+ | Fog imGUI

This commit is contained in:
TheRedShip
2025-01-14 20:38:03 +01:00
parent 95098711f7
commit 2899055b51
9 changed files with 103 additions and 36 deletions

View File

@ -11,6 +11,14 @@ Pos=1620,226
Size=290,238
[Window][Camera]
Pos=1624,25
Pos=1579,33
Size=279,183
[Window][Fog]
Pos=1621,467
Size=51,48
[Window][Fog settings]
Pos=1607,480
Size=284,137

View File

@ -23,8 +23,8 @@ struct GPUObject
alignas(16) glm::vec3 normal; // plane triangle
alignas(16) glm::vec3 vertex1; //quad triangle
alignas(16) glm::vec3 vertex2; //quad triangle
alignas(16) glm::vec3 vertex1;//quad triangle
alignas(16) glm::vec3 vertex2;//quad triangle
float radius; // sphere
@ -43,6 +43,17 @@ struct GPUMaterial
int type;
};
struct GPUVolume
{
alignas(16) glm::vec3 sigma_a;
alignas(16) glm::vec3 sigma_s;
alignas(16) glm::vec3 sigma_t;
float g;
bool enabled;
};
class Sphere;
class Camera;
@ -59,6 +70,7 @@ class Scene
const std::vector<GPUObject> &getObjectData() const;
std::vector<GPUMaterial> &getMaterialData();
GPUVolume &getVolume();
Camera *getCamera(void) const;
GPUMaterial getMaterial(int material_index);
@ -67,6 +79,8 @@ class Scene
std::vector<GPUObject> _gpu_objects;
std::vector<GPUMaterial> _gpu_materials;
GPUVolume _gpu_volume;
Camera *_camera;
};

View File

@ -7,7 +7,7 @@ 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
sp -10 10 -9 0.01 2
qu 0 0 0 0 6 0 18 0 0 0
qu 0 0 -18 0 6 0 18 0 0 0

View File

@ -32,14 +32,23 @@ struct GPUMaterial
struct GPUCamera
{
mat4 view_matrix;
vec3 position;
mat4 view_matrix;
vec3 position;
float aperture_size;
float focus_distance;
float fov;
float aperture_size;
float focus_distance;
float fov;
int bounce;
};
int bounce;
struct GPUVolume
{
vec3 sigma_a; // absorption coefficient
vec3 sigma_s; // scattering coefficient
vec3 sigma_t; // extinction coefficient
float g; // phase function parameter
bool enabled;
};
layout(std430, binding = 1) buffer ObjectBuffer
@ -52,11 +61,16 @@ layout(std430, binding = 2) buffer MaterialBuffer
GPUMaterial materials[];
};
layout(std140) uniform CameraData
layout(std140, binding = 0) uniform CameraData
{
GPUCamera camera;
};
layout(std140, binding = 1) uniform VolumeData
{
GPUVolume volume;
};
uniform int u_objectsNum;
uniform vec2 u_resolution;
uniform int u_pixelisation;
@ -148,31 +162,25 @@ vec3 pathtrace(Ray ray, inout uint rng_state)
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 = 0.0;
if (atmosScatter(volume, hit, t_scatter, rng_state))
if (volume.enabled && atmosScatter(hit, t_scatter, rng_state))
{
calculateVolumetricLight(t_scatter, volume, ray, color, light, transmittance, rng_state);
calculateVolumetricLight(t_scatter, ray, color, light, transmittance, rng_state);
continue;
}
if (hit.obj_index == -1)
{
light += transmittance * GetEnvironmentLight(ray);
// light += vec3(135 / 255.0f, 206 / 255.0f, 235 / 255.0f); //ambient color
break;
}
transmittance *= exp(-volume.sigma_t * hit.t);
if (volume.enabled)
transmittance *= exp(-volume.sigma_t * hit.t);
GPUObject obj = objects[hit.obj_index];
GPUMaterial mat = materials[obj.mat_index];

View File

@ -1,9 +1,9 @@
vec3 GetEnvironmentLight(Ray ray)
{
vec3 sun_pos = vec3(-1., 1.0, 0.);
vec3 sun_pos = vec3(-0.5, 0.5, 0.5);
float SunFocus = 1.5;
float SunIntensity = 0.5;
float SunIntensity = 1.;
vec3 GroundColour = vec3(0.5, 0.5, 0.5);
vec3 SkyColourHorizon = vec3(135 / 255.0f, 206 / 255.0f, 235 / 255.0f);
@ -29,7 +29,7 @@ vec3 sampleLights(vec3 position)
GPUObject obj = objects[i];
GPUMaterial mat = materials[obj.mat_index];
if (obj.type == 0 && mat.emission > 0.0)
if (mat.emission > 0.0)
{
vec3 light_dir = normalize(obj.position - position);
float light_dist = length(obj.position - position);

View File

@ -1,11 +1,4 @@
struct VolumeProperties {
vec3 sigma_a; // absorption coefficient
vec3 sigma_s; // scattering coefficient
vec3 sigma_t; // extinction coefficient
float g; // phase function parameter
};
float sampleHG(float g, inout uint rng_state)
{
if (abs(g) < 0.001)
@ -36,17 +29,18 @@ vec3 sampleDirection(vec3 forward, float cos_theta, inout uint rng_state)
);
}
bool atmosScatter(VolumeProperties volume, hitInfo hit, inout float t_scatter, inout uint rng_state)
bool atmosScatter(hitInfo hit, inout float t_scatter, inout uint rng_state)
{
t_scatter = -log(randomValue(rng_state)) / volume.sigma_t.x;
float density = volume.sigma_t.x;
t_scatter = -log(randomValue(rng_state)) / density;
return (t_scatter < hit.t && volume.sigma_t.x > 0.0);
return (t_scatter < hit.t && density > 0.0);
}
void calculateVolumetricLight(float t_scatter, VolumeProperties volume, inout Ray ray, inout vec3 color, inout vec3 light, inout vec3 transmittance, inout uint rng_state)
void calculateVolumetricLight(float t_scatter, inout Ray ray, inout vec3 color, inout vec3 light, inout vec3 transmittance, inout uint rng_state)
{
vec3 scatter_pos = ray.origin + ray.direction * t_scatter;
transmittance *= exp(-volume.sigma_t * t_scatter);
color *= volume.sigma_s / volume.sigma_t;

View File

@ -50,6 +50,12 @@ int main(int argc, char **argv)
glBufferData(GL_UNIFORM_BUFFER, sizeof(GPUCamera), nullptr, GL_DYNAMIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, cameraUBO);
GLuint volumeUBO;
glGenBuffers(1, &volumeUBO);
glBindBuffer(GL_UNIFORM_BUFFER, volumeUBO);
glBufferData(GL_UNIFORM_BUFFER, sizeof(GPUVolume), nullptr, GL_STATIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, 1, volumeUBO);
shader.attach();
Vertex vertices[3] = {{{-1.0f, -1.0f}, {0.0f, 0.0f}},{{3.0f, -1.0f}, {2.0f, 0.0f}},{{-1.0f, 3.0f}, {0.0f, 2.0f}}};
@ -70,6 +76,9 @@ int main(int argc, char **argv)
glBindBuffer(GL_UNIFORM_BUFFER, cameraUBO);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(GPUCamera), &camera_data);
glBindBuffer(GL_UNIFORM_BUFFER, volumeUBO);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(GPUVolume), &scene.getVolume());
shader.set_int("u_frameCount", window.getFrameCount());
shader.set_int("u_objectsNum", object_data.size());
shader.set_int("u_pixelisation", window.getPixelisation());

View File

@ -15,6 +15,12 @@
Scene::Scene()
{
_camera = new Camera(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f), -90.0f, 0.0f);
_gpu_volume.enabled = false;
_gpu_volume.sigma_a = glm::vec3(0.0001f);
_gpu_volume.sigma_s = glm::vec3(0.0800f);
_gpu_volume.sigma_t = _gpu_volume.sigma_a + _gpu_volume.sigma_s;
_gpu_volume.g = 0.9f;
}
Scene::~Scene()
@ -143,6 +149,11 @@ std::vector<GPUMaterial>& Scene::getMaterialData()
return (_gpu_materials);
}
GPUVolume &Scene::getVolume()
{
return (_gpu_volume);
}
Camera *Scene::getCamera(void) const
{
return (_camera);

View File

@ -215,6 +215,29 @@ void Window::imGuiRender()
ImGui::End();
ImGui::Begin("Fog settings");
has_changed |= ImGui::Checkbox("Enable", &_scene->getVolume().enabled);
ImGui::Separator();
if (ImGui::SliderFloat("Absorption", &_scene->getVolume().sigma_a.x, 0., 0.1))
{
_scene->getVolume().sigma_a = glm::vec3(_scene->getVolume().sigma_a.x);
_scene->getVolume().sigma_t = _scene->getVolume().sigma_a + _scene->getVolume().sigma_s;
has_changed = true;
}
if (ImGui::SliderFloat("Scattering", &_scene->getVolume().sigma_s.x, 0., 0.5))
{
_scene->getVolume().sigma_s = glm::vec3(_scene->getVolume().sigma_s.x);
_scene->getVolume().sigma_t = _scene->getVolume().sigma_a + _scene->getVolume().sigma_s;
has_changed = true;
}
if (ImGui::SliderFloat("G", &_scene->getVolume().g, 0., 1.))
has_changed = true;
ImGui::End();
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());