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https://github.com/TheRedShip/RT_GPU.git
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+ | Optimization + reflection
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@ -1,19 +1,21 @@
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#version 430 core
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#include "shaders/random.glsl"
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layout(local_size_x = 16, local_size_y = 16) in;
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layout(binding = 0, rgba32f) uniform image2D outputImage;
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layout(binding = 1, rgba32f) uniform image2D accumulationImage;
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layout(binding = 0, rgba32f) uniform image2D output_image;
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layout(binding = 1, rgba32f) uniform image2D accumulation_image;
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struct GPUObject {
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vec3 position; // 12 + 4
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vec3 color; // 12 + 4
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float emission; // 4
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float roughness; // 4
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float specular; // 4
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float radius; // 4
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int type; // 4 + 12
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vec3 normal; // 12 + 4
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int type; // 4
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};
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layout(std430, binding = 1) buffer ObjectBuffer
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@ -28,9 +30,6 @@ uniform mat4 u_viewMatrix;
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uniform int u_frameCount;
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uniform float u_time;
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vec3 lightPos = vec3(5.0, 5.0, 5.0);
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vec3 lightColor = vec3(1.0, 1.0, 1.0);
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struct Ray
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{
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vec3 origin;
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@ -45,29 +44,10 @@ struct hitInfo
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int obj_index;
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};
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bool intersectSphere(Ray ray, GPUObject obj, out hitInfo hit)
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{
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vec3 oc = ray.origin - obj.position;
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float a = dot(ray.direction, ray.direction);
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float b = 2.0 * dot(oc, ray.direction);
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float c = dot(oc, oc) - obj.radius * obj.radius;
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float discriminant = b * b - 4.0 * a * c;
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#include "shaders/random.glsl"
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#include "shaders/intersect.glsl"
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if (discriminant < 0.0)
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return false;
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float t = (-b - sqrt(discriminant)) / (2.0 * a);
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if (t < 0.0)
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t = (-b + sqrt(discriminant)) / (2.0 * a);
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hit.t = t;
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hit.position = ray.origin + ray.direction * t;
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hit.normal = normalize(hit.position - obj.position);
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return (true);
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}
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hitInfo trace_ray(Ray ray)
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hitInfo traceRay(Ray ray)
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{
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hitInfo hit;
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hit.t = 1e30;
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@ -77,31 +57,46 @@ hitInfo trace_ray(Ray ray)
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{
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GPUObject obj = objects[i];
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hitInfo tempHit;
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if (intersectSphere(ray, obj, tempHit))
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hitInfo temp_hit;
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if (intersect(ray, obj, temp_hit) && temp_hit.t > 0.0f && temp_hit.t < hit.t)
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{
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if (tempHit.t > 0.0f && tempHit.t < hit.t)
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{
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hit.t = tempHit.t;
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hit.obj_index = i;
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hit.position = tempHit.position;
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hit.normal = tempHit.normal;
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}
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hit.t = temp_hit.t;
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hit.obj_index = i;
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hit.position = temp_hit.position;
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hit.normal = temp_hit.normal;
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}
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}
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return (hit);
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}
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vec3 pathtrace(Ray ray, vec2 random)
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Ray newRay(hitInfo hit, Ray ray, vec2 uv)
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{
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Ray new_ray;
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vec3 in_unit_sphere;
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in_unit_sphere = normalize(randomVec3(uv, u_time));
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in_unit_sphere *= sign(dot(in_unit_sphere, hit.normal));
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vec3 diffuse_dir = normalize(hit.normal + in_unit_sphere);
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vec3 specular_dir = reflect(ray.direction, hit.normal);
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new_ray.origin = hit.position + hit.normal * 0.001;
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new_ray.direction = mix(diffuse_dir, specular_dir, objects[hit.obj_index].roughness);
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return (new_ray);
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}
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vec3 pathtrace(Ray ray, vec2 uv)
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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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float closest_t = 1e30;
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for (int i = 0; i < 10; i++)
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for (int i = 0; i < 3; i++)
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{
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hitInfo hit = trace_ray(ray);
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hitInfo hit = traceRay(ray);
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if (hit.obj_index == -1)
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{
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light += vec3(0); //ambient color
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@ -117,40 +112,35 @@ vec3 pathtrace(Ray ray, vec2 random)
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break;
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}
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ray.origin = hit.position + hit.normal * 0.001;
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//cosine weighted importance sampling
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vec3 unit_sphere = normalize(randomVec3(random, u_time));
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if (dot(unit_sphere, hit.normal) < 0.0)
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unit_sphere = -unit_sphere;
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ray.direction = normalize(hit.normal + unit_sphere);
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ray = newRay(hit, ray, uv);
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}
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return (color * light);
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}
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void main() {
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ivec2 pixelCoords = ivec2(gl_GlobalInvocationID.xy);
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if (pixelCoords.x >= int(u_resolution.x) || pixelCoords.y >= int(u_resolution.y))
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void main()
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{
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ivec2 pixel_coords = ivec2(gl_GlobalInvocationID.xy);
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if (pixel_coords.x >= int(u_resolution.x) || pixel_coords.y >= int(u_resolution.y))
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return;
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vec2 uv = vec2(pixelCoords) / u_resolution;
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uv = uv * 2.0 - 1.0;
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vec2 uv = (vec2(pixel_coords) / u_resolution) * 2.0 - 1.0;;
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uv.x *= u_resolution.x / u_resolution.y;
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float fov = 90.0;
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float focal_length = 1.0 / tan(radians(fov) / 2.0);
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vec3 viewSpaceRay = normalize(vec3(uv.x, uv.y, -focal_length));
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vec3 view_space_ray = normalize(vec3(uv.x, uv.y, -focal_length));
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vec3 rayDirection = (inverse(u_viewMatrix) * vec4(viewSpaceRay, 0.0)).xyz;
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rayDirection = normalize(rayDirection);
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Ray ray = Ray(u_cameraPosition, rayDirection);
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vec3 ray_direction = normalize((inverse(u_viewMatrix) * vec4(view_space_ray, 0.0)).xyz);
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Ray ray = Ray(u_cameraPosition, ray_direction);
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vec3 color = pathtrace(ray, uv);
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vec4 accum = imageLoad(accumulationImage, pixelCoords);
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accum.rgb = accum.rgb * float(u_frameCount) / float(u_frameCount + 1) + color / float(u_frameCount + 1);
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float blend = 1.0 / float(u_frameCount + 1);
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vec4 accum = imageLoad(accumulation_image, pixel_coords);
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accum.rgb = mix(accum.rgb, color, blend);
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accum.a = 1.0;
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imageStore(accumulationImage, pixelCoords, accum);
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imageStore(outputImage, pixelCoords, accum);
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imageStore(accumulation_image, pixel_coords, accum);
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imageStore(output_image, pixel_coords, accum);
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}
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