+ | Trying noise but poorly for now

This commit is contained in:
TheRedShip
2024-12-27 12:05:22 +01:00
parent ebb8ca36bd
commit dfc37301e4
6 changed files with 97 additions and 75 deletions

View File

@ -44,7 +44,7 @@ class Camera
glm::vec3 _velocity; glm::vec3 _velocity;
glm::vec3 _acceleration; glm::vec3 _acceleration;
float _maxSpeed = 10.0f; float _maxSpeed = 8.0f;
float _acceleration_rate = 40.0f; float _acceleration_rate = 40.0f;
float _deceleration_rate = 40.0f; float _deceleration_rate = 40.0f;
float _sensitivity = 0.2f; float _sensitivity = 0.2f;

View File

@ -23,9 +23,6 @@ class Window
Window(Scene *scene, int width, int height, const char *title, int sleep); Window(Scene *scene, int width, int height, const char *title, int sleep);
~Window(void); ~Window(void);
GLFWwindow *getWindow(void) const;
float getFps(void) const;
void display(); void display();
void pollEvents(); void pollEvents();
bool shouldClose(); bool shouldClose();
@ -36,10 +33,15 @@ class Window
static void mouseMoveCallback(GLFWwindow *window, double xpos, double ypos); static void mouseMoveCallback(GLFWwindow *window, double xpos, double ypos);
static void mouseButtonCallback(GLFWwindow *window, int button, int action, int mods); static void mouseButtonCallback(GLFWwindow *window, int button, int action, int mods);
GLFWwindow *getWindow(void) const;
float getFps(void) const;
int getFrameCount(void) const;
private: private:
GLFWwindow *_window; GLFWwindow *_window;
Scene *_scene; Scene *_scene;
int _frameCount;
float _fps; float _fps;
}; };

View File

@ -1,9 +1,10 @@
MAT 255 255 255 0.0 1.0 2.0 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 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 R 1.0 -2.0 10

View File

@ -25,13 +25,25 @@ uniform int u_objectsNum;
uniform vec2 u_resolution; uniform vec2 u_resolution;
uniform vec3 u_cameraPosition; uniform vec3 u_cameraPosition;
uniform mat4 u_viewMatrix; uniform mat4 u_viewMatrix;
uniform int u_frameCount;
vec3 lightPos = vec3(5.0, 5.0, 5.0); vec3 lightPos = vec3(5.0, 5.0, 5.0);
vec3 lightColor = vec3(1.0, 1.0, 1.0); vec3 lightColor = vec3(1.0, 1.0, 1.0);
vec3 sphereCenter = vec3(0.0, 0.0, -5.0);
float sphereRadius = 1.0; const float PHI = 1.61803398874989484820459; // Φ = Golden Ratio
vec3 objectColor = vec3(0.4, 0.7, 0.9); 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 { struct Ray {
vec3 origin; vec3 origin;
@ -57,33 +69,11 @@ bool intersectSphere(Ray ray, vec3 center, float radius, out float t)
return false; return false;
} }
vec3 computeLighting(vec3 point, vec3 normal, vec3 viewDir) { vec3 pathtrace(Ray ray)
vec3 lightDir = normalize(lightPos - point); {
float diff = max(dot(normal, lightDir), 0.0); vec3 color = vec3(0.0);
vec3 diffuse = diff * lightColor; vec3 light = vec3(0.0);
return objectColor * diffuse;
}
void main() {
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;
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);
vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
float closest_t = 1e30; float closest_t = 1e30;
for (int i = 0; i < u_objectsNum; i++) for (int i = 0; i < u_objectsNum; i++)
{ {
@ -97,11 +87,32 @@ void main() {
vec3 hitPoint = ray.origin + t * ray.direction; vec3 hitPoint = ray.origin + t * ray.direction;
vec3 normal = normalize(hitPoint - objects[i].position); vec3 normal = normalize(hitPoint - objects[i].position);
color = vec4(objects[i].color * normal.y, 1.0); 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;
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));
vec3 rayDirection = (inverse(u_viewMatrix) * vec4(viewSpaceRay, 0.0)).xyz;
rayDirection = normalize(rayDirection);
Ray ray = Ray(u_cameraPosition, rayDirection);
vec3 color = pathtrace(ray);
// Write to the output image // Write to the output image
imageStore(outputImage, pixelCoords, color); imageStore(outputImage, pixelCoords, vec4(randomVec3(uv, u_frameCount), 1.0));
} }

View File

@ -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); glBufferData(GL_SHADER_STORAGE_BUFFER, gpu_data.size() * sizeof(GPUObject), gpu_data.data(), GL_DYNAMIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, objectSSBO); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, objectSSBO);
shader.set_int("u_frameCount", window.getFrameCount());
shader.set_int("u_objectsNum", gpu_data.size()); shader.set_int("u_objectsNum", gpu_data.size());
shader.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT)); shader.set_vec2("u_resolution", glm::vec2(WIDTH, HEIGHT));
shader.set_vec3("u_cameraPosition", scene.getCamera()->get_position()); shader.set_vec3("u_cameraPosition", scene.getCamera()->get_position());

View File

@ -118,6 +118,8 @@ void Window::display()
lastTime = currentTime; lastTime = currentTime;
_fps = 1.0f / delta; _fps = 1.0f / delta;
_frameCount++;
glfwSwapBuffers(_window); glfwSwapBuffers(_window);
} }
void Window::pollEvents() void Window::pollEvents()
@ -141,3 +143,8 @@ float Window::getFps(void) const
{ {
return (_fps); return (_fps);
} }
int Window::getFrameCount(void) const
{
return (_frameCount);
}