procedural-3d-engine/data/shaders/raytracing/raytracing.comp

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// Shader is looseley based on the ray tracing coding session by Inigo Quilez (www.iquilezles.org)
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (local_size_x =16, local_size_y = 16) in;
layout (binding = 0, rgba8) uniform image2D resultImage;
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#define EPSILON 0.0001
#define MAXLEN 1000.0
#define PLANEID 1
#define SPHERECOUNT 3
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#define SHADOW 0.5
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#define RAYBOUNCES 1
#define REFLECTIONSTRENGTH 0.25
struct Camera {
vec3 pos;
vec3 lookat;
float fov;
};
layout (binding = 1) uniform UBO
{
vec3 lightPos;
float aspectRatio;
vec4 fogColor;
Camera camera;
mat4 rotMat;
} ubo;
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void reflectRay(inout vec3 rayD, in vec3 mormal)
{
rayD = rayD + 2.0 * -dot(mormal, rayD) * mormal;
}
// Lighting calculations
float lightDiffuse(vec3 normal, vec3 lightDir)
{
return clamp(dot(normal, lightDir), 0.0, 1.0);
}
float lightSpecular(vec3 normal, vec3 lightDir)
{
vec3 viewVec = normalize(ubo.camera.pos);
vec3 halfVec = normalize(lightDir + viewVec);
return pow(clamp(dot(normal, halfVec), 0.0, 1.0), 16.0);
}
// Primitives
// Basic material description
struct Material
{
vec3 diffuse;
vec3 specular;
};
// Sphere
struct Sphere
{
int id;
vec3 pos;
float r;
Material material;
} sphere;
Sphere spheres[SPHERECOUNT];
float sphereIntersect(in vec3 rayO, in vec3 rayD, in Sphere sphere)
{
vec3 oc = rayO - sphere.pos;
float b = 2.0 * dot(oc, rayD);
float c = dot(oc, oc) - sphere.r*sphere.r;
float h = b*b - 4.0*c;
if (h < 0.0)
{
return -1.0;
}
float t = (-b - sqrt(h)) / 2.0;
return t;
}
vec3 sphereNormal(in vec3 pos, in Sphere sphere)
{
return (pos - sphere.pos) / sphere.r;
}
// Plane
float planeIntersect(vec3 rayO, vec3 rayD)
{
return -rayO.y/rayD.y;
}
vec3 planeNormal(in vec3 pos)
{
return vec3(0.0, 1.0, 0.0);
}
int intersect(in vec3 rayO, in vec3 rayD, out float resT)
{
int id = -1;
resT = MAXLEN;
for (int i = 0; i < SPHERECOUNT; i++)
{
float tSphere = sphereIntersect(rayO, rayD, spheres[i]);
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if (tSphere > EPSILON)
{
id = spheres[i].id;
resT = tSphere;
break;
}
}
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float tplane = planeIntersect(rayO, rayD);
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if ((tplane > EPSILON) && (tplane < resT))
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{
id = PLANEID;
resT = tplane;
}
return id;
}
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float calcShadow(in vec3 rayO, in vec3 rayD, in int id)
{
for (int i = 0; i < SPHERECOUNT; i++)
{
float tSphere = sphereIntersect(rayO, rayD, spheres[i]);
if (tSphere > EPSILON)
{
return SHADOW;
}
}
return 1.0;
}
vec3 fog(in float t, in vec3 color)
{
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return mix(color, ubo.fogColor.rgb, clamp(sqrt(t*t)/20.0, 0.0, 1.0));
}
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vec3 renderScene(inout vec3 rayO, inout vec3 rayD, inout int id)
{
vec3 color = vec3(0.0);
float t = 0.0;
// Get intersected object ID
int objectID = intersect(rayO, rayD, t);
vec3 pos = rayO + t * rayD;
vec3 lightVec = normalize(ubo.lightPos - pos);
vec3 normal;
if (objectID == PLANEID)
{
normal = planeNormal(pos);
float diffuse = clamp(dot(normal, lightVec), 0.0, 1.0);
color = vec3(1.0, 1.0, 1.0) * diffuse;
}
else
{
for (int i = 0; i < SPHERECOUNT; i++)
{
if (objectID == spheres[i].id)
{
normal = sphereNormal(pos, spheres[i]);
float diffuse = lightDiffuse(normal, lightVec);
float specular = lightSpecular(normal, lightVec);
color = diffuse * spheres[i].material.diffuse + specular * spheres[i].material.specular;
}
}
}
id = objectID;
// Shadows
color *= calcShadow(pos, lightVec, objectID);
// Fog
color = fog(t, color);
// Reflect ray for next render pass
reflectRay(rayD, normal);
rayO = pos;
return color;
}
void main()
{
// Scene setup
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// todo : from ubo
spheres[0].id = 2;
spheres[0].pos = vec3(-2.25, 1.0, 0.0);
spheres[0].r = 1.0;
spheres[0].material.diffuse = vec3(1.0, 0.0, 0.0);
spheres[0].material.specular = vec3(1.0, 1.0, 1.0);
spheres[1].id = 3;
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spheres[1].pos = vec3(0.0, 2.5, 0.0);
spheres[1].r = 1.0;
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spheres[1].material.diffuse = vec3(0.0, 0.0, 1.0);
spheres[1].material.specular = vec3(1.0, 1.0, 1.0);
spheres[2].id = 4;
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spheres[2].pos = vec3(2.25, 1.0, 0.0);
spheres[2].r = 1.0;
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spheres[2].material.diffuse = vec3(0.0, 1.0, 0.0);
spheres[2].material.specular = vec3(1.0, 1.0, 1.0);
ivec2 dim = imageSize(resultImage);
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vec2 uv = vec2(gl_GlobalInvocationID.xy) / dim;
vec3 rayO = ubo.camera.pos;
vec3 rayD = normalize(vec3((-1.0 + 2.0 * uv) * vec2(ubo.aspectRatio, 1.0), -1.0));
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// Basic color path
int id = 0;
vec3 finalColor = renderScene(rayO, rayD, id);
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bool reflections = true;
// Reflection
if (reflections)
{
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for (int i = 0; i < RAYBOUNCES; i++)
{
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vec3 reflectionColor = renderScene(rayO, rayD, id);
finalColor = (1.0 - REFLECTIONSTRENGTH) * finalColor + REFLECTIONSTRENGTH * mix(reflectionColor, finalColor, 1.0 - REFLECTIONSTRENGTH);
}
}
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imageStore(resultImage, ivec2(gl_GlobalInvocationID.xy), vec4(finalColor, 0.0));
}