From 1d3627000d3cc828e0fa252dbb1b64d2ca3e82a6 Mon Sep 17 00:00:00 2001 From: TheRedShip Date: Mon, 13 Jan 2025 23:45:13 +0100 Subject: [PATCH] + | Volumetric ligthing --- imgui.ini | 4 +- scenes/test.rt | 22 +++++----- scenes/window.rt | 3 ++ shaders/compute.glsl | 96 ++++++++++++++++++++++++++++++++++++++++++- srcs/class/Window.cpp | 4 +- 5 files changed, 113 insertions(+), 16 deletions(-) diff --git a/imgui.ini b/imgui.ini index ca98a18..9f12d97 100644 --- a/imgui.ini +++ b/imgui.ini @@ -7,10 +7,10 @@ Pos=1515,93 Size=368,276 [Window][Material] -Pos=42,246 +Pos=1620,226 Size=290,238 [Window][Camera] -Pos=609,294 +Pos=1624,25 Size=279,183 diff --git a/scenes/test.rt b/scenes/test.rt index 40bc7a8..af16408 100644 --- a/scenes/test.rt +++ b/scenes/test.rt @@ -10,16 +10,16 @@ MAT 30 30 30 0.0 0.0 0.0 //black MAT 255 255 255 5.0 0.0 0.0 //light -# sp -100 30 50 50 6 +sp -100 30 50 50 6 -#sp 0 -25 0 50 4 -# -#sp 1 1 -0.5 2 0 -#sp -0.8 0.8 0 1.5 1 -#sp -2.2 0.4 0.25 1 2 -#sp -3 0.2 0.50 0.75 3 -#sp -3.8 -0.1 0.60 0.5 5 -# -#cy 0 1 2 0.5 2 -1.5 0 0.75 1 +sp 0 -25 0 50 4 -OBJ obj/teapot.obj +sp 1 1 -0.5 2 0 +sp -0.8 0.8 0 1.5 1 +sp -2.2 0.4 0.25 1 2 +sp -3 0.2 0.50 0.75 3 +sp -3.8 -0.1 0.60 0.5 5 + +cy 0 1 2 0.5 2 -1.5 0 0.75 1 + +# OBJ obj/teapot.obj diff --git a/scenes/window.rt b/scenes/window.rt index 4140e71..69f78da 100644 --- a/scenes/window.rt +++ b/scenes/window.rt @@ -3,8 +3,11 @@ CAM 11.1641 1.64529 -17.9646 -4.2 -237.4 0 1 90 5 MAT 255 255 255 0.0 1.0 0.0 //white MAT 150 150 150 0.0 1.0 0.0 //grey +MAT 255 255 255 10.0 0.0 0.0 //light + pl 0 0 0 0 1 0 1 +sp -100 50 0 50 2 qu 0 0 0 0 6 0 18 0 0 0 qu 0 0 -18 0 6 0 18 0 0 0 diff --git a/shaders/compute.glsl b/shaders/compute.glsl index 83142f1..91284a4 100644 --- a/shaders/compute.glsl +++ b/shaders/compute.glsl @@ -139,21 +139,114 @@ hitInfo traceRay(Ray ray) return (hit); } +float sampleHG(float g, inout uint rng_state) +{ + if (abs(g) < 0.001) + return 2.0 * randomValue(rng_state) - 1.0; + + float sqr_term = (1.0 - g * g) / (1.0 + g - 2.0 * g * randomValue(rng_state)); + return (1.0 + g * g - sqr_term * sqr_term) / (2.0 * g); +} + +vec3 sampleDirection(vec3 forward, float cos_theta, inout uint rng_state) +{ + float phi = 2.0 * M_PI * randomValue(rng_state); + float sin_theta = sqrt(max(0.0, 1.0 - cos_theta * cos_theta)); + + vec3 dir; + dir.x = sin_theta * cos(phi); + dir.y = sin_theta * sin(phi); + dir.z = cos_theta; + + vec3 up = abs(forward.z) < 0.999 ? vec3(0, 0, 1) : vec3(1, 0, 0); + vec3 right = normalize(cross(up, forward)); + up = cross(forward, right); + + return normalize( + dir.x * right + + dir.y * up + + dir.z * forward + ); +} + +vec3 sampleLights(vec3 position) +{ + vec3 light = vec3(0.0); + + for (int i = 0; i < u_objectsNum; i++) + { + GPUObject obj = objects[i]; + GPUMaterial mat = materials[obj.mat_index]; + + if (obj.type == 0 && mat.emission > 0.0) + { + vec3 light_dir = normalize(obj.position - position); + float light_dist = length(obj.position - position); + + Ray shadow_ray = Ray(position + light_dir * 0.01, light_dir); + hitInfo shadow_hit = traceRay(shadow_ray); + + if (shadow_hit.obj_index == i) + light += mat.emission * mat.color / (light_dist); + } + } + + return (light); +} + +struct VolumeProperties { + vec3 sigma_a; // absorption coefficient + vec3 sigma_s; // scattering coefficient + vec3 sigma_t; // extinction coefficient + float g; // phase function parameter +}; + vec3 pathtrace(Ray ray, inout uint rng_state) { vec3 color = vec3(1.0); vec3 light = vec3(0.0); + + vec3 transmittance = vec3(1.0); + + VolumeProperties volume; + volume.sigma_a = vec3(0.0001); + volume.sigma_s = vec3(0.0800); + volume.sigma_t = volume.sigma_a + volume.sigma_s; + volume.g = 1.; for (int i = 0; i < camera.bounce; i++) { hitInfo hit = traceRay(ray); + + float t_scatter = -log(randomValue(rng_state)) / volume.sigma_t.x; + float t_surface = hit.t; + + if (t_scatter < t_surface && volume.sigma_t.x > 0.0) + { + vec3 scatter_pos = ray.origin + ray.direction * t_scatter; + + transmittance *= exp(-volume.sigma_t * t_scatter); + color *= volume.sigma_s / volume.sigma_t; + + light += transmittance * color * sampleLights(scatter_pos); + + float cos_theta = sampleHG(volume.g, rng_state); + vec3 new_dir = sampleDirection(ray.direction, cos_theta, rng_state); + + ray.origin = scatter_pos; + ray.direction = new_dir; + continue; + } + if (hit.obj_index == -1) { - light += GetEnvironmentLight(ray); + light += transmittance * GetEnvironmentLight(ray); // light += vec3(135 / 255.0f, 206 / 255.0f, 235 / 255.0f); //ambient color break; } + transmittance *= exp(-volume.sigma_t * t_surface); + GPUObject obj = objects[hit.obj_index]; GPUMaterial mat = materials[obj.mat_index]; @@ -166,6 +259,7 @@ vec3 pathtrace(Ray ray, inout uint rng_state) color *= mat.color; light += mat.emission * mat.color; + // light += sampleLights(hit.position); if (mat.emission > 0.0) break; diff --git a/srcs/class/Window.cpp b/srcs/class/Window.cpp index d16638a..297ca34 100644 --- a/srcs/class/Window.cpp +++ b/srcs/class/Window.cpp @@ -219,7 +219,7 @@ void Window::imGuiRender() ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); if (has_changed) - _frameCount = -1; + _frameCount = (accumulate == 0) + 1; } GLFWwindow *Window::getWindow(void) const @@ -251,7 +251,7 @@ int Window::getPixelisation(void) { if(_fps < 60 && _pixelisation < 16) _pixelisation++; - if(_fps > 90 && _pixelisation > 0) + if(_fps > 120 && _pixelisation > 0) _pixelisation--; } else if(_pixelisation)