super basic path tracing !
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@ -20,6 +20,8 @@ const int SPHERES = 250; // 253 is the maximum?? TODO: use uniform buffer object
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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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uniform float _seed;
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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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@ -30,7 +32,18 @@ struct Ray
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{
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vec3 origin;
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vec3 direction;
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vec3 energy;
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};
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Ray createRay(vec3 origin, vec3 direction)
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{
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Ray ray;
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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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return ray;
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}
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struct RayHit
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{
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@ -39,6 +52,17 @@ struct RayHit
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vec3 normal;
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vec3 albedo;
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};
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RayHit createRayHit()
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{
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RayHit hit;
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hit.position = vec3(0.0,0.0,0.0);
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hit.distance = INF;
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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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return hit;
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}
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void intersectSphere(Ray ray, inout RayHit bestHit, Sphere sphere)
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{
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@ -75,13 +99,81 @@ Ray createCameraRay(vec2 uv)
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dir = _camll + uv.x*_camh + uv.y*_camv;
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dir = normalize(dir);
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Ray ray;
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ray.origin = _cpos;
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ray.direction = dir;
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Ray ray = createRay(_cpos, dir);
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return ray;
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};
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RayHit trace(Ray ray)
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{
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RayHit hit = createRayHit();
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// TODO: intersect something other than spheres
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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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return hit;
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}
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float random(vec2 st)
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{
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return fract(sin(dot(st.xy,vec2(12.9898,78.233)))*43758.5453123);
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}
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float sdot(vec3 x, vec3 y, float f = 1.0)
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{
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return clamp(dot(x,y)*f,0.0,1.0);
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}
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mat3 getTangentSpace(vec3 normal)
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{
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vec3 helper = abs(normal.x) > 0.99
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? vec3(1.0,0.0,0.0)
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: vec3(0.0,0.0,1.0);
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vec3 tangent = normalize(cross(normal, helper));
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vec3 binormal = normalize(cross(normal, tangent));
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return mat3(tangent, binormal, normal);
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}
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vec3 sampleHemisphere(vec3 normal)
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{
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float cosTheta = random(normal.xy);
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float sinTheta = sqrt(max(0.0,1.0-cosTheta*cosTheta));
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float phi = 2.0*PI*random(vec2(cosTheta,sinTheta));
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vec3 tangentSpaceDir = vec3(cos(phi)*sinTheta, sin(phi)*sinTheta, cosTheta);
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// TODO: this lookin sketch af rn
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return tangentSpaceDir * getTangentSpace(normal);
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}
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vec3 scatterLambert(inout Ray ray, RayHit hit)
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{
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ray.origin = hit.position + hit.normal*0.001;
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ray.direction = sampleHemisphere(hit.normal);
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ray.energy *= 2.0 * hit.albedo * sdot(hit.normal, ray.direction);
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// TODO: ???
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return vec3(0.0);
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}
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vec3 shade(inout Ray ray, RayHit hit)
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{
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if (hit.distance < INF)
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{
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return scatterLambert(ray, hit);
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}
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//ray.energy = vec3(0.0);
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// sky color
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return vec3(0.68,0.85,0.9);
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}
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void main()
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{
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// base pixel colour for the image
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@ -89,30 +181,32 @@ void main()
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// get index in global work group ie xy position
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ivec2 pixel_coords = ivec2(gl_GlobalInvocationID.xy);
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// set up ray based on pixel position, project it forward with an orthographic projection
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ivec2 dims = imageSize(img_output); // fetch image dimensions
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vec2 uv;
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uv.x = (float(pixel_coords.x * 2 - dims.x) / dims.x) * dims.x/dims.y; // account for aspect ratio
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uv.y = (float(pixel_coords.y * 2 - dims.y) / dims.y);
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int samples = 2;
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int bounces = 2;
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for (int i = 0; i < samples; i++)
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{
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// create a ray from the uv
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Ray ray = createCameraRay(uv);
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RayHit hit;
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hit.position = vec3(0.0,0.0,0.0);
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hit.distance = INF;
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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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for (int i = 0; i < _activeSpheres; i++)
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// trace the rays path around the scene
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for (int j = 0; j < bounces; j++)
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{
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intersectSphere(ray, hit, _spheres[i]);
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RayHit hit = trace(ray);
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pixel.xyz += ray.energy * shade(ray, hit);
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}
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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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pixel = vec4(hit.albedo,1.0);
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pixel *= (1.0-depth);
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//float depth = hit.distance/INF;
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//pixel = vec4(hit.albedo,1.0);
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//pixel *= (1.0-depth);
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// output to a specific pixel in the image
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imageStore(img_output, pixel_coords, pixel);
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@ -1,5 +1,7 @@
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#include "cam.h"
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const float FOVY = 90.0;
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void updateCameraUniforms(GLuint shaderProgram, float aspect)
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{
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float t = now();
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@ -32,9 +34,8 @@ void updateCameraUniforms(GLuint shaderProgram, float aspect)
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glUniform3fv(loc, 1, cup);
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// camera properties
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float fovy = 90.0;
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float f = 1.0;
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float theta = glm_rad(fovy);
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float theta = glm_rad(FOVY);
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float h = tan(theta*0.5);
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float vph = 2.0*h;
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float vpw = aspect*vph;
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@ -8,9 +8,7 @@
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const int WIDTH = 420;
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const int HEIGHT = 420;
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// forward declarations
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void updateUniforms(GLuint shaderProgram);
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//void updateCameraUniforms(GLuint shaderProgram);
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int main()
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{
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@ -59,7 +57,6 @@ int main()
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return 0;
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}
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void updateUniforms(GLuint shaderProgram)
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{
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float t = now();
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