halfway to raytracing
This commit is contained in:
parent
15a94c2f93
commit
3f4656939c
7 changed files with 222 additions and 42 deletions
shaders
Binary file not shown.
|
@ -18,11 +18,11 @@ uvec4 unpack_color(uint val) {
|
|||
uint val3 = (val << 16) >> 24;
|
||||
uint val4 = (val << 24) >> 24;
|
||||
|
||||
return uvec4(val1, val2, val3, val4);
|
||||
return uvec4(val4, val3, val2, val1);
|
||||
}
|
||||
|
||||
uvec4 sample_from_scene_info(uint volume_start, uvec2 raster_pos, uint f) {
|
||||
uint array_descr_start = volume_start + 3;
|
||||
uint sample_neighbor_from_scene_info(uint volume_start, uvec2 raster_pos, uint f) {
|
||||
uint array_descr_start = volume_start + 6 + scene_info.infos[0];
|
||||
uint color_array_start = array_descr_start + 24;
|
||||
|
||||
uint top_color_size_u = scene_info.infos[array_descr_start];
|
||||
|
@ -46,7 +46,7 @@ uvec4 sample_from_scene_info(uint volume_start, uvec2 raster_pos, uint f) {
|
|||
uint top_neighbor_size_u = scene_info.infos[array_descr_start + 12];
|
||||
uint top_neighbor_size_v = scene_info.infos[array_descr_start + 13];
|
||||
|
||||
/*uint bottom_neighbor_size_u = scene_info.infos[array_descr_start + 14];
|
||||
uint bottom_neighbor_size_u = scene_info.infos[array_descr_start + 14];
|
||||
uint bottom_neighbor_size_v = scene_info.infos[array_descr_start + 15];
|
||||
|
||||
uint left_neighbor_size_u = scene_info.infos[array_descr_start + 16];
|
||||
|
@ -59,7 +59,58 @@ uvec4 sample_from_scene_info(uint volume_start, uvec2 raster_pos, uint f) {
|
|||
uint front_neighbor_size_v = scene_info.infos[array_descr_start + 21];
|
||||
|
||||
uint back_neighbor_size_u = scene_info.infos[array_descr_start + 22];
|
||||
uint back_neighbor_size_v = scene_info.infos[array_descr_start + 23];*/
|
||||
uint back_neighbor_size_v = scene_info.infos[array_descr_start + 23];
|
||||
|
||||
uint top_color_size = top_color_size_u * top_color_size_v;
|
||||
uint bottom_color_size = bottom_color_size_u * bottom_color_size_v;
|
||||
uint left_color_size = left_color_size_u * left_color_size_v;
|
||||
uint right_color_size = right_color_size_u * right_color_size_v;
|
||||
uint front_color_size = front_color_size_u * front_color_size_v;
|
||||
uint back_color_size = back_color_size_u * back_color_size_v;
|
||||
|
||||
uint color_array_end = color_array_start + top_color_size + bottom_color_size + left_color_size + right_color_size + front_color_size + back_color_size;
|
||||
|
||||
uint top_neighbor_size = top_neighbor_size_u * top_neighbor_size_v;
|
||||
uint bottom_neighbor_size = bottom_neighbor_size_u * bottom_neighbor_size_v;
|
||||
uint left_neighbor_size = left_neighbor_size_u * left_neighbor_size_v;
|
||||
uint right_neighbor_size = right_neighbor_size_u * right_neighbor_size_v;
|
||||
uint front_neighbor_size = front_neighbor_size_u * front_neighbor_size_v;
|
||||
uint back_neighbor_size = back_neighbor_size_u * back_neighbor_size_v;
|
||||
|
||||
// maybe do an array solution for this as well
|
||||
uint array_start = color_array_end + uint(f > 0) * top_neighbor_size + uint(f > 1) * bottom_neighbor_size + uint(f > 2) * left_neighbor_size + uint(f > 3) * right_neighbor_size + uint(f > 4) * front_neighbor_size;
|
||||
uint us[6] = {top_neighbor_size_u, bottom_neighbor_size_u, left_neighbor_size_u, right_neighbor_size_u, front_neighbor_size_u, back_neighbor_size_u};
|
||||
uint vs[6] = {top_neighbor_size_v, bottom_neighbor_size_v, left_neighbor_size_v, right_neighbor_size_v, front_neighbor_size_v, back_neighbor_size_v};
|
||||
uint u_size = us[f];
|
||||
uint v_size = vs[f];
|
||||
uint value = scene_info.infos[array_start + raster_pos.x * v_size * uint(u_size > 1) + raster_pos.y * uint(v_size > 1)];
|
||||
return value;
|
||||
}
|
||||
|
||||
uvec4 sample_color_from_scene_info(uint volume_start, uvec2 raster_pos, uint f) {
|
||||
uint array_descr_start = volume_start + 6 + scene_info.infos[0];
|
||||
uint color_array_start = array_descr_start + 24;
|
||||
|
||||
uint top_color_size_u = scene_info.infos[array_descr_start];
|
||||
uint top_color_size_v = scene_info.infos[array_descr_start + 1];
|
||||
|
||||
uint bottom_color_size_u = scene_info.infos[array_descr_start + 2];
|
||||
uint bottom_color_size_v = scene_info.infos[array_descr_start + 3];
|
||||
|
||||
uint left_color_size_u = scene_info.infos[array_descr_start + 4];
|
||||
uint left_color_size_v = scene_info.infos[array_descr_start + 5];
|
||||
|
||||
uint right_color_size_u = scene_info.infos[array_descr_start + 6];
|
||||
uint right_color_size_v = scene_info.infos[array_descr_start + 7];
|
||||
|
||||
uint front_color_size_u = scene_info.infos[array_descr_start + 8];
|
||||
uint front_color_size_v = scene_info.infos[array_descr_start + 9];
|
||||
|
||||
uint back_color_size_u = scene_info.infos[array_descr_start + 10];
|
||||
uint back_color_size_v = scene_info.infos[array_descr_start + 11];
|
||||
|
||||
uint top_neighbor_size_u = scene_info.infos[array_descr_start + 12];
|
||||
uint top_neighbor_size_v = scene_info.infos[array_descr_start + 13];
|
||||
|
||||
uint top_size = top_color_size_u * top_color_size_v;
|
||||
uint bottom_size = bottom_color_size_u * bottom_color_size_v;
|
||||
|
@ -74,21 +125,64 @@ uvec4 sample_from_scene_info(uint volume_start, uvec2 raster_pos, uint f) {
|
|||
uint vs[6] = {top_color_size_v, bottom_color_size_v, left_color_size_v, right_color_size_v, front_color_size_v, back_color_size_v};
|
||||
uint u_size = us[f];
|
||||
uint v_size = vs[f];
|
||||
uint value = scene_info.infos[array_start + raster_pos.x * v_size + raster_pos.y];
|
||||
|
||||
if (top_color_size_v == 0) {
|
||||
return uvec4(255, 0, 0, 255);
|
||||
}
|
||||
|
||||
uint value = scene_info.infos[array_start + raster_pos.x * v_size * uint(u_size > 1) + raster_pos.y * uint(v_size > 1)];
|
||||
return unpack_color(value);
|
||||
}
|
||||
|
||||
vec3 get_light_position(uint light_index) {
|
||||
return vec3(float(scene_info.infos[light_index]), float(scene_info.infos[light_index + 1]), float(scene_info.infos[light_index + 2]));
|
||||
}
|
||||
|
||||
vec4 get_light_color(uint light_index) {
|
||||
return vec4(float(scene_info.infos[light_index + 3]) / 255.0, float(scene_info.infos[light_index + 4]) / 255.0, float(scene_info.infos[light_index + 5]) / 255.0, 1.0);
|
||||
}
|
||||
|
||||
void main() {
|
||||
uint max_length = scene_info.infos[0];
|
||||
uint last = scene_info.infos[max_length];
|
||||
|
||||
uvec4 color_roughness = sample_from_scene_info(fragVolumeStart, fragRasterPos, facing);
|
||||
outColor = vec4(float(color_roughness.x) / 255.0, float(color_roughness.y) / 255.0, float(color_roughness.z) / 255.0, 1);
|
||||
uvec4 color_roughness = sample_color_from_scene_info(fragVolumeStart, fragRasterPos, facing);
|
||||
vec4 color_sample = vec4(float(color_roughness.x) / 255.0, float(color_roughness.y) / 255.0, float(color_roughness.z) / 255.0, 1);
|
||||
|
||||
uint max_light_num = scene_info.infos[0];
|
||||
uint light_num = 0;
|
||||
uint volume_index = fragVolumeStart;
|
||||
uint light_index = scene_info.infos[fragVolumeStart + 3];
|
||||
vec3 light_direction = get_light_position(light_index) - origPosition;
|
||||
vec4 light_color = get_light_color(light_index);
|
||||
|
||||
bool x_pos = light_direction.x > 0.0;
|
||||
bool x_null = light_direction.x == 0.0;
|
||||
bool y_pos = light_direction.y > 0.0;
|
||||
bool y_null = light_direction.y == 0.0;
|
||||
bool z_pos = light_direction.z > 0.0;
|
||||
bool z_null = light_direction.z == 0.0;
|
||||
|
||||
uint max_iterations = max_light_num * 20;
|
||||
for (int i = 0; i < max_iterations; i++) {
|
||||
float x_border = float(scene_info.infos[volume_index + 0] + scene_info.infos[volume_index + 3] * uint(x_pos));
|
||||
float y_border = float(scene_info.infos[volume_index + 1] + scene_info.infos[volume_index + 4] * uint(y_pos));
|
||||
float z_border = float(scene_info.infos[volume_index + 2] + scene_info.infos[volume_index + 5] * uint(z_pos));
|
||||
|
||||
// 2 is way behind the light position and should result in no collision being detected
|
||||
float x_factor = 2.0;
|
||||
float y_factor = 2.0;
|
||||
float z_factor = 2.0;
|
||||
if (!x_null) {
|
||||
x_factor = (x_border - origPosition.x) / light_direction.x;
|
||||
}
|
||||
if (!y_null) {
|
||||
float y_factor = (y_border - origPosition.y) / light_direction.y;
|
||||
}
|
||||
if (!z_null) {
|
||||
float z_factor = (z_border - origPosition.z) / light_direction.z;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
outColor = color_sample;
|
||||
|
||||
/*if (scene_info.infos[1] == 16) {
|
||||
outColor = vec4(0, 1, 0, 1);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue