"
#include "sphere.h"
#include "cam.h"
@ -59,6 +60,17 @@ int main()
void updateUniforms(GLuint shaderProgram)
{
// update random values
vec4 seed =
{
randomFloat(),
randomFloat(),
randomFloat(),
randomFloat()
};
int loc = glGetUniformLocation(shaderProgram, "_seed");
glUniform4fv(loc, 1, seed);
float t = now();
float sin_t = sin(t);
int tLocation = glGetUniformLocation(shaderProgram, "_t");

11
src/random.c Normal file
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@ -0,0 +1,11 @@
#include "random.h"
void randomInit()
{
srand(time(NULL));
}
float randomFloat()
{
return (float)rand()/(float)RAND_MAX;
}

7
src/random.h Normal file
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@ -0,0 +1,7 @@
#pragma once
#include <stdlib.h>
#include <time.h>
void randomInit();
float randomFloat();

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@ -26,7 +26,7 @@ void makeSpheres(struct Sphere *spheres, int count)
{
x = 2.0*CGLM_PI * (float)i/(float)count;
sc[0] = sin(x)*d;
sc[1] = sin(x*3.0-2.5*sin(t));
sc[1] = sin(x*3.0-t);
sc[2] = cos(x)*d;
float ic = i/(float)count*CGLM_PI*2.0;

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@ -7,7 +7,7 @@
#include <cglm/vec3.h>
#include "time.h"
#include "clock.h"
struct Sphere
{