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5 Commits

Author SHA1 Message Date
EmaMaker c035f424ab proper repeat operation around center start point 2023-02-01 20:59:37 +01:00
EmaMaker cae049b4a2 Revert "basic phong illumination"
This reverts commit b0b0a9e421.
2023-02-01 15:32:45 +01:00
EmaMaker cf7c239bf0 Revert "per-object coloring"
This reverts commit 3c96e9eb44.
2023-02-01 15:31:58 +01:00
EmaMaker 2257ba44de Revert "more advance phong reflection"
This reverts commit c225fbc2ee.
2023-02-01 15:30:50 +01:00
EmaMaker f2fd40da00 finite repeat operation
derived it all on my own :D
2023-01-21 20:57:55 +01:00
4 changed files with 166 additions and 139 deletions

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

134
shaders/shader-color.fs Normal file
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@ -0,0 +1,134 @@
#version 330 core
uniform vec2 u_resolution;
uniform float u_time;
uniform float u_deltatime;
uniform vec3 u_camorigin;
uniform vec3 u_camdir;
uniform vec3 u_camup;
out vec4 FragColor;
// START OF LIGHTNING
float ambientStrength = 0.20;
float specularStrength = 0.5;
vec3 lightColor = vec3(1.0);
vec3 ambient = lightColor * ambientStrength;
vec3 lightPos = vec3(5.0);
// END OF LIGHTNING
struct Phong{
vec3 ambient;
vec3 diffuse;
vec3 specular;
float shininess;
float sdf;
} phong;
// START OF SDFs
phong sdfSphere(in phong color, in vec3 point, in vec3 center, float r)
{
color.sdf = length(point - center) - r;
return color;
}
phong sdfBox(in phong color, in vec3 point, in vec3 center, in vec3 b){
vec3 q = abs(point - center) - b;
phong.sdf = length(max(q,0.0)) + min(max(q.x,max(q.y,q.z)),0.0));
return color;
}
phong opUnion( phong d1, phong d2 ) {
if(d1.sdf < d2.sdf) return d1;
else return d2;
}
phong phongSphere = phong(vec3(1.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), ambient, 32.0, 0.0);
phong phongBox1 = phong(vec3(0.0, 1.0, 0.0), vec3(1.0, 0.0, 0.0), ambient, 32.0, 0.0);
phong phongBox2 = phong(vec3(0.0, 1.0, 0.0), vec3(1.0, 0.0, 0.0), ambient, 32.0, 0.0);
phong sdfScene(in vec3 p){
return opUnion(
opUnion(
sdfSphere(phongSphere, p, vec3(0.0), 1),
sdfBox(phongBox1, p, vec3(2.0, 0.0, 0.0), vec3(0.8))
),
sdfBox(phongBox2, 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 dist = sdfScene(p).sdf;
float gradient_x = sdfScene(p.xyz + smallstep.xyy).sdf - dist;
float gradient_y = sdfScene(p.xyz + smallstep.yxy).sdf - dist;
float gradient_z = sdfScene(p.xyz + smallstep.yyx).sdf - dist;
return normalize(vec3(gradient_x, gradient_y, gradient_z));
}
vec3 ray_march(in vec3 ro, in vec3 rd)
{
float total_dist = 0.0;
vec3 pos;
for(int i = 0; i < 100; i++){
// incrementally travel following the ray
pos = ro + rd * total_dist;
// calculate distance from scene
phong dist = sdfScene(pos);
// if close to the scene, color the pixel as needed
if(dist.sdf <= 0.001){
// Basic Phong illumination
// diffuse
lightDir = normalize(lightPos - pos);
float diff = max(dot(sceneNormal(pos), lightDir), 0.0);
vec3 diffuse = diff * dist.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 = dist.shininess * spec * dist.specular;
return (dist.ambient + diffuse + specular) * dist.ambient;
}
// increment distance by the highest possible value (sphere marching)
total_dist += dist.sdf;
// if too far out, bail out
if(total_dist > 1000) break;
}
// no hit, return background color
return vec3(0.0);
}
void main()
{
// ray direction on canvas, normalized
vec2 uv = (gl_FragCoord.xy/u_resolution) * 2 - 1;
uv.x *= u_resolution.x/u_resolution.y; //account for aspect ratio
// https://github.com/electricsquare/raymarching-workshop
vec3 camright = normalize(cross(u_camdir, u_camup));
float fPersp=tan(radians(70.0));
// recompute the up vector, in case the camera diverges a lot from u_camup. This avoids weird distortions when looking up or down
vec3 camup = normalize(cross(camright, u_camdir));
vec3 rd = normalize(uv.x * camright + uv.y * camup + u_camdir * fPersp);
vec3 shaded_color = ray_march(u_camorigin, rd);
gl_FragColor = vec4(shaded_color, 1.0);
}

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@ -1,5 +1,7 @@
#version 330 core
in vec2 fragcoord;
uniform vec2 u_resolution;
uniform float u_time;
uniform float u_deltatime;
@ -14,124 +16,43 @@ vec3 box1Color = vec3(0.0, 1.0, 0.0);
vec3 box2Color = vec3(0.0, 0.0, 1.0);
vec3 boxLightColor = vec3( 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);
phongdata phongLightBox = phongdata(lightColor, lightColor, lightColor, 256.0);
// START OF SDFs
float sdfSphere(in vec3 point, in vec3 center, float r)
{
return length(point - center) - r;
}
float sdfBox(in vec3 point, in vec3 center, in vec3 b){
vec3 q = abs(point - center) - b;
float sdfBox(in vec3 point, in vec3 b){
vec3 q = abs(point) - b;
return length(max(q,0.0)) + min(max(q.x,max(q.y,q.z)),0.0);
}
phong opUnion( phong d1, phong d2 ) {
if(d1.sdf < d2.sdf) return d1;
else return d2;
float opUnion( float d1, float d2 ) { return min(d1,d2); }
vec3 opFiniteRepeat(in vec3 pos, in vec3 start, in vec3 reps, in vec3 replength){
vec3 m = mod(reps, 2); // 0 if even, 1 if odd
vec3 m1 = vec3(1.0) - m; //1 if even , 0 if odd
vec3 s = vec3(start+0.5*m1*replength);
vec3 d = round((pos-s) / replength);
vec3 r1 = (reps-m)*0.5;
vec3 r = clamp(d, -r1, r1 - m1 ); //m - vec3(1.0) should be the same;
return pos-s-r*replength;
}
phong opSmoothUnion( phong d1, phong d2, float k ) {
float h = clamp( 0.5 + 0.5*(d2.sdf-d1.sdf)/k, 0.0, 1.0 );
float m = (d1.sdf + d2.sdf) / 2.0;
phongdata data;
data.ambient = mix(d2.data.ambient, d1.data.ambient, h) - vec3(k*h*(1.0-h));
data.diffuse = mix(d2.data.diffuse, d1.data.diffuse, h) - vec3(k*h*(1.0-h));
data.specular = mix(d2.data.specular, d1.data.specular, h) - vec3(k*h*(1.0-h));
data.shininess = mix( d2.data.shininess, d1.data.shininess, h ) - k*h*(1.0-h);
phong ret = phong(data, mix( d2.sdf, d1.sdf, h ) - k*h*(1.0-h));
return ret;
float sdfScene(in vec3 p){
return opUnion( sdfSphere(p, vec3(0.0), 1), sdfBox(opFiniteRepeat(p, vec3(0.0), vec3(2.0, 3.0, 5.0), vec3(3.0+1.0+sin(u_time))), vec3(0.8)));
}
phong opIntersection( phong d1, phong d2 ) {
if(d1.sdf < d2.sdf) return d2;
else return d1;
}
// from d2 substract d1
phong opDifference( phong d1, phong d2 ) {
if(-d1.sdf > d2.sdf) {
d1.sdf *= -1;
return d1;
}
else return d2;
}
vec3 s = vec3(0.0);
vec3 r = vec3(3.0, 5.0, 2.0);
vec3 rl = vec3(2.0, 1.0, 3.0);
vec3 l = r*rl*0.5;
phong sdfScene(in vec3 p){
return opUnion(
opUnion(
opUnion(
opUnion(
phong(phongSphere, sdfSphere(p, vec3(0.0), 1)),
phong(phongBox1, sdfBox(p, vec3(2.0, 0.0, 0.0), vec3(0.8)))
),
opUnion(
opDifference(
phong(phongBox1, sdfBox(p, vec3(-3.5, 3.5, 0.0), vec3(0.5))),
phong(phongSphere, sdfSphere(p, vec3(-4.0, 4.0, 0.0), 1))
),
opDifference(
phong(phongSphere, sdfSphere(p, vec3(-4.0, 8.0, 0.0), 0.75+ 0.25 * (1+sin(2*u_time)))),
phong(phongBox1, sdfBox(p, vec3(-4.0, 8.0, 0.0), vec3(0.8)))
)
)
),
opUnion(
opIntersection(
phong(phongSphere, sdfSphere(p, vec3(0.0, 4.0, 0.0), 1)),
phong(phongBox1, sdfBox(p, vec3(0.0, 4.5, 0.0), vec3(1)))
),
opSmoothUnion(
phong(phongBox2, sdfBox(p, vec3(0.0, 0.0, 6.0), vec3(3.0, 0.2, 3.0)) ),
phong(phongSphere, sdfSphere(p, vec3(0.0, 1.0+sin(u_time), 6.0), 1)),
0.5
)
)
),
opUnion(
phong(phongBox2, sdfBox(p, vec3(5.0, 0.0, 0.0), vec3(2.0, 1.0, 0.5))),
phong(phongLightBox, sdfBox(p, lightPos, vec3(0.1)))
)
);
}
// END OF SDFs
vec3 sceneNormal(in vec3 p){
vec3 smallstep = vec3(0.00001, 0.0, 0.0);
float sdf = sdfScene(p).sdf;
vec3 smallstep = vec3(0.0001, 0.0, 0.0);
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;
float gradient_x = sdfScene(p.xyz + smallstep.xyy) - sdfScene(p.xyz - smallstep.xyy);
float gradient_y = sdfScene(p.xyz + smallstep.yxy) - sdfScene(p.xyz - smallstep.yxy);
float gradient_z = sdfScene(p.xyz + smallstep.yyx) - sdfScene(p.xyz - smallstep.yyx);
return normalize(vec3(gradient_x, gradient_y, gradient_z));
}
@ -141,43 +62,18 @@ vec3 ray_march(in vec3 ro, in vec3 rd)
float total_dist = 0.0;
vec3 pos;
for(int i = 0; i < 100; i++){
// incrementally travel following the ray
for(int i = 0; i < 35; i++){
pos = ro + rd * total_dist;
// calculate distance from scene
phong dist = sdfScene(pos);
// if close to the scene, color the pixel as needed
if(dist.sdf <= 0.001){
// Basic Phong illumination
// ambient
vec3 ambient = lightColor*dist.data.ambient;
float dist = sdfScene(pos);
// diffuse
lightDir = normalize(lightPos - pos);
float diff = max(dot(sceneNormal(pos), lightDir), 0.0);
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), dist.data.shininess);
vec3 specular = lightColor * spec * dist.data.specular;
return (vec3(0.1) * ambient + vec3(0.45) * diffuse +vec3(0.45) * specular);
if(dist <= 0.001){
return (sceneNormal(pos) * 0.5 + 0.5);
}
// increment distance by the highest possible value (sphere marching)
total_dist += dist.sdf;
// if too far out, bail out
if(total_dist > 1000) break;
total_dist += dist;
if(total_dist > 4000) break;
}
// no hit, return background color
return vec3(0.0);
}
@ -197,5 +93,5 @@ void main()
vec3 rd = normalize(uv.x * camright + uv.y * camup + u_camdir * fPersp);
vec3 shaded_color = ray_march(u_camorigin, rd);
FragColor = vec4(shaded_color, 1.0);
gl_FragColor = vec4(shaded_color, 1.0);
}

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@ -31,7 +31,6 @@ 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)
@ -48,8 +47,6 @@ 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);