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No commits in common. "48e78feddaeb5450193897d66739f6a3c6c68fa9" and "a79dfe064c791fe681f831498b17e835fb467684" have entirely different histories.
48e78fedda
...
a79dfe064c
7
launch
7
launch
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@ -1,13 +1,12 @@
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#!/usr/bin/env bash
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executable="$1"
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options="$2"
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prime="prime-run"
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if command -v $prime &> /dev/null
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then
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echo "launching $executable $options with nvidia prime offloading"
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$prime $executable $options
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echo "launching $executable with nvidia prime offloading"
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$prime $executable
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else
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$executable $options
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$executable
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fi
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6
makefile
6
makefile
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@ -46,11 +46,7 @@ clean:
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-rm -r $(BIN_DIR)
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-rm */*.o
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# TODO: extract run-* out to like, python scripts? arguments can be implemented with argparse to
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# manage simple interface with C binary
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run: $(TARGET)
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$(LAUNCH) $(TARGET) 1.0
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run-converge: $(TARGET)
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$(LAUNCH) $(TARGET) 0.0
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$(LAUNCH) $(TARGET)
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.PHONY: run clean
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@ -1,7 +1,7 @@
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const float INF = 30.0;
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const float INF = 50.0;
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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 = 5;
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const int BOUNCES = 4;
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// materials
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const int MAT_SKY = -1;
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@ -1,16 +0,0 @@
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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,.4,.4);
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bestHit.albedo = vec3(1.0,1.0,1.0);
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bestHit.material = MAT_LAMBERT;
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}
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}
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@ -3,7 +3,6 @@ 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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@ -12,7 +11,6 @@ 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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@ -1,17 +1,19 @@
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RayHit trace(inout Ray ray)
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RayHit trace(Ray ray)
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{
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RayHit hit = createRayHit();
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// floor
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Sphere s;
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s.cr = vec4(0.0,0.0,0.0,5.0);
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s.albedo = vec3(1.0,0.0,0.0);
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s.material = MAT_CHROME;
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intersectSphere(ray, hit, s);
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intersectPlane(ray, hit, vec3(0.0,-1.5,0.0),vec3(0.0,1.0,0.0));
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// 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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ray.distance += hit.distance * float(hit.distance < INF);
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return hit;
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}
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@ -24,7 +24,6 @@ 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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@ -78,25 +77,14 @@ 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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// sample
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int samples = 2;
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for (int i = 0; i < samples; 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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float sampleDepth = 0;
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RayHit hit = trace(ray);
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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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pixel.xyz += ray.energy * shade(ray, hit);
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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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}
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depth += sampleDepth / float(samples);
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if (length(ray.energy) < 0.001) break;
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}
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pixel.xyz = mix(pixel.xyz, vec3(1.0), depth);
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@ -18,7 +18,6 @@ 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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@ -35,7 +34,18 @@ void main()
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Ray ray = createCameraRay(uv);
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RayHit hit = trace(ray);
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float depth = getLogarithmicDepth(hit.distance);
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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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// pack normal into texture
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pixel.xyz = hit.normal*0.5+0.5;
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@ -2,8 +2,10 @@
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const float FOVY = 90.0;
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void updateCameraUniforms(GLuint shaderProgram, float aspect, float t)
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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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// wobble up dir
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vec3 cdir, cright, cup;
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vec3 up = {0.1*sin(t),1.0,0.05*cos(0.5*t)};
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@ -6,4 +6,4 @@
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#include "clock.h"
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void updateCameraUniforms(GLuint shaderProgram, float aspect, float t);
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void updateCameraUniforms(GLuint shaderProgram, float aspect);
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@ -1,11 +1,6 @@
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#include "clock.h"
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float now()
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{
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return (float)SDL_GetTicks() / 1000.0;
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}
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float nowScaled(struct Epoch t)
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float now()
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{
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return t.scale * now();
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return (float)SDL_GetTicks() / 1000.0;
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}
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@ -2,12 +2,5 @@
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#include <SDL2/SDL.h>
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struct Epoch
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{
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float scale;
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};
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// real seconds since program start
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// seconds since program start
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float now();
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// simulation seconds since program start
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float nowScaled(struct Epoch e);
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10
src/gfx.c
10
src/gfx.c
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@ -174,6 +174,16 @@ void setVertexAttributes()
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// color
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, stride, (void*)(3*sizeof(float)));
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glEnableVertexAttribArray(1);
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// uv
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, stride, (void*)(6*sizeof(float)));
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glEnableVertexAttribArray(2);
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46
src/main.c
46
src/main.c
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@ -10,13 +10,12 @@
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const int WIDTH = 420;
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const int HEIGHT = 420;
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void updateUniforms(GLuint shaderProgram, float t);
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void updateUniforms(GLuint shaderProgram);
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SDL_Window *window;
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struct Shaders shaders;
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struct Textures textures;
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struct Epoch epoch;
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void initialise()
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{
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@ -33,21 +32,8 @@ void initialise()
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createTextures(WIDTH, HEIGHT, shaders, &textures);
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}
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void parseArgs(int argc, char* argv[], struct Epoch* e)
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int main()
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{
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// check we have the right number of arguments
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if (argc != 2)
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{
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fprintf(stderr, "usage: oglc TIMESPEED\n");
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}
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sscanf(argv[1], "%f", &(e->scale));
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}
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int main(int argc, char* argv[])
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{
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parseArgs(argc, argv, &epoch);
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initialise();
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float start = now();
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@ -55,7 +41,6 @@ int main(int argc, char* argv[])
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for (frames = 0; !checkQuit(); frames++)
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{
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GLuint shader;
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float t = nowScaled(epoch);
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// prepass
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// TODO: write output to different texture than main output
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@ -63,17 +48,18 @@ int main(int argc, char* argv[])
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, textures.g0);
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glUseProgram(shader);
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updateUniforms(shader, t);
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updateUniforms(shader);
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glDispatchCompute((GLuint)WIDTH, (GLuint)HEIGHT, 1);
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// make sure we're finished writing to the texture before trying to read it
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glMemoryBarrier(GL_ALL_BARRIER_BITS);
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// dispatch compute shaders
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shader = shaders.lighting;
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, textures.target);
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glUseProgram(shader);
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updateUniforms(shader, t);
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updateUniforms(shader);
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//int loc = glGetUniformLocation(shader, "_g0");
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//glUniform1i(loc, textures.g0);
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glDispatchCompute((GLuint)WIDTH, (GLuint)HEIGHT, 1);
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@ -81,18 +67,6 @@ int main(int argc, char* argv[])
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// make sure we're finished writing to the texture before trying to read it
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glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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// TODO: frame blending
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//
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// before we get to our normal rendering pass we need to blend our samples
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// across multiple frames. to do this, we should maintain an accumulation
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// buffer where we can store pixel data while a new frame is being generated.
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// this can be a collection of two buffers, where one is written to and the
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// other is read from. to render a new frame, the newly sampled raw frame can
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// be combined with data from the previous frame. by repeatedly taking the
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// average over a large number of frames a cleaner image can be generated.
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// this is most effective for static images, and will produce motion blur on
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// a moving image.
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// normal drawing pass
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shader = shaders.quad;
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glUseProgram(shader);
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@ -113,7 +87,7 @@ int main(int argc, char* argv[])
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return 0;
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}
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void updateUniforms(GLuint shaderProgram, float t)
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void updateUniforms(GLuint shaderProgram)
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{
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// update random values
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vec4 seed =
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@ -126,17 +100,19 @@ void updateUniforms(GLuint shaderProgram, float t)
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int loc = glGetUniformLocation(shaderProgram, "_seed");
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glUniform4fv(loc, 1, seed);
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// update time
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float t = now();
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float sin_t = sin(t);
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loc = glGetUniformLocation(shaderProgram, "_t");
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glUniform4f(loc, t, sin_t, (1.0 + sin_t)*0.5, 0.0f);
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// update camera
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float aspect = (float)WIDTH/(float)HEIGHT;
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updateCameraUniforms(shaderProgram, aspect, t);
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updateCameraUniforms(shaderProgram, aspect);
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// make and update spheres
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const int sphereCount = 41;
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const int sphereCount = 42;
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struct Sphere spheres[sphereCount];
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makeSpheres(spheres, sphereCount, t);
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makeSpheres(spheres, sphereCount);
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updateSphereUniforms(shaderProgram, spheres, sphereCount);
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}
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34
src/sphere.c
34
src/sphere.c
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@ -1,7 +1,9 @@
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#include "sphere.h"
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void makeSpheres(struct Sphere *spheres, int count, float t)
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void makeSpheres(struct Sphere *spheres, int count)
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{
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//float t = time();
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vec3 albedos[] =
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{
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{0.0,0.0,1.0},
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@ -13,33 +15,21 @@ void makeSpheres(struct Sphere *spheres, int count, float t)
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{1.0,1.0,1.0}
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};
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vec3 sc = {0.0,0.0,1.0};
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int sphereIdx = 0;
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// a shiny sphere in the middle which bobs around
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int middleSpheres = 1;
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sc[0] = 2.5*sin(t*2.67);
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sc[1] = 1.5+sin(t*1.09);
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sc[2] = 2.5*cos(-t*2.13);
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float radius = 1.7;
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vec3 col = {0.0,0.0,0.0};
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spheres[sphereIdx++] = makeSphere(sc,radius,col,1);
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// rainbow spheres
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int rainbowSpheres = count - middleSpheres;
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// distance from center
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float d = 6.0;
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radius = 0.5;
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float radius = 0.5;
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float x;
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for (int i = 0; i < rainbowSpheres; i++)
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vec3 sc = {0.0,0.0,1.0};
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float t = now();
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for (int i = 0; i < count; i++)
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{
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x = 2.0*CGLM_PI * (float)i/(float)rainbowSpheres;
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x = 2.0*CGLM_PI * (float)i/(float)count;
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sc[0] = sin(x)*d;
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sc[1] = sin(x*3.0-5.0*sin(t));
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sc[2] = cos(x)*d;
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float ic = i/(float)rainbowSpheres*CGLM_PI*2.0;
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float ic = i/(float)count*CGLM_PI*2.0;
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float r = sin(ic);
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float g = sin(ic+CGLM_PI/1.5);
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float b = sin(ic+2.0*CGLM_PI/1.5);
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@ -48,8 +38,8 @@ 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 = i % 2;
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spheres[sphereIdx++] = makeSphere(sc,radius,col,material);
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int material = i % 2 == 0;
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spheres[i] = makeSphere(sc,radius,col,material);
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}
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}
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|
|
|
@ -16,7 +16,7 @@ struct Sphere
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int material;
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};
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void makeSpheres(struct Sphere *spheres, int count, float t);
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void makeSpheres(struct Sphere *spheres, int count);
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struct Sphere makeSphere(vec3 center, float radius, vec3 albedo, int material);
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//void updateSphereUniform(GLuint shaderProgram, struct Sphere sphere);
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void updateSphereUniforms(GLuint shaderProgram, struct Sphere *spheres, int count);
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||||
|
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