Heavily reworked this sample

Code cleanup, code restructuring, simplified and lots of new code comments
This commit is contained in:
Sascha Willems 2024-01-12 12:45:14 +01:00
parent 44ff7a1a9d
commit d82ebc8f32
5 changed files with 369 additions and 571 deletions

View file

@ -1,3 +1,5 @@
// Copyright 2023 Sascha Willems
// Shader is looseley based on the ray tracing coding session by Inigo Quilez (www.iquilezles.org)
#version 450
@ -13,6 +15,9 @@ layout (binding = 0, rgba8) uniform writeonly image2D resultImage;
#define REFLECTIONSTRENGTH 0.4
#define REFLECTIONFALLOFF 0.5
#define SceneObjectTypeSphere 0
#define SceneObjectTypePlane 1
struct Camera
{
vec3 pos;
@ -29,32 +34,18 @@ layout (binding = 1) uniform UBO
mat4 rotMat;
} ubo;
struct Sphere
struct SceneObject
{
vec3 pos;
float radius;
vec4 objectProperties;
vec3 diffuse;
float specular;
int id;
int objectType;
};
struct Plane
layout (std140, binding = 2) buffer SceneObjects
{
vec3 normal;
float distance;
vec3 diffuse;
float specular;
int id;
};
layout (std140, binding = 2) buffer Spheres
{
Sphere spheres[ ];
};
layout (std140, binding = 3) buffer Planes
{
Plane planes[ ];
SceneObject sceneObjects[ ];
};
void reflectRay(inout vec3 rayD, in vec3 mormal)
@ -78,11 +69,11 @@ float lightSpecular(vec3 normal, vec3 lightDir, float specularFactor)
// Sphere ===========================================================
float sphereIntersect(in vec3 rayO, in vec3 rayD, in Sphere sphere)
float sphereIntersect(in vec3 rayO, in vec3 rayD, in SceneObject sphere)
{
vec3 oc = rayO - sphere.pos;
vec3 oc = rayO - sphere.objectProperties.xyz;
float b = 2.0 * dot(oc, rayD);
float c = dot(oc, oc) - sphere.radius*sphere.radius;
float c = dot(oc, oc) - sphere.objectProperties.w * sphere.objectProperties.w;
float h = b*b - 4.0*c;
if (h < 0.0)
{
@ -93,21 +84,21 @@ float sphereIntersect(in vec3 rayO, in vec3 rayD, in Sphere sphere)
return t;
}
vec3 sphereNormal(in vec3 pos, in Sphere sphere)
vec3 sphereNormal(in vec3 pos, in SceneObject sphere)
{
return (pos - sphere.pos) / sphere.radius;
return (pos - sphere.objectProperties.xyz) / sphere.objectProperties.w;
}
// Plane ===========================================================
float planeIntersect(vec3 rayO, vec3 rayD, Plane plane)
float planeIntersect(vec3 rayO, vec3 rayD, SceneObject plane)
{
float d = dot(rayD, plane.normal);
float d = dot(rayD, plane.objectProperties.xyz);
if (d == 0.0)
return 0.0;
float t = -(plane.distance + dot(rayO, plane.normal)) / d;
float t = -(plane.objectProperties.w + dot(rayO, plane.objectProperties.xyz)) / d;
if (t < 0.0)
return 0.0;
@ -119,40 +110,48 @@ float planeIntersect(vec3 rayO, vec3 rayD, Plane plane)
int intersect(in vec3 rayO, in vec3 rayD, inout float resT)
{
int id = -1;
float t = -1000.0f;
for (int i = 0; i < spheres.length(); i++)
for (int i = 0; i < sceneObjects.length(); i++)
{
float tSphere = sphereIntersect(rayO, rayD, spheres[i]);
if ((tSphere > EPSILON) && (tSphere < resT))
// Sphere
if (sceneObjects[i].objectType == SceneObjectTypeSphere) {
t = sphereIntersect(rayO, rayD, sceneObjects[i]);
}
// Plane
if (sceneObjects[i].objectType == SceneObjectTypePlane) {
t = planeIntersect(rayO, rayD, sceneObjects[i]);
}
if ((t > EPSILON) && (t < resT))
{
id = spheres[i].id;
resT = tSphere;
id = sceneObjects[i].id;
resT = t;
}
}
for (int i = 0; i < planes.length(); i++)
{
float tplane = planeIntersect(rayO, rayD, planes[i]);
if ((tplane > EPSILON) && (tplane < resT))
{
id = planes[i].id;
resT = tplane;
}
}
return id;
}
float calcShadow(in vec3 rayO, in vec3 rayD, in int objectId, inout float t)
{
for (int i = 0; i < spheres.length(); i++)
for (int i = 0; i < sceneObjects.length(); i++)
{
if (spheres[i].id == objectId)
if (sceneObjects[i].id == objectId)
continue;
float tSphere = sphereIntersect(rayO, rayD, spheres[i]);
if ((tSphere > EPSILON) && (tSphere < t))
float tLoc = MAXLEN;
// Sphere
if (sceneObjects[i].objectType == SceneObjectTypeSphere) {
tLoc = sphereIntersect(rayO, rayD, sceneObjects[i]);
}
// Plane
if (sceneObjects[i].objectType == SceneObjectTypePlane) {
tLoc = planeIntersect(rayO, rayD, sceneObjects[i]);
}
if ((tLoc > EPSILON) && (tLoc < t))
{
t = tSphere;
t = tLoc;
return SHADOW;
}
}
@ -180,30 +179,22 @@ vec3 renderScene(inout vec3 rayO, inout vec3 rayD, inout int id)
vec3 pos = rayO + t * rayD;
vec3 lightVec = normalize(ubo.lightPos - pos);
vec3 normal;
// Planes
// Spheres
for (int i = 0; i < planes.length(); i++)
for (int i = 0; i < sceneObjects.length(); i++)
{
if (objectID == planes[i].id)
{
normal = planes[i].normal;
if (objectID == sceneObjects[i].id) {
// Sphere
if (sceneObjects[i].objectType == SceneObjectTypeSphere) {
normal = sphereNormal(pos, sceneObjects[i]);
}
// Plane
if (sceneObjects[i].objectType == SceneObjectTypePlane) {
normal = sceneObjects[i].objectProperties.xyz;
}
// Lighting
float diffuse = lightDiffuse(normal, lightVec);
float specular = lightSpecular(normal, lightVec, planes[i].specular);
color = diffuse * planes[i].diffuse + specular;
}
}
for (int i = 0; i < spheres.length(); i++)
{
if (objectID == spheres[i].id)
{
normal = sphereNormal(pos, spheres[i]);
float diffuse = lightDiffuse(normal, lightVec);
float specular = lightSpecular(normal, lightVec, spheres[i].specular);
color = diffuse * spheres[i].diffuse + specular;
float specular = lightSpecular(normal, lightVec, sceneObjects[i].specular);
color = diffuse * sceneObjects[i].diffuse + specular;
}
}