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Author SHA1 Message Date
Cat Flynn 202ec0673f wip 2023-02-26 02:50:32 +00:00
7 changed files with 104 additions and 16 deletions

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@ -1,9 +1,10 @@
const float INF = 30.0;
const float INF = 20.0;
const float PI = 3.14159;
const float E = 2.71828;
const int BOUNCES = 5;
const int BOUNCES = 4;
// materials
const int MAT_SKY = -1;
const int MAT_LAMBERT = 0;
const int MAT_CHROME = 1;
const int MAT_GLOW = 2;

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@ -7,10 +7,13 @@ float getLogarithmicDepth(float distance)
{
// n roughly correlates to steepness of log curve
// TODO: what does this mean in mathematical terms??
float n = 4;
float n = 2;
float f = INF;
float z = distance;
// logarithmic depth
return max(0,log(z*pow(E,n)/f)/n);
float d = log(z*pow(E,n)/f)/n;
//d = d < 0 ? 1 : d;
return d;
//return max(0,d);
}

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@ -21,6 +21,29 @@ void intersectSphere(Ray ray, inout RayHit bestHit, Sphere sphere)
}
}
void intersectInsideOutSphere(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;
bestHit.material = sphere.material;
}
}
void intersectPlane(Ray ray, inout RayHit bestHit, vec3 p, vec3 normal)
{
float denom = dot(normal, ray.direction);
@ -33,7 +56,7 @@ 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,.4,.4);
bestHit.albedo = vec3(1.0,.8,.7);
bestHit.material = MAT_LAMBERT;
}
}

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@ -35,18 +35,30 @@ vec3 sampleHemisphere(vec3 normal)
vec3 scatterMetal(inout Ray ray, RayHit hit)
{
//float d = length(ray.origin - hit.position);
ray.origin = hit.position + hit.normal*0.001;
ray.direction = reflect(ray.direction,hit.normal);
ray.energy *= 0.5;
ray.energy *= 0.95;
return vec3(0.0);
}
vec3 scatterLambert(inout Ray ray, RayHit hit)
{
//float d = length(ray.origin - hit.position);
ray.origin = hit.position + hit.normal*0.001;
ray.direction = sampleHemisphere(hit.normal);
ray.energy *= hit.albedo * sdot(hit.normal, ray.direction);
ray.energy = hit.albedo * sdot(hit.normal, ray.direction);
//ray.distance += d;
return vec3(0.0);
}
vec3 scatterGlow(inout Ray ray, RayHit hit)
{
ray.origin = hit.position + hit.normal*0.001;
//ray.direction = reflect(ray.direction,hit.normal);
ray.energy = hit.albedo * 2.0;
return vec3(hit.albedo);
}

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@ -11,7 +11,19 @@ RayHit trace(inout Ray ray)
intersectSphere(ray, hit, _spheres[i]);
}
ray.distance += hit.distance * float(hit.distance < INF);
Sphere s;
s.cr = vec4(0.0,0.0,0.0,INF*2.0);
s.material = MAT_GLOW;
s.albedo = vec3(1.0,1.0,1.0);
intersectInsideOutSphere(ray, hit, s);
//ray.distance += hit.material == MAT_CHROME
// ? hit.distance * length(ray.energy) * float(hit.distance < INF)
// : hit.distance * float(hit.distance < INF);
//ray.distance += hit.distance * float(hit.distance < INF);
ray.distance += hit.distance;
//ray.distance = clamp(ray.distance, 0, INF);
//ray.distance += hit.distance * length(ray.energy);
return hit;
}

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@ -9,7 +9,8 @@ layout(rgba32f, binding = 3) readonly uniform image2D _g1;
// final output
layout(rgba32f, binding = 0) uniform image2D img_output; // rgba32f defines internal format, image2d for random write to output texture
uniform vec3 _skyColor = vec3(0.68,0.85,0.9);
//uniform vec3 _skyColor = vec3(0.75,0.9,1.0);
uniform vec3 _skyColor = vec3(1.0,1.0,1.0);
// TODO: some of these depend on each other!! need be be in this order for now c:
#include func.glsl
@ -39,16 +40,23 @@ vec3 shade(inout Ray ray, RayHit hit)
case MAT_CHROME:
return scatterMetal(ray, hit);
break;
case MAT_GLOW:
return scatterGlow(ray, hit);
break;
}
}
// sky color
return _skyColor;
//ray.distance = INF;
//return _skyColor * (1-getLinearDepth(ray.distance));
//return vec3(1.0,0.0,0.0);
}
void main()
{
// 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);
ivec2 pixelCoords = ivec2(gl_GlobalInvocationID.xy);
@ -74,12 +82,14 @@ void main()
firstHit.normal = normal;
firstHit.albedo = albedo;
int sky = depth >= INF ? 1 : 0;
int bounces = (1-sky) * BOUNCES;
pixel.xyz = mix(pixel.xyz, _skyColor, sky);
int bounces = BOUNCES;
//pixel.xyz = mix(pixel.xyz, _skyColor, sky);
// sample
int samples = 2;
//int reflections = 0;
//depth = 0;
float tracedDepth = 0;
for (int i = 0; i < samples; i++)
{
float sampleDepth = 0;
@ -89,17 +99,44 @@ void main()
{
RayHit hit = trace(ray);
depth = getLogarithmicDepth(ray.distance);
//ray.distance = hit.material == MAT_CHROME
// ? ray.distance * hit.material
// : 0;
//int reflection = hit.material == MAT_CHROME ? 1 : 0;
//reflections |= (reflection << j);
sampleDepth = getLogarithmicDepth(ray.distance);
pixel.xyz += ray.energy * shade(ray, hit);
if (length(ray.energy) < 0.001) break;
}
depth += sampleDepth / float(samples);
//depth = max(getLogarithmicDepth(ray.distance
tracedDepth += sampleDepth / float(samples);
}
pixel.xyz = mix(pixel.xyz, vec3(1.0), depth);
// apply gamma correction
float gamma = 2.0;
float scale = 1.0 / gamma;
pixel.xyz = sqrt(pixel.xyz * scale);
pixel.xyz /= 2.0;
//
// apply fog
//float fogDepth = (clamp(tracedDepth - depth, 0, 1) - 1.0) * 2.0;
//fogDepth *= depth * depth;
//fogDepth -= depth;
//fogDepth = depth * tracedDepth;
vec3 fogColor = _skyColor;
pixel.xyz = mix(pixel.xyz, fogColor, depth);
//pixel = clamp(pixel, 0, 1);
//tracedDepth = max(depth,
//tracedDepth -= 0.2;
//tracedDepth *= (5.0/4.0);
vec3 depthDebugColor = mix(vec3(depth), vec3(fogDepth), step(-uv.x, 0.0));
pixel.xyz = mix(pixel.xyz, depthDebugColor, 1);
// output to a specific pixel in the image
imageStore(img_output, ivec2(gl_GlobalInvocationID.xy), pixel);

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@ -44,6 +44,6 @@ void main()
imageStore(g0_output, pixelCoords, pixel);
pixel.xyz = hit.albedo;
pixel.w = 0;
pixel.w = hit.material;
imageStore(g1_output, pixelCoords, pixel);
}