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5 Commits

Author SHA1 Message Date
ktyl 48e78fedda add multiple samples per pixel 2023-02-24 01:15:25 +00:00
ktyl 7367a2abaf add depth to reflections 2023-02-24 01:15:12 +00:00
ktyl 0f21b16ed7 control central sphere from application code 2023-02-23 00:00:25 +00:00
ktyl b3c5440736 track real and scaled time 2022-06-25 22:09:19 +01:00
ktyl 2fd7797e7d add option to stop time 2022-06-21 00:41:52 +01:00
17 changed files with 131 additions and 74 deletions

7
launch
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@ -1,12 +1,13 @@
#!/usr/bin/env bash
executable="$1"
options="$2"
prime="prime-run"
if command -v $prime &> /dev/null
then
echo "launching $executable with nvidia prime offloading"
$prime $executable
echo "launching $executable $options with nvidia prime offloading"
$prime $executable $options
else
$executable
$executable $options
fi

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@ -46,7 +46,11 @@ clean:
-rm -r $(BIN_DIR)
-rm */*.o
# TODO: extract run-* out to like, python scripts? arguments can be implemented with argparse to
# manage simple interface with C binary
run: $(TARGET)
$(LAUNCH) $(TARGET)
$(LAUNCH) $(TARGET) 1.0
run-converge: $(TARGET)
$(LAUNCH) $(TARGET) 0.0
.PHONY: run clean

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@ -1,7 +1,7 @@
const float INF = 50.0;
const float INF = 30.0;
const float PI = 3.14159;
const float E = 2.71828;
const int BOUNCES = 4;
const int BOUNCES = 5;
// materials
const int MAT_SKY = -1;

16
shader/include/depth.glsl Normal file
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@ -0,0 +1,16 @@
float getLinearDepth(float distance)
{
return distance/INF;
}
float getLogarithmicDepth(float distance)
{
// n roughly correlates to steepness of log curve
// TODO: what does this mean in mathematical terms??
float n = 4;
float f = INF;
float z = distance;
// logarithmic depth
return max(0,log(z*pow(E,n)/f)/n);
}

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@ -33,7 +33,7 @@ void intersectPlane(Ray ray, inout RayHit bestHit, vec3 p, vec3 normal)
bestHit.distance = t;
bestHit.position = ray.origin + t*ray.direction;
bestHit.normal = normal;
bestHit.albedo = vec3(1.0,1.0,1.0);
bestHit.albedo = vec3(1.0,.4,.4);
bestHit.material = MAT_LAMBERT;
}
}

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@ -3,6 +3,7 @@ struct Ray
vec3 origin;
vec3 direction;
vec3 energy;
float distance;
};
Ray createRay(vec3 origin, vec3 direction)
{
@ -11,6 +12,7 @@ Ray createRay(vec3 origin, vec3 direction)
ray.origin = origin;
ray.direction = direction;
ray.energy = vec3(1.0,1.0,1.0);
ray.distance = 0;
return ray;
}

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@ -1,19 +1,17 @@
RayHit trace(Ray ray)
RayHit trace(inout Ray ray)
{
RayHit hit = createRayHit();
Sphere s;
s.cr = vec4(0.0,0.0,0.0,5.0);
s.albedo = vec3(1.0,0.0,0.0);
s.material = MAT_CHROME;
intersectSphere(ray, hit, s);
// floor
intersectPlane(ray, hit, vec3(0.0,-1.5,0.0),vec3(0.0,1.0,0.0));
// spheres
for (int i = 0; i < _activeSpheres; i++)
{
intersectSphere(ray, hit, _spheres[i]);
}
ray.distance += hit.distance * float(hit.distance < INF);
return hit;
}

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@ -24,6 +24,7 @@ uniform vec3 _skyColor = vec3(0.68,0.85,0.9);
// scene.glsl includes scene trace function
#include scene.glsl
#include lighting.glsl
#include depth.glsl
vec3 shade(inout Ray ray, RayHit hit)
{
@ -77,16 +78,27 @@ void main()
int bounces = (1-sky) * BOUNCES;
pixel.xyz = mix(pixel.xyz, _skyColor, sky);
// trace the rays path around the scene
// sample
int samples = 2;
for (int i = 0; i < samples; i++)
{
float sampleDepth = 0;
// trace the ray's path around the scene
for (int j = 0; j < bounces; j++)
{
RayHit hit = trace(ray);
depth = getLogarithmicDepth(ray.distance);
pixel.xyz += ray.energy * shade(ray, hit);
if (length(ray.energy) < 0.001) break;
}
depth += sampleDepth / float(samples);
}
pixel.xyz = mix(pixel.xyz, vec3(1.0), depth);
// output to a specific pixel in the image

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@ -18,6 +18,7 @@ layout (rgba32f, binding = 3) writeonly uniform image2D g1_output;
#include camera.glsl
#include image.glsl
#include scene.glsl
#include depth.glsl
void main()
{
@ -34,18 +35,7 @@ void main()
Ray ray = createCameraRay(uv);
RayHit hit = trace(ray);
// n roughly correlates to steepness of log curve
// TODO: what does this mean in mathematical terms??
float n = 4;
float f = INF;
float z = hit.distance;
float depth;
// linear depth
//depth = z/f;
// logarithmic depth
depth = max(0,log(z*pow(E,n)/f)/n);
float depth = getLogarithmicDepth(hit.distance);
// pack normal into texture
pixel.xyz = hit.normal*0.5+0.5;

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@ -2,10 +2,8 @@
const float FOVY = 90.0;
void updateCameraUniforms(GLuint shaderProgram, float aspect)
void updateCameraUniforms(GLuint shaderProgram, float aspect, float t)
{
float t = now();
// wobble up dir
vec3 cdir, cright, cup;
vec3 up = {0.1*sin(t),1.0,0.05*cos(0.5*t)};

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@ -6,4 +6,4 @@
#include "clock.h"
void updateCameraUniforms(GLuint shaderProgram, float aspect);
void updateCameraUniforms(GLuint shaderProgram, float aspect, float t);

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@ -4,3 +4,8 @@ float now()
{
return (float)SDL_GetTicks() / 1000.0;
}
float nowScaled(struct Epoch t)
{
return t.scale * now();
}

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@ -2,5 +2,12 @@
#include <SDL2/SDL.h>
// seconds since program start
struct Epoch
{
float scale;
};
// real seconds since program start
float now();
// simulation seconds since program start
float nowScaled(struct Epoch e);

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@ -174,16 +174,6 @@ void setVertexAttributes()
// color
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, stride, (void*)(3*sizeof(float)));
glEnableVertexAttribArray(1);
// uv
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, stride, (void*)(6*sizeof(float)));
glEnableVertexAttribArray(2);

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@ -10,12 +10,13 @@
const int WIDTH = 420;
const int HEIGHT = 420;
void updateUniforms(GLuint shaderProgram);
void updateUniforms(GLuint shaderProgram, float t);
SDL_Window *window;
struct Shaders shaders;
struct Textures textures;
struct Epoch epoch;
void initialise()
{
@ -32,8 +33,21 @@ void initialise()
createTextures(WIDTH, HEIGHT, shaders, &textures);
}
int main()
void parseArgs(int argc, char* argv[], struct Epoch* e)
{
// check we have the right number of arguments
if (argc != 2)
{
fprintf(stderr, "usage: oglc TIMESPEED\n");
}
sscanf(argv[1], "%f", &(e->scale));
}
int main(int argc, char* argv[])
{
parseArgs(argc, argv, &epoch);
initialise();
float start = now();
@ -41,6 +55,7 @@ int main()
for (frames = 0; !checkQuit(); frames++)
{
GLuint shader;
float t = nowScaled(epoch);
// prepass
// TODO: write output to different texture than main output
@ -48,18 +63,17 @@ int main()
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textures.g0);
glUseProgram(shader);
updateUniforms(shader);
updateUniforms(shader, t);
glDispatchCompute((GLuint)WIDTH, (GLuint)HEIGHT, 1);
// make sure we're finished writing to the texture before trying to read it
glMemoryBarrier(GL_ALL_BARRIER_BITS);
// dispatch compute shaders
shader = shaders.lighting;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textures.target);
glUseProgram(shader);
updateUniforms(shader);
updateUniforms(shader, t);
//int loc = glGetUniformLocation(shader, "_g0");
//glUniform1i(loc, textures.g0);
glDispatchCompute((GLuint)WIDTH, (GLuint)HEIGHT, 1);
@ -67,6 +81,18 @@ int main()
// make sure we're finished writing to the texture before trying to read it
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
// TODO: frame blending
//
// before we get to our normal rendering pass we need to blend our samples
// across multiple frames. to do this, we should maintain an accumulation
// buffer where we can store pixel data while a new frame is being generated.
// this can be a collection of two buffers, where one is written to and the
// other is read from. to render a new frame, the newly sampled raw frame can
// be combined with data from the previous frame. by repeatedly taking the
// average over a large number of frames a cleaner image can be generated.
// this is most effective for static images, and will produce motion blur on
// a moving image.
// normal drawing pass
shader = shaders.quad;
glUseProgram(shader);
@ -87,7 +113,7 @@ int main()
return 0;
}
void updateUniforms(GLuint shaderProgram)
void updateUniforms(GLuint shaderProgram, float t)
{
// update random values
vec4 seed =
@ -100,19 +126,17 @@ void updateUniforms(GLuint shaderProgram)
int loc = glGetUniformLocation(shaderProgram, "_seed");
glUniform4fv(loc, 1, seed);
// update time
float t = now();
float sin_t = sin(t);
loc = glGetUniformLocation(shaderProgram, "_t");
glUniform4f(loc, t, sin_t, (1.0 + sin_t)*0.5, 0.0f);
// update camera
float aspect = (float)WIDTH/(float)HEIGHT;
updateCameraUniforms(shaderProgram, aspect);
updateCameraUniforms(shaderProgram, aspect, t);
// make and update spheres
const int sphereCount = 42;
const int sphereCount = 41;
struct Sphere spheres[sphereCount];
makeSpheres(spheres, sphereCount);
makeSpheres(spheres, sphereCount, t);
updateSphereUniforms(shaderProgram, spheres, sphereCount);
}

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@ -1,9 +1,7 @@
#include "sphere.h"
void makeSpheres(struct Sphere *spheres, int count)
void makeSpheres(struct Sphere *spheres, int count, float t)
{
//float t = time();
vec3 albedos[] =
{
{0.0,0.0,1.0},
@ -15,21 +13,33 @@ void makeSpheres(struct Sphere *spheres, int count)
{1.0,1.0,1.0}
};
// distance from center
float d = 6.0;
float radius = 0.5;
float x;
vec3 sc = {0.0,0.0,1.0};
float t = now();
for (int i = 0; i < count; i++)
int sphereIdx = 0;
// a shiny sphere in the middle which bobs around
int middleSpheres = 1;
sc[0] = 2.5*sin(t*2.67);
sc[1] = 1.5+sin(t*1.09);
sc[2] = 2.5*cos(-t*2.13);
float radius = 1.7;
vec3 col = {0.0,0.0,0.0};
spheres[sphereIdx++] = makeSphere(sc,radius,col,1);
// rainbow spheres
int rainbowSpheres = count - middleSpheres;
// distance from center
float d = 6.0;
radius = 0.5;
float x;
for (int i = 0; i < rainbowSpheres; i++)
{
x = 2.0*CGLM_PI * (float)i/(float)count;
x = 2.0*CGLM_PI * (float)i/(float)rainbowSpheres;
sc[0] = sin(x)*d;
sc[1] = sin(x*3.0-5.0*sin(t));
sc[2] = cos(x)*d;
float ic = i/(float)count*CGLM_PI*2.0;
float ic = i/(float)rainbowSpheres*CGLM_PI*2.0;
float r = sin(ic);
float g = sin(ic+CGLM_PI/1.5);
float b = sin(ic+2.0*CGLM_PI/1.5);
@ -38,8 +48,8 @@ void makeSpheres(struct Sphere *spheres, int count)
glm_vec3_scale(col, 0.5, col);
glm_vec3_adds(col, 0.5, col);
int material = i % 2 == 0;
spheres[i] = makeSphere(sc,radius,col,material);
int material = i % 2;
spheres[sphereIdx++] = makeSphere(sc,radius,col,material);
}
}

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@ -16,7 +16,7 @@ struct Sphere
int material;
};
void makeSpheres(struct Sphere *spheres, int count);
void makeSpheres(struct Sphere *spheres, int count, float t);
struct Sphere makeSphere(vec3 center, float radius, vec3 albedo, int material);
//void updateSphereUniform(GLuint shaderProgram, struct Sphere sphere);
void updateSphereUniforms(GLuint shaderProgram, struct Sphere *spheres, int count);