mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 10:48:34 +02:00
+ | Better random
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@ -20,7 +20,7 @@ typedef struct s_Material
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glm::vec3 color;
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float emission;
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float roughness;
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float specular;
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float metallic;
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} Material;
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class Object
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@ -22,7 +22,7 @@ struct GPUObject
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alignas(16) glm::vec3 color;
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float emission;
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float roughness;
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float specular;
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float metallic;
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float radius; // sphere
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alignas(16) glm::vec3 normal; // plane
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@ -1,12 +1,12 @@
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MAT 255 255 255 0.0 0.0 0.0
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MAT 255 255 255 5.0 0.0 0.0
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MAT 255 255 255 3.0 0.0 0.0
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MAT 255 100 100 0.0 0.0 0.0
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MAT 100 100 255 0.0 0.0 0.0
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MAT 100 255 100 0.0 0.0 0.0
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MAT 100 255 100 0.0 0.5 0.0
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MAT 255 255 255 0.0 0.98 0.0
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MAT 255 255 255 0.0 1.0 0.0
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sp 0 -1 0 1 5
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21
scenes/roughness.rt
Normal file
21
scenes/roughness.rt
Normal file
@ -0,0 +1,21 @@
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MAT 255 255 255 5.0 0.0 0.0 // white light 0
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MAT 255 50 50 0.0 0.0 0.0 // red 1
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MAT 50 50 50 0.0 0.0 0.0 // gray 2
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MAT 50 255 50 0.0 0.0 0.0 // green 3
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MAT 255 255 255 0.0 0.0 0.0 // white 4
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// walls of a long width box
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pl 0 0 -3 0 0 1 4 // back wall
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pl 0 0 3 0 0 -1 4 // front wall
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pl 4 0 0 -1 0 0 3 // right wall
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pl -4 0 0 1 0 0 1 // left wall
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pl 0 3 0 0 -1 0 2 // ceiling
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pl 0 -3 0 0 1 0 4 // floor
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// light quad
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qu -1 2.9 -1 2 0 0 0 0 2 0
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@ -10,7 +10,7 @@ struct GPUObject {
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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 metallic; // 4
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float radius; // 4
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vec3 normal; // 12 + 4
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@ -73,24 +73,27 @@ hitInfo traceRay(Ray ray)
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return (hit);
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}
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Ray newRay(hitInfo hit, Ray ray, vec2 uv)
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Ray newRay(hitInfo hit, Ray ray, inout uint rng_state)
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{
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GPUObject obj;
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Ray new_ray;
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vec3 in_unit_sphere;
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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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obj = objects[hit.obj_index];
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vec3 diffuse_dir = normalize(hit.normal + 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(randomHemisphereDirection(hit.normal, rng_state));
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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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new_ray.direction = mix(diffuse_dir, specular_dir, obj.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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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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@ -109,13 +112,12 @@ vec3 pathtrace(Ray ray, vec2 uv)
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GPUObject obj = objects[hit.obj_index];
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color *= obj.color;
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if (obj.emission > 0.0)
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{
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light += obj.emission * obj.color;
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break;
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}
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ray = newRay(hit, ray, uv);
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light += obj.emission * obj.color;
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if (obj.emission > 0.0)
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break;
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ray = newRay(hit, ray, rng_state);
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}
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return (color * light);
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}
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@ -129,6 +131,9 @@ void main()
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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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uint rng_state = uint(u_resolution.x) * uint(pixel_coords.y) + pixel_coords.x;
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rng_state = rng_state + u_frameCount * 719393;
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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 view_space_ray = normalize(vec3(uv.x, uv.y, -focal_length));
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@ -136,8 +141,8 @@ void main()
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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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color = vec3(sqrt(color.x), sqrt(color.y), sqrt(color.z));
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vec3 color = pathtrace(ray, rng_state);
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// color = vec3(sqrt(color.x), sqrt(color.y), sqrt(color.z));
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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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@ -42,3 +42,32 @@ vec3 randomVec3(vec2 uv, float time)
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{
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return (vec3((random(uv, time) - 0.5) * 2, (random(uv, time) - 0.5) * 2, (random(uv, time) - 0.5) * 2));
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}
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float randomValue(inout uint rng_state)
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{
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rng_state = rng_state * 747796405 + 2891336453;
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uint result = ((rng_state >> ((rng_state >> 28) + 4)) ^ rng_state) * 277803737;
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result = (result >> 22) ^ result;
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return (result / 4294967295.0);
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}
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float randomValueNormalDistribution(inout uint rng_state)
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{
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float theta = 2.0 * 3.14159265359 * randomValue(rng_state);
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float rho = sqrt(-2.0 * log(randomValue(rng_state)));
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return (rho * cos(theta));
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}
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vec3 randomDirection(inout uint rng_state)
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{
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float x = randomValueNormalDistribution(rng_state);
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float y = randomValueNormalDistribution(rng_state);
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float z = randomValueNormalDistribution(rng_state);
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return normalize(vec3(x, y, z));
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}
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vec3 randomHemisphereDirection(vec3 normal, inout uint rng_state)
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{
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vec3 direction = randomDirection(rng_state);
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return (direction * sign(dot(normal, direction)));
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}
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@ -76,7 +76,7 @@ void Scene::updateGPUData()
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gpu_obj.color = mat->color;
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gpu_obj.emission = mat->emission;
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gpu_obj.roughness = mat->roughness;
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gpu_obj.specular = mat->specular;
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gpu_obj.metallic = mat->metallic;
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gpu_obj.type = static_cast<int>(obj->getType());
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@ -38,10 +38,10 @@ void SceneParser::parseMaterial(std::stringstream &line)
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float r,g,b;
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float emission;
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float roughness;
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float specular;
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float metallic;
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Material *mat;
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if (!(line >> r >> g >> b >> emission >> roughness >> specular))
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if (!(line >> r >> g >> b >> emission >> roughness >> metallic))
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throw std::runtime_error("Material: Missing material properties");
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mat = new Material;
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@ -49,7 +49,7 @@ void SceneParser::parseMaterial(std::stringstream &line)
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mat->color = glm::vec3(r / 255.0f, g / 255.0f, b / 255.0f);
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mat->emission = emission;
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mat->roughness = roughness;
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mat->specular = specular;
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mat->metallic = metallic;
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_scene->addMaterial(mat);
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}
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