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https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 10:48:34 +02:00
+ | Volumetric ligthing
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@ -7,10 +7,10 @@ Pos=1515,93
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Size=368,276
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[Window][Material]
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Pos=42,246
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Pos=1620,226
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Size=290,238
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[Window][Camera]
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Pos=609,294
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Pos=1624,25
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Size=279,183
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@ -10,16 +10,16 @@ MAT 30 30 30 0.0 0.0 0.0 //black
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MAT 255 255 255 5.0 0.0 0.0 //light
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# sp -100 30 50 50 6
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sp -100 30 50 50 6
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#sp 0 -25 0 50 4
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#
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#sp 1 1 -0.5 2 0
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#sp -0.8 0.8 0 1.5 1
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#sp -2.2 0.4 0.25 1 2
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#sp -3 0.2 0.50 0.75 3
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#sp -3.8 -0.1 0.60 0.5 5
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#
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#cy 0 1 2 0.5 2 -1.5 0 0.75 1
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sp 0 -25 0 50 4
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OBJ obj/teapot.obj
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sp 1 1 -0.5 2 0
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sp -0.8 0.8 0 1.5 1
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sp -2.2 0.4 0.25 1 2
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sp -3 0.2 0.50 0.75 3
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sp -3.8 -0.1 0.60 0.5 5
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cy 0 1 2 0.5 2 -1.5 0 0.75 1
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# OBJ obj/teapot.obj
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@ -3,8 +3,11 @@ CAM 11.1641 1.64529 -17.9646 -4.2 -237.4 0 1 90 5
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MAT 255 255 255 0.0 1.0 0.0 //white
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MAT 150 150 150 0.0 1.0 0.0 //grey
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MAT 255 255 255 10.0 0.0 0.0 //light
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pl 0 0 0 0 1 0 1
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sp -100 50 0 50 2
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qu 0 0 0 0 6 0 18 0 0 0
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qu 0 0 -18 0 6 0 18 0 0 0
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@ -139,21 +139,114 @@ hitInfo traceRay(Ray ray)
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return (hit);
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}
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float sampleHG(float g, inout uint rng_state)
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{
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if (abs(g) < 0.001)
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return 2.0 * randomValue(rng_state) - 1.0;
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float sqr_term = (1.0 - g * g) / (1.0 + g - 2.0 * g * randomValue(rng_state));
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return (1.0 + g * g - sqr_term * sqr_term) / (2.0 * g);
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}
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vec3 sampleDirection(vec3 forward, float cos_theta, inout uint rng_state)
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{
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float phi = 2.0 * M_PI * randomValue(rng_state);
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float sin_theta = sqrt(max(0.0, 1.0 - cos_theta * cos_theta));
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vec3 dir;
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dir.x = sin_theta * cos(phi);
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dir.y = sin_theta * sin(phi);
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dir.z = cos_theta;
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vec3 up = abs(forward.z) < 0.999 ? vec3(0, 0, 1) : vec3(1, 0, 0);
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vec3 right = normalize(cross(up, forward));
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up = cross(forward, right);
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return normalize(
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dir.x * right +
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dir.y * up +
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dir.z * forward
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);
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}
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vec3 sampleLights(vec3 position)
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{
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vec3 light = vec3(0.0);
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for (int i = 0; i < u_objectsNum; i++)
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{
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GPUObject obj = objects[i];
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GPUMaterial mat = materials[obj.mat_index];
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if (obj.type == 0 && mat.emission > 0.0)
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{
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vec3 light_dir = normalize(obj.position - position);
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float light_dist = length(obj.position - position);
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Ray shadow_ray = Ray(position + light_dir * 0.01, light_dir);
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hitInfo shadow_hit = traceRay(shadow_ray);
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if (shadow_hit.obj_index == i)
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light += mat.emission * mat.color / (light_dist);
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}
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}
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return (light);
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}
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struct VolumeProperties {
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vec3 sigma_a; // absorption coefficient
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vec3 sigma_s; // scattering coefficient
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vec3 sigma_t; // extinction coefficient
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float g; // phase function parameter
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};
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vec3 pathtrace(Ray ray, inout uint rng_state)
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{
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vec3 color = vec3(1.0);
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vec3 light = vec3(0.0);
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vec3 transmittance = vec3(1.0);
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VolumeProperties volume;
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volume.sigma_a = vec3(0.0001);
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volume.sigma_s = vec3(0.0800);
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volume.sigma_t = volume.sigma_a + volume.sigma_s;
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volume.g = 1.;
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for (int i = 0; i < camera.bounce; i++)
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{
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hitInfo hit = traceRay(ray);
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float t_scatter = -log(randomValue(rng_state)) / volume.sigma_t.x;
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float t_surface = hit.t;
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if (t_scatter < t_surface && volume.sigma_t.x > 0.0)
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{
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vec3 scatter_pos = ray.origin + ray.direction * t_scatter;
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transmittance *= exp(-volume.sigma_t * t_scatter);
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color *= volume.sigma_s / volume.sigma_t;
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light += transmittance * color * sampleLights(scatter_pos);
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float cos_theta = sampleHG(volume.g, rng_state);
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vec3 new_dir = sampleDirection(ray.direction, cos_theta, rng_state);
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ray.origin = scatter_pos;
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ray.direction = new_dir;
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continue;
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}
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if (hit.obj_index == -1)
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{
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light += GetEnvironmentLight(ray);
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light += transmittance * GetEnvironmentLight(ray);
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// light += vec3(135 / 255.0f, 206 / 255.0f, 235 / 255.0f); //ambient color
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break;
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}
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transmittance *= exp(-volume.sigma_t * t_surface);
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GPUObject obj = objects[hit.obj_index];
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GPUMaterial mat = materials[obj.mat_index];
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@ -166,6 +259,7 @@ vec3 pathtrace(Ray ray, inout uint rng_state)
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color *= mat.color;
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light += mat.emission * mat.color;
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// light += sampleLights(hit.position);
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if (mat.emission > 0.0)
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break;
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@ -219,7 +219,7 @@ void Window::imGuiRender()
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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if (has_changed)
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_frameCount = -1;
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_frameCount = (accumulate == 0) + 1;
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}
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GLFWwindow *Window::getWindow(void) const
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@ -251,7 +251,7 @@ int Window::getPixelisation(void)
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{
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if(_fps < 60 && _pixelisation < 16)
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_pixelisation++;
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if(_fps > 90 && _pixelisation > 0)
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if(_fps > 120 && _pixelisation > 0)
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_pixelisation--;
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}
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else if(_pixelisation)
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