more advance phong reflection

nophong
emamaker 2023-01-16 19:10:51 +01:00
parent 3c96e9eb44
commit c225fbc2ee
3 changed files with 46 additions and 27 deletions

View File

@ -89,7 +89,7 @@ public:
}
private:
glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 10.0f);
glm::vec3 cameraPos = glm::vec3(10.0f, 0.0f, 0.0f);
glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, 1.0f);
glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
glm::vec3 direction = glm::vec3(0.0f, 0.0f, 1.0f);

View File

@ -13,6 +13,28 @@ vec3 sphere1Color = vec3(1.0, 0.0, 0.0);
vec3 box1Color = vec3(0.0, 1.0, 0.0);
vec3 box2Color = vec3(0.0, 0.0, 1.0);
// START OF LIGHTNING
vec3 lightColor = vec3(1.0);
vec3 lightPos = vec3(5.0);
vec3 lightDir;
// END OF LIGHTNING
struct phongdata{
vec3 ambient;
vec3 diffuse;
vec3 specular;
float shininess;
};
struct phong{
phongdata data;
float sdf;
};
phongdata phongSphere = phongdata(vec3(1.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), 256.0);
phongdata phongBox1 = phongdata(vec3(0.0, 1.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, 1.0, 0.0), 32.0);
phongdata phongBox2 = phongdata(vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, 1.0), 32.0);
// START OF SDFs
float sdfSphere(in vec3 point, in vec3 center, float r)
{
@ -24,42 +46,33 @@ float sdfBox(in vec3 point, in vec3 center, in vec3 b){
return length(max(q,0.0)) + min(max(q.x,max(q.y,q.z)),0.0);
}
vec4 opUnion( vec4 d1, vec4 d2 ) {
if(d1.w < d2.w) return d1;
phong opUnion( phong d1, phong d2 ) {
if(d1.sdf < d2.sdf) return d1;
else return d2;
}
vec4 sdfScene(in vec3 p){
phong sdfScene(in vec3 p){
return opUnion(
opUnion(
vec4(sphere1Color, sdfSphere(p, vec3(0.0), 1)),
vec4(box1Color, sdfBox(p, vec3(2.0, 0.0, 0.0), vec3(0.8)))
phong(phongSphere, sdfSphere(p, vec3(0.0), 1)),
phong(phongBox1, sdfBox(p, vec3(2.0, 0.0, 0.0), vec3(0.8)))
),
vec4(box2Color, sdfBox(p, vec3(-5.0, 0.0, 0.0), vec3(2.0, 1.0, 0.5)))
phong(phongBox2, sdfBox(p, vec3(-5.0, 0.0, 0.0), vec3(2.0, 1.0, 0.5)))
);
}
// END OF SDFs
vec3 sceneNormal(in vec3 p){
vec3 smallstep = vec3(0.00001, 0.0, 0.0);
float sdf = sdfScene(p).w;
float sdf = sdfScene(p).sdf;
float gradient_x = sdfScene(p.xyz + smallstep.xyy).w - sdf;
float gradient_y = sdfScene(p.xyz + smallstep.yxy).w - sdf;
float gradient_z = sdfScene(p.xyz + smallstep.yyx).w - sdf;
float gradient_x = sdfScene(p.xyz + smallstep.xyy).sdf - sdf;
float gradient_y = sdfScene(p.xyz + smallstep.yxy).sdf - sdf;
float gradient_z = sdfScene(p.xyz + smallstep.yyx).sdf - sdf;
return normalize(vec3(gradient_x, gradient_y, gradient_z));
}
// START OF LIGHTNING
float ambientStrength = 0.15;
float specularStrength = 0.5;
vec3 lightColor = vec3(1.0);
vec3 ambient = lightColor * ambientStrength;
vec3 lightPos = vec3(5.0);
vec3 lightDir;
// END OF LIGHTNING
vec3 ray_march(in vec3 ro, in vec3 rd)
{
float total_dist = 0.0;
@ -70,28 +83,31 @@ vec3 ray_march(in vec3 ro, in vec3 rd)
pos = ro + rd * total_dist;
// calculate distance from scene
vec4 dist = sdfScene(pos);
phong dist = sdfScene(pos);
// if close to the scene, color the pixel as needed
if(dist.w <= 0.001){
if(dist.sdf <= 0.001){
// Basic Phong illumination
// ambient
vec3 ambient = lightColor*dist.data.ambient;
// diffuse
lightDir = normalize(lightPos - pos);
float diff = max(dot(sceneNormal(pos), lightDir), 0.0);
vec3 diffuse = diff * lightColor;
vec3 diffuse = diff * dist.data.diffuse;
// specular
vec3 viewDir = normalize(u_camorigin - pos);
vec3 reflectDir = reflect(-lightDir, sceneNormal(pos));
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
vec3 specular = specularStrength * spec * lightColor;
float spec = pow(max(dot(viewDir, reflectDir), 0.0), dist.data.shininess);
vec3 specular = lightColor * spec * dist.data.specular;
return (ambient + diffuse + specular) * dist.xyz;
return (vec3(0.1) * ambient + vec3(0.45) * diffuse +vec3(0.45) * specular);
}
// increment distance by the highest possible value (sphere marching)
total_dist += dist.w;
total_dist += dist.sdf;
// if too far out, bail out
if(total_dist > 1000) break;

View File

@ -31,6 +31,7 @@ int main()
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
/* create window */
GLFWwindow *window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
if (window == NULL)
@ -47,6 +48,8 @@ int main()
return -1;
}
std::cout << "Using GPU: " << glGetString(GL_VENDOR) << " " << glGetString(GL_RENDERER) << "\n";
glViewport(0, 0, 800, 600);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);