diff --git a/includes/RT/Camera.hpp b/includes/RT/Camera.hpp index a6b4004..b09ec5c 100644 --- a/includes/RT/Camera.hpp +++ b/includes/RT/Camera.hpp @@ -44,7 +44,7 @@ class Camera glm::vec3 _velocity; glm::vec3 _acceleration; - float _maxSpeed = 10.0f; + float _maxSpeed = 8.0f; float _acceleration_rate = 40.0f; float _deceleration_rate = 40.0f; float _sensitivity = 0.2f; diff --git a/includes/RT/Window.hpp b/includes/RT/Window.hpp index 4b766cc..2fe220d 100644 --- a/includes/RT/Window.hpp +++ b/includes/RT/Window.hpp @@ -23,9 +23,6 @@ class Window Window(Scene *scene, int width, int height, const char *title, int sleep); ~Window(void); - GLFWwindow *getWindow(void) const; - float getFps(void) const; - void display(); void pollEvents(); bool shouldClose(); @@ -35,11 +32,16 @@ class Window static void keyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); static void mouseMoveCallback(GLFWwindow *window, double xpos, double ypos); static void mouseButtonCallback(GLFWwindow *window, int button, int action, int mods); - + + GLFWwindow *getWindow(void) const; + float getFps(void) const; + int getFrameCount(void) const; + private: GLFWwindow *_window; Scene *_scene; - + + int _frameCount; float _fps; }; diff --git a/scenes/test.rt b/scenes/test.rt index 7d79136..df13bcd 100644 --- a/scenes/test.rt +++ b/scenes/test.rt @@ -1,9 +1,10 @@ MAT 255 255 255 0.0 1.0 2.0 -MAT 255 0 0 0.0 1.0 2.0 +MAT 255 255 255 1.0 1.0 2.0 sp 0 -1 -6 1.0 0 -sp 2 -1 -6 1.0 1 -sp -2 -1 -6 1.0 1 + +sp 0 5 -6 3.0 1 + R 1.0 -2.0 10 diff --git a/shaders/compute.glsl b/shaders/compute.glsl index c42ecdb..2c59680 100644 --- a/shaders/compute.glsl +++ b/shaders/compute.glsl @@ -7,101 +7,112 @@ layout(local_size_x = 16, local_size_y = 16) in; layout(binding = 0, rgba32f) uniform image2D outputImage; struct GPUObject { - vec3 position; // 12 + 4 - vec3 color; // 12 + 4 - float emission; // 4 - float roughness; // 4 - float specular; // 4 - float radius; // 4 - int type; // 4 + 12 + vec3 position; // 12 + 4 + vec3 color; // 12 + 4 + float emission; // 4 + float roughness; // 4 + float specular; // 4 + float radius; // 4 + int type; // 4 + 12 }; layout(std430, binding = 1) buffer ObjectBuffer { - GPUObject objects[]; + GPUObject objects[]; }; uniform int u_objectsNum; uniform vec2 u_resolution; uniform vec3 u_cameraPosition; uniform mat4 u_viewMatrix; +uniform int u_frameCount; vec3 lightPos = vec3(5.0, 5.0, 5.0); vec3 lightColor = vec3(1.0, 1.0, 1.0); -vec3 sphereCenter = vec3(0.0, 0.0, -5.0); -float sphereRadius = 1.0; -vec3 objectColor = vec3(0.4, 0.7, 0.9); + +const float PHI = 1.61803398874989484820459; // Φ = Golden Ratio +float getRandom(in vec2 xy, float seed) +{ + return fract(tan(distance(xy*PHI, xy)*seed)*xy.x); +} + +vec3 randomVec3(vec2 uv, int frame) +{ + float x = getRandom(uv, float(frame) + 0.1); + float y = getRandom(uv + vec2(1.0), float(frame) + 0.2); + float z = getRandom(uv + vec2(2.0), float(frame) + 0.3); + return vec3(x, y, z); +} struct Ray { - vec3 origin; - vec3 direction; + vec3 origin; + vec3 direction; }; bool intersectSphere(Ray ray, vec3 center, float radius, out float t) { - vec3 oc = ray.origin - center; - float a = dot(ray.direction, ray.direction); - float b = 2.0 * dot(oc, ray.direction); - float c = dot(oc, oc) - radius * radius; - float discriminant = b * b - 4.0 * a * c; + vec3 oc = ray.origin - center; + float a = dot(ray.direction, ray.direction); + float b = 2.0 * dot(oc, ray.direction); + float c = dot(oc, oc) - radius * radius; + float discriminant = b * b - 4.0 * a * c; - if (discriminant < 0.0) { - return false; - } - float t1 = (-b - sqrt(discriminant)) / (2.0 * a); - if (t1 > 0.001) { - t = t1; - return true; - } - return false; + if (discriminant < 0.0) { + return false; + } + float t1 = (-b - sqrt(discriminant)) / (2.0 * a); + if (t1 > 0.001) { + t = t1; + return true; + } + return false; } -vec3 computeLighting(vec3 point, vec3 normal, vec3 viewDir) { - vec3 lightDir = normalize(lightPos - point); - float diff = max(dot(normal, lightDir), 0.0); - vec3 diffuse = diff * lightColor; - return objectColor * diffuse; +vec3 pathtrace(Ray ray) +{ + vec3 color = vec3(0.0); + vec3 light = vec3(0.0); + + float closest_t = 1e30; + for (int i = 0; i < u_objectsNum; i++) + { + float t; + if (intersectSphere(ray, objects[i].position, objects[i].radius, t)) + { + if (t < closest_t) + { + closest_t = t; + + vec3 hitPoint = ray.origin + t * ray.direction; + vec3 normal = normalize(hitPoint - objects[i].position); + + color = objects[i].color * normal.y; + } + } + } + return (color); } void main() { - ivec2 pixelCoords = ivec2(gl_GlobalInvocationID.xy); - if (pixelCoords.x >= int(u_resolution.x) || pixelCoords.y >= int(u_resolution.y)) { - return; - } + ivec2 pixelCoords = ivec2(gl_GlobalInvocationID.xy); + if (pixelCoords.x >= int(u_resolution.x) || pixelCoords.y >= int(u_resolution.y)) + return; - vec2 uv = vec2(pixelCoords) / u_resolution; - uv = uv * 2.0 - 1.0; - uv.x *= u_resolution.x / u_resolution.y; + vec2 uv = vec2(pixelCoords) / u_resolution; + uv = uv * 2.0 - 1.0; + uv.x *= u_resolution.x / u_resolution.y; - float fov = 90.0; - float focal_length = 1.0 / tan(radians(fov) / 2.0); - vec3 viewSpaceRay = normalize(vec3(uv.x, uv.y, -focal_length)); + float fov = 90.0; + float focal_length = 1.0 / tan(radians(fov) / 2.0); + vec3 viewSpaceRay = normalize(vec3(uv.x, uv.y, -focal_length)); - vec3 rayDirection = (inverse(u_viewMatrix) * vec4(viewSpaceRay, 0.0)).xyz; - rayDirection = normalize(rayDirection); - Ray ray = Ray(u_cameraPosition, rayDirection); + vec3 rayDirection = (inverse(u_viewMatrix) * vec4(viewSpaceRay, 0.0)).xyz; + rayDirection = normalize(rayDirection); + Ray ray = Ray(u_cameraPosition, rayDirection); + vec3 color = pathtrace(ray); - vec4 color = vec4(0.0, 0.0, 0.0, 1.0); - float closest_t = 1e30; - for (int i = 0; i < u_objectsNum; i++) - { - float t; - if (intersectSphere(ray, objects[i].position, objects[i].radius, t)) - { - if (t < closest_t) - { - closest_t = t; - - vec3 hitPoint = ray.origin + t * ray.direction; - vec3 normal = normalize(hitPoint - objects[i].position); - - color = vec4(objects[i].color * normal.y, 1.0); - } - } - } - - // Write to the output image - imageStore(outputImage, pixelCoords, color); + // Write to the output image + imageStore(outputImage, pixelCoords, vec4(randomVec3(uv, u_frameCount), 1.0)); } \ No newline at end of file diff --git a/srcs/RT.cpp b/srcs/RT.cpp index 9747532..8350bb9 100644 --- a/srcs/RT.cpp +++ b/srcs/RT.cpp @@ -56,6 +56,7 @@ int main(int argc, char **argv) glBufferData(GL_SHADER_STORAGE_BUFFER, gpu_data.size() * sizeof(GPUObject), gpu_data.data(), GL_DYNAMIC_DRAW); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, objectSSBO); + shader.set_int("u_frameCount", window.getFrameCount()); shader.set_int("u_objectsNum", gpu_data.size()); shader.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT)); shader.set_vec3("u_cameraPosition", scene.getCamera()->get_position()); diff --git a/srcs/class/Window.cpp b/srcs/class/Window.cpp index a7f7ba0..0d8a8f6 100644 --- a/srcs/class/Window.cpp +++ b/srcs/class/Window.cpp @@ -118,6 +118,8 @@ void Window::display() lastTime = currentTime; _fps = 1.0f / delta; + _frameCount++; + glfwSwapBuffers(_window); } void Window::pollEvents() @@ -140,4 +142,9 @@ GLFWwindow *Window::getWindow(void) const float Window::getFps(void) const { return (_fps); +} + +int Window::getFrameCount(void) const +{ + return (_frameCount); } \ No newline at end of file