Ray tracer reflections (wip)
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2 changed files with 67 additions and 34 deletions
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@ -13,6 +13,8 @@ layout (binding = 0, rgba8) uniform image2D resultImage;
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#define PLANEID 1
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#define PLANEID 1
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#define SPHERECOUNT 3
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#define SPHERECOUNT 3
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#define SHADOW 0.5
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#define SHADOW 0.5
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#define RAYBOUNCES 1
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#define REFLECTIONSTRENGTH 0.25
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struct Camera {
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struct Camera {
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vec3 pos;
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vec3 pos;
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@ -29,6 +31,11 @@ layout (binding = 1) uniform UBO
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mat4 rotMat;
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mat4 rotMat;
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} ubo;
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} ubo;
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void reflectRay(inout vec3 rayD, in vec3 mormal)
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{
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rayD = rayD + 2.0 * -dot(mormal, rayD) * mormal;
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}
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// Lighting calculations
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// Lighting calculations
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float lightDiffuse(vec3 normal, vec3 lightDir)
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float lightDiffuse(vec3 normal, vec3 lightDir)
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@ -102,7 +109,7 @@ int intersect(in vec3 rayO, in vec3 rayD, out float resT)
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for (int i = 0; i < SPHERECOUNT; i++)
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for (int i = 0; i < SPHERECOUNT; i++)
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{
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{
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float tSphere = sphereIntersect(rayO, rayD, spheres[i]);
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float tSphere = sphereIntersect(rayO, rayD, spheres[i]);
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if (tSphere > 0.0)
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if (tSphere > EPSILON)
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{
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{
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id = spheres[i].id;
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id = spheres[i].id;
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resT = tSphere;
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resT = tSphere;
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@ -111,7 +118,7 @@ int intersect(in vec3 rayO, in vec3 rayD, out float resT)
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}
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}
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float tplane = planeIntersect(rayO, rayD);
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float tplane = planeIntersect(rayO, rayD);
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if ((tplane > 0.0) && (tplane < resT))
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if ((tplane > EPSILON) && (tplane < resT))
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{
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{
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id = PLANEID;
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id = PLANEID;
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resT = tplane;
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resT = tplane;
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@ -138,6 +145,53 @@ 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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return mix(color, ubo.fogColor.rgb, clamp(sqrt(t*t)/20.0, 0.0, 1.0));
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}
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}
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vec3 renderScene(inout vec3 rayO, inout vec3 rayD, inout int id)
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{
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vec3 color = vec3(0.0);
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float t = 0.0;
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// Get intersected object ID
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int objectID = intersect(rayO, rayD, t);
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vec3 pos = rayO + t * rayD;
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vec3 lightVec = normalize(ubo.lightPos - pos);
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vec3 normal;
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if (objectID == PLANEID)
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{
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normal = planeNormal(pos);
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float diffuse = clamp(dot(normal, lightVec), 0.0, 1.0);
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color = vec3(1.0, 1.0, 1.0) * diffuse;
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}
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else
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{
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for (int i = 0; i < SPHERECOUNT; i++)
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{
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if (objectID == spheres[i].id)
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{
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normal = sphereNormal(pos, spheres[i]);
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float diffuse = lightDiffuse(normal, lightVec);
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float specular = lightSpecular(normal, lightVec);
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color = diffuse * spheres[i].material.diffuse + specular * spheres[i].material.specular;
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}
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}
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}
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id = objectID;
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// Shadows
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color *= calcShadow(pos, lightVec, objectID);
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// Fog
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color = fog(t, color);
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// Reflect ray for next render pass
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reflectRay(rayD, normal);
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rayO = pos;
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return color;
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}
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void main()
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void main()
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{
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{
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// Scene setup
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// Scene setup
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@ -160,47 +214,26 @@ void main()
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spheres[2].material.diffuse = vec3(0.0, 1.0, 0.0);
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spheres[2].material.diffuse = vec3(0.0, 1.0, 0.0);
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spheres[2].material.specular = vec3(1.0, 1.0, 1.0);
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spheres[2].material.specular = vec3(1.0, 1.0, 1.0);
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ivec2 pixelCoord = ivec2(gl_GlobalInvocationID.xy);
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ivec2 dim = imageSize(resultImage);
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ivec2 dim = imageSize(resultImage);
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vec2 uv = vec2(gl_GlobalInvocationID.xy)/dim;
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vec2 uv = vec2(gl_GlobalInvocationID.xy) / dim;
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vec3 rayO = ubo.camera.pos;
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vec3 rayO = ubo.camera.pos;
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vec3 rayD = normalize(vec3((-1.0 + 2.0 * uv) * vec2(ubo.aspectRatio, 1.0), -1.0));
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vec3 rayD = normalize(vec3((-1.0 + 2.0 * uv) * vec2(ubo.aspectRatio, 1.0), -1.0));
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// Get intersected object ID
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// Basic color path
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float t;
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int id = 0;
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int objectID = intersect(rayO, rayD, t);
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vec3 finalColor = renderScene(rayO, rayD, id);
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vec3 color = vec3(0.0);
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bool reflections = true;
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// Reflection
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vec3 pos = rayO + t * rayD;
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if (reflections)
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vec3 lightVec = normalize(ubo.lightPos - pos);
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if (objectID == PLANEID)
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{
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{
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vec3 normal = planeNormal(pos);
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for (int i = 0; i < RAYBOUNCES; i++)
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float diffuse = clamp(dot(normal, lightVec), 0.0, 1.0);
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color = vec3(1.0, 1.0, 1.0) * diffuse;
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}
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else
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{
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{
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for (int i = 0; i < SPHERECOUNT; i++)
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vec3 reflectionColor = renderScene(rayO, rayD, id);
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{
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finalColor = (1.0 - REFLECTIONSTRENGTH) * finalColor + REFLECTIONSTRENGTH * mix(reflectionColor, finalColor, 1.0 - REFLECTIONSTRENGTH);
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if (objectID == spheres[i].id)
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{
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vec3 normal = sphereNormal(pos, spheres[i]);
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float diffuse = lightDiffuse(normal, lightVec);
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float specular = lightSpecular(normal, lightVec);
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color = diffuse * spheres[i].material.diffuse + specular * spheres[i].material.specular;
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}
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}
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}
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}
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}
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// Shadows
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imageStore(resultImage, ivec2(gl_GlobalInvocationID.xy), vec4(finalColor, 0.0));
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color *= calcShadow(pos, lightVec, objectID);
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// Fog
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color = fog(t, color);
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imageStore(resultImage, ivec2(gl_GlobalInvocationID.xy), vec4(color, 0.0));
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}
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}
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