oglc/res/shader/root/rt.glsl

139 lines
3.8 KiB
GLSL

#version 430
layout (location = 1) uniform vec4 t;
layout (location = 2) uniform vec3 _w; // view space axes
layout (location = 3) uniform vec3 _u;
layout (location = 4) uniform vec3 _v;
layout (location = 5) uniform mat4 _cameraInverseProjection;
layout (location = 6) uniform vec3 _camh;
layout (location = 7) uniform vec3 _camv;
layout (location = 8) uniform vec3 _camll;
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 = 20.0;
#include sphere.glsl
struct Ray
{
vec3 origin;
vec3 direction;
};
struct RayHit
{
vec3 position;
float distance;
vec3 normal;
vec3 albedo;
};
void intersectSphere(Ray ray, inout RayHit bestHit, Sphere sphere)
{
vec3 d = ray.origin-sphere.center;
float p1 = -dot(ray.direction,d);
float p2sqr = p1*p1-dot(d,d)+sphere.radius*sphere.radius;
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-sphere.center);
bestHit.albedo = sphere.albedo;
}
}
Ray createCameraRay(vec2 uv)
{
// transform -1..1 -> 0..1
uv = uv*0.5+0.5;
//uv.x=1-uv.x;
// transform camera origin to world space
// TODO: c2w matrix!! for now we just assume the camera is at the origin
// float3 origin = mul(_CameraToWorld, float4(0.0,0.0,0.0,1.0)).xyz;
// TODO: offset from centre of the lens for depth of field
// float2 rd = _CameraLensRadius * randomInUnitDisk();
// float3 offset = _CameraU * rd.x + _CameraV * rd.y;
// invert perspective projection of view space position
//vec3 dir = mul(_cameraInverseProjection, float4(uv, 0.0, 1.0)).xyz;
// TODO: transform direction from camera to world space (move camera around!)
vec3 dir;
dir = uv.x*_camh + uv.y*_camv;
dir = _camll + uv.x*_camh + uv.y*_camv;
dir = normalize(dir);
float max_x = 5.0;
float max_y = 5.0;
Ray ray;
ray.origin = vec3(0.0,0.0,0.0);
ray.direction = dir;
return ray;
}
void main()
{
// base pixel colour for the image
vec4 pixel = vec4(0.0, 0.0, 0.0, 1.0);
// get index in global work group ie xy position
ivec2 pixel_coords = ivec2(gl_GlobalInvocationID.xy);
// set up ray based on pixel position, project it forward with an orthographic projection
ivec2 dims = imageSize(img_output); // fetch image dimensions
vec2 uv;
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);
Ray ray = createCameraRay(uv);
RayHit hit;
hit.position = vec3(0.0,0.0,0.0);
hit.distance = INF;
hit.normal = vec3(0.0,0.0,0.0);
hit.albedo = vec3(0.0,0.0,0.0);
vec3 spheresCenter = _w*-10.0;
Sphere s1;
s1.center = spheresCenter+vec3(sin(t.x),0.0,cos(t.x))*2.5;
s1.radius = 2.0;
s1.albedo = vec3(1.0,0.0,0.0);
Sphere s2;
s2.center = spheresCenter-vec3(sin(t.x),0.0,cos(t.x))*2.5;
s2.radius = 2.0;
s2.albedo = vec3(0.0,0.0,1.0);
Sphere sphere;
sphere.center = _w*-10.0;
sphere.center += vec3(0.0,0.0,t.y);
sphere.radius = 4.0;
// ray-sphere intersection
intersectSphere(ray, hit, s1);
intersectSphere(ray, hit, s2);
// TODO: write depth to texture
float depth = hit.distance/INF;
pixel = vec4(hit.albedo,1.0);
pixel *= (1.0-depth);
// output to a specific pixel in the image
imageStore(img_output, pixel_coords, pixel);
}