diff options
| author | ladevieq <ladevie.quentin@gmail.com> | 2021-01-06 00:34:02 +0100 |
|---|---|---|
| committer | ladevieq <ladevie.quentin@gmail.com> | 2021-01-06 00:34:02 +0100 |
| commit | 0d0ce0a318c6c26128f24574cbc63005dcd4a757 (patch) | |
| tree | a78f5cb4d9f76bbc335607ae754578eeb7ffdf91 /shaders | |
| parent | 8c3376c49f803e1d28e76ed100d4d417394df41f (diff) | |
Customisalbe camera with focus plan
Diffstat (limited to 'shaders')
| -rw-r--r-- | shaders/compute.comp | 41 |
1 files changed, 26 insertions, 15 deletions
diff --git a/shaders/compute.comp b/shaders/compute.comp index 92fae9d..83302b9 100644 --- a/shaders/compute.comp +++ b/shaders/compute.comp @@ -30,24 +30,31 @@ struct sphere { float[3] padding; }; -layout(set = 0, binding = 0) buffer Inputs { - vec4 sky_color; - vec4 ground_color; - vec4 camera_pos; - - uint samples_per_pixel; +struct camera { + vec4 position; + vec4 up; + vec4 right; + vec4 forward; float viewport_width; float viewport_height; - float proj_plane_distance; + float lens_radius; + float focus_distance; +}; - float[200] random_numbers; +layout(set = 0, binding = 0) buffer Inputs { + vec4 sky_color; + vec4 ground_color; + camera cam; + vec2[100] random_offset; + vec2[100] random_disk; vec4[1000] random_in_sphere; - sphere[5] spheres; + sphere[512] spheres; uint max_bounce; - float [3] padding; + uint samples_per_pixel; + float [2] padding; vec4[] image; }; @@ -105,7 +112,7 @@ bool hit_spheres(ray r, float min_t, float max_t, out hit_info info) { float closest_t = max_t; hit_info temp_info; bool hit = false; - for (uint sphere_index = 0; sphere_index < 5; sphere_index++) { + for (uint sphere_index = 0; sphere_index < 512; sphere_index++) { if (hit_sphere(spheres[sphere_index], r, min_t, closest_t, temp_info)) { info = temp_info; closest_t = temp_info.t; @@ -199,15 +206,19 @@ void main() { uint height = gl_NumWorkGroups.y; vec2 uv = vec2(float(x) / (width - 1), 1.0 - (float(y) / (height - 1))); - vec3 first = camera_pos.xyz - vec3(viewport_width / 2.0, viewport_height / 2.0, proj_plane_distance); + vec3 horizontal = cam.focus_distance * cam.right.xyz * cam.viewport_width; + vec3 vertical = cam.focus_distance * cam.up.xyz * cam.viewport_height; + vec3 first = cam.position.xyz - horizontal / 2.0 - vertical / 2.0 + cam.focus_distance * cam.forward.xyz; image[y * width + x] = vec4(0.0); for (uint sample_index = 0; sample_index < samples_per_pixel; sample_index++) { - vec2 jittered_uvs = uv + vec2(random_numbers[sample_index * 2] / (width - 1), random_numbers[sample_index * 2 + 1] / (height - 1)); - vec3 proj_plane_pos = first + vec3(jittered_uvs.x * viewport_width, jittered_uvs.y * viewport_height, 0.0); + vec2 jittered_uvs = uv + vec2(random_disk[sample_index].x / (width - 1), random_disk[sample_index].y / (height - 1)); + vec2 lens_disk = random_disk[sample_index] * cam.lens_radius; + vec3 offset = lens_disk.x * cam.right.xyz + lens_disk.y * cam.up.xyz; + vec3 proj_plane_pos = first + jittered_uvs.x * horizontal + jittered_uvs.y * vertical; - image[y * width + x] += ray_color(ray(camera_pos.xyz, proj_plane_pos - camera_pos.xyz), sample_index); + image[y * width + x] += ray_color(ray(cam.position.xyz + offset, proj_plane_pos - cam.position.xyz - offset), sample_index); } float spp_scale = (1.0 / samples_per_pixel); |
