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fragment.glsl
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539 lines (431 loc) · 10.8 KB
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// ==========================================================================
// Vertex program for barebones GLFW boilerplate
//
// Author: Sonny Chan, University of Calgary
// Date: December 2015
// ==========================================================================
#version 410
#extension GL_NV_shader_buffer_load : enable
#define MAX_OBJECT_NUM 50
const float PI = 3.14159265359;
layout(location = 0) out vec3 color;
// interpolated colour received from vertex stage
in vec3 Colour;
in vec2 textureCoords;
// first output is mapped to the framebuffer's colour index by default
out vec4 FragmentColour;
uniform int objectTypes[MAX_OBJECT_NUM] = NULL;
uniform vec3 xs[MAX_OBJECT_NUM] = NULL;
uniform vec3 ys[MAX_OBJECT_NUM] = NULL;
uniform vec3 zs[MAX_OBJECT_NUM] = NULL;
uniform vec4 colors[MAX_OBJECT_NUM] = NULL;
uniform vec4 specularities[MAX_OBJECT_NUM] = NULL;
uniform int shininesses[MAX_OBJECT_NUM] = NULL;
uniform float reflectances[MAX_OBJECT_NUM] = NULL;
uniform float refractions[MAX_OBJECT_NUM]=NULL;
uniform int numOfObjects = 0;
uniform vec3 lights[MAX_OBJECT_NUM] = NULL;
uniform float lightIntensities[MAX_OBJECT_NUM] = NULL;
uniform int lightNum = 1;
uniform float fieldOfView = PI/(3.f);
uniform vec3 cameraPos = vec3(0,0,0.14);
uniform float ambientLight = 1;
uniform float theta=0;
uniform float phi=0;
mat3 ry = mat3 (cos(theta), 0, sin(theta),
0,1,0,
-sin(theta), 0, cos(theta));
mat3 rx = mat3 (1, 0, 0,
0, cos(phi), -sin(phi),
0, sin(phi), cos(phi));
struct object
{
int type;
vec3 x, y, z;
vec4 color;
vec4 specularity;
int shininess;
};
float getMagnitude(vec3 v)
{
return sqrt(v[0]*v[0]+v[1]*v[1]+v[2]*v[2]);
}
vec3 calculateRay(vec2 coords)
{
float z = -1/tan(fieldOfView/2);
vec3 ray = vec3(coords, z);//- cameraPos;
ray=ry*ray;
ray=rx*ray;
//ray[2] = -ray[2];
return ray/sqrt(dot(ray,ray));
}
float sphereIntersection(vec3 ray, vec3 origin, vec3 center, float radius)
{
float a = dot(ray,ray);
float b = -2*dot(center, ray)+2*dot(ray,origin);
float c = -2*dot(origin,center)+dot(center,center)
-radius*radius+dot(origin,origin);
float discriminant =b*b - 4*a*c;
float t, t1, t2;
if(discriminant < 0)
{
return -1;
}
else
{
t1=(-b-sqrt(discriminant))/(2*a);
t2=(-b+sqrt(discriminant))/(2*a);
}
if(t1<0 && t2>=0)
t1=t2;
else if (t1>=0 && t2<0)
t2=t1;
return min(t1,t2);
}
float planeIntersection(vec3 ray, vec3 origin, vec3 n, vec3 q)
{
n=n/getMagnitude(n);
if(dot(ray,n)!=0)
return (dot(q,n)-dot(n,origin))/dot(ray,n);
return -1;
}
float triangleIntersection(vec3 ray, vec3 origin, vec3 p0, vec3 p1, vec3 p2)
{
vec3 s = origin - p0;
vec3 e1 = p1-p0;
vec3 e2 = p2-p0;
mat3 mt = mat3(s, e1, e2);
mat3 mu = mat3(-ray, s, e2);
mat3 mv = mat3(-ray, e1, s);
mat3 md = mat3(-ray,e1,e2);
float t = determinant(mt)/determinant(md);
float u = determinant(mu)/determinant(md);
float v = determinant(mv)/determinant(md);
if(t > 0 && (u+v)<1 && (u+v)>0 && u<1 && u>0 && v<1 && v>0)
{
return t;
}
return -1;
}
struct lightRay
{
vec4 color;
float distance;
int object;
};
lightRay getColour(vec3 ray, vec3 position, int ob)
{
lightRay info;
info.color = vec4(0);
info.distance = -1;
info.object=-1;
float mt = -1;
for(int i = 0; i<numOfObjects; i++)
{
float t = 0;
if(objectTypes[i]==0)
{
t = sphereIntersection(ray, position, xs[i], ys[i][0]);
}
else if(objectTypes[i]==1)
{
t = planeIntersection(ray, position, xs[i], ys[i]);
}
else if(objectTypes[i]==2)
{
t = triangleIntersection(ray, position, xs[i], ys[i], zs[i]);
}
if (t>0 && (mt > t || mt == -1) && !(ob==i))
{
mt = t;
info.color = colors[i];
info.object=i;
}
}
info.distance = mt;
return info;
}
vec2 calculateShadow(vec3 position, int j, int objectSeen)
{
float shadow = 1;
vec3 darkRay = lights[j]-position;
float maxT = getMagnitude(darkRay);
darkRay = darkRay/sqrt(dot(darkRay,darkRay));
position += darkRay*0.001;
float mt = -1;
int objectHit = -1;
for(int i = 0; i<numOfObjects; i++)
{
float t = 0;
if(objectTypes[i]==0)
{
t = sphereIntersection(darkRay, position, xs[i], ys[i][0]);
}
else if(objectTypes[i]==1)
{
t = planeIntersection(darkRay, position, xs[i], ys[i]);
}
else if(objectTypes[i]==2)
{
t = triangleIntersection(darkRay, position, xs[i], ys[i], zs[i]);
}
if (t>0 && (mt > t || mt == -1))
{
mt = t;
objectHit = i;
}
}
if (mt>0 && (mt < maxT))
{
if(objectTypes[objectSeen]==0)
{
float diameter = 2*ys[objectSeen][0];
vec3 v = darkRay*mt;
float length = getMagnitude(v);
shadow *= sin(pow((diameter-length)/diameter*PI/2.f,1.2));
//shadow = 1.f/pow(1+mt,(maxT-mt)/maxT);
}
else
{
shadow*=(atan(mt*2+colors[objectHit][3])/(PI/2)*0.3+0.7);
}
}
return vec2(shadow, maxT);
}
vec2 calculateShadows(vec3 ray,vec3 pos, float t, int objectSeen)
{
vec3 position = t*ray + pos;
vec2 info;
bool sawLight = false;
float nearestLight = -1;
float darkFactor = 1;
if(objectTypes[objectSeen]==0)
darkFactor = 0;
for (int i = 0; i < lightNum; ++i)
{
info = calculateShadow(position, i, objectSeen);
if(objectTypes[objectSeen]==0)
darkFactor = max(darkFactor, info[0]);
else
darkFactor=darkFactor*info[0];
if(nearestLight>info[1] || nearestLight<0)
{
nearestLight = info[1];
}
}
float luminosity = atan(lightNum-1)/(PI/2);
return vec2(darkFactor*(1-luminosity) + luminosity, nearestLight);
}
struct reflection
{
vec3 ray;
vec3 n;
};
reflection findReflectedRay(vec3 ray, vec3 position, float t, int objectSeen)
{
ray = ray/getMagnitude(ray);
vec3 contactPoint = ray*t + position;
vec3 n =vec3(3);
if(objectTypes[objectSeen]==0)
{
n = xs[objectSeen];
n= contactPoint-n;
n = n/getMagnitude(n);
}
else if(objectTypes[objectSeen]==1)
{
n = xs[objectSeen];
n=n/getMagnitude(n);
}
else if(objectTypes[objectSeen]==2)
{
vec3 p0 = xs[objectSeen];
vec3 p1 = ys[objectSeen];
vec3 p2 = zs[objectSeen];
vec3 v1 = p1-p0;
vec3 v2 = p2-p0;
n = cross(v1,v2);
n=n/getMagnitude(n);
/*if(dot(ray,n)<0)
n=-n;*/
}
reflection ref;
ref.ray = ray-2*(dot(ray,n)*n);
ref.ray = normalize(ref.ray);
ref.n = n;
return ref;
}
vec4 getBrightness(vec3 ray, vec3 position, float t, int objectSeen)
{
vec3 pos = position+ray*t;
vec3 brightRay = lights[0]-pos;
vec3 sight = cameraPos-pos;
sight = sight/getMagnitude(sight);
vec4 c = vec4(0);
vec4 temp = vec4(0);
for(int i=0; i<lightNum; i++)
{
brightRay = lights[i]-pos;
sight = cameraPos-pos;
sight = sight/getMagnitude(sight);
float maxT = getMagnitude(brightRay);
brightRay = brightRay/getMagnitude(brightRay);
vec3 h = sight + brightRay;
h = h/getMagnitude(h);
reflection ref = findReflectedRay(brightRay, pos, 0, objectSeen);
vec3 r = -brightRay + 2*dot(brightRay,ref.n)*ref.n;
c = colors[objectSeen]*(ambientLight + lightIntensities[i]*max(0,dot(brightRay,ref.n)))+
lightIntensities[i]*specularities[objectSeen]*pow(max(0,dot(ref.n,h)),shininesses[objectSeen]);//max(0,(pow(dot(ref.n,h),shininesses[objectSeen])));
temp += c/lightNum;
}
return temp;
}
reflection calculateRefractedRay(vec3 ray, vec3 position, float n, int objectSeen)
{
float nt = refractions[objectSeen];
ray = normalize(ray);
reflection ref = findReflectedRay(ray, position, 0, objectSeen);
if(dot(ref.n,-ray)<0)
ref.n=-ref.n;
float theta = acos(dot(-ray,ref.n));
float phi = asin((n/nt)*sin(theta));
reflection r;
r.ray = ((n*(ray+ref.n*cos(theta))/nt) -ref.n*cos(phi));
r.n=ref.n;
return r;
}
vec4 getRefractedColour(vec3 ray, vec3 position, float t, int objectSeen, vec4 colour)
{
int i=10, j=0;
vec4 finalc = vec4(1);
int obj = objectSeen;
vec3 oray = ray;
vec3 n;
float refIndex = 1;
bool once = true;
vec4 r;
vec4 newc[10];
while(i>0)
{
i--;
vec4 c;
//position+=vec3(0.001);
reflection refRay = calculateRefractedRay(ray, position+ray*t, refIndex, obj);
//refRay.ray=ray;
lightRay lumos = getColour(refRay.ray, position+ray*t, obj);
c = lumos.color;
finalc = c;
if(once)
{
once =false;
n=refRay.n;
}
if(lumos.distance>=0)
{
vec2 darkness = calculateShadows(refRay.ray, position+ray*t, lumos.distance, lumos.object);
//if(darkness[0]==1)
c = (getBrightness(refRay.ray, position, lumos.distance, lumos.object));
c=c*(darkness[0]*1.f/pow(darkness[1],0.7));
c[3]=colors[lumos.object][3];
newc[j]=c;//mix(r,c,dot(-ray, refRay.n));
j++;
if(colors[lumos.object][3]>0)
{
position=position+ray*t;
ray = refRay.ray;
t=lumos.distance;
obj = lumos.object;
if(refIndex==1)
refIndex=colors[lumos.object][3];
else
refIndex=1;
}
else break;
}
else break;
}
//finalc=newc[0];
while(j>0)
{
j--;
finalc = mix(newc[j], finalc, newc[j][3]);
}
//return finalc;
finalc = mix(colour, finalc, min( max(0,dot(n,-ray))+0.2, 1));
//return finalc;
return mix(colors[objectSeen], finalc, colors[objectSeen][3]);
}
vec4 getRelectedColour(vec3 ray, vec3 position, float t, int objectSeen)
{
int i=10, j=0;
vec4 finalc = vec4(0);
int obj = objectSeen;
vec4 newc[10];
while(i>0)
{
i--;
vec4 c;
//position+=vec3(0.001);
reflection ref = findReflectedRay(ray, position, t, obj);
lightRay lumos = getColour(ref.ray, position+ray*t, obj);
c = lumos.color;
if(lumos.distance>=0)
{
vec2 darkness = calculateShadows(ref.ray, position+ray*t, lumos.distance, lumos.object);
//if(darkness[0]==1)
c = (getBrightness(ref.ray, position, lumos.distance, lumos.object));
c=c*(darkness[0]*1.f/pow(darkness[1],0.7));
if(colors[lumos.object][3]>0)
{
c = getRefractedColour(ref.ray, position+ray*t, lumos.distance, lumos.object, c);
}
c[3]=reflectances[lumos.object];
newc[j]=c;
j++;
if(reflectances[lumos.object]>0)
{
position=position+ray*t;
ray = ref.ray;
t=lumos.distance;
obj = lumos.object;
}
else break;
}
else break;
}
finalc=vec4(0);
while(j>0)
{
j--;
finalc = mix(newc[j], finalc, newc[j][3]);
}
//return finalc;
return finalc;
}
void main(void)
{
vec4 colour = vec4(0);
vec3 ray = calculateRay(textureCoords);
ray = ray/getMagnitude(ray);
vec3 rcamPos = cameraPos;
float t;
lightRay photon;
photon = getColour(ray, rcamPos, -1);
t=photon.distance;
colour=photon.color;
if(t>=0)
{
vec2 darkness = calculateShadows(ray, rcamPos, t, photon.object);
//if(darkness[0]==1)
colour = (getBrightness(ray, rcamPos, t, photon.object));
colour=colour*(darkness[0]*1.f/pow(darkness[1],0.7));
vec4 r = (getRelectedColour(ray,rcamPos, t, photon.object));
colour = mix(colour, r, reflectances[photon.object]);
if(colors[photon.object][3]>0)
{
colour = getRefractedColour(ray, rcamPos, t, photon.object, r);
}
//1.f/pow(darkness[1],0.7)
}
FragmentColour = colour;
}