shading to objects

This commit is contained in:
kavan 2025-07-30 20:35:39 -04:00 committed by GitHub
parent aa99620986
commit 2ab062d97a
No known key found for this signature in database
GPG key ID: B5690EEEBB952194

View file

@ -30,15 +30,17 @@ layout(std140, binding = 3) uniform Objects {
const float SagA_rs = 1.269e10;
const float D_LAMBDA = 1e7;
const double ESCAPE_R = 1e30;
vec4 objectColor = vec4(0.0);
int WIDTH = 400;
int HEIGHT = 300;
// Globals to store hit info
vec4 objectColor = vec4(0.0);
vec3 hitCenter = vec3(0.0);
float hitRadius = 0.0;
struct Ray {
float x, y, z, r, theta, phi;
float dr, dtheta, dphi;
float E, L; };
float E, L;
};
Ray initRay(vec3 pos, vec3 dir) {
Ray ray;
ray.x = pos.x; ray.y = pos.y; ray.z = pos.z;
@ -56,17 +58,22 @@ Ray initRay(vec3 pos, vec3 dir) {
float dt_dL = sqrt((ray.dr*ray.dr)/f + ray.r*ray.r*(ray.dtheta*ray.dtheta + sin(ray.theta)*sin(ray.theta)*ray.dphi*ray.dphi));
ray.E = f * dt_dL;
return ray;}
return ray;
}
bool intercept(Ray ray, float rs) {
return ray.r <= rs;}
return ray.r <= rs;
}
// Returns true on hit, captures center, radius, and base color
bool interceptObject(Ray ray) {
vec3 P = vec3(ray.x, ray.y, ray.z);
for (int i = 0; i < numObjects; ++i) {
vec3 objPos = objPosRadius[i].xyz;
float objRadius = objPosRadius[i].w;
float dist = distance(vec3(ray.x, ray.y, ray.z), objPos);
if (dist <= objRadius) {
vec3 center = objPosRadius[i].xyz;
float radius = objPosRadius[i].w;
if (distance(P, center) <= radius) {
objectColor = objColor[i];
hitCenter = center;
hitRadius = radius;
return true;
}
}
@ -84,35 +91,12 @@ void geodesicRHS(Ray ray, out vec3 d1, out vec3 d2) {
+ (SagA_rs / (2.0 * r*r * f)) * dr * dr
+ r * (dtheta*dtheta + sin(theta)*sin(theta)*dphi*dphi);
d2.y = -2.0*dr*dtheta/r + sin(theta)*cos(theta)*dphi*dphi;
d2.z = -2.0*dr*dphi/r - 2.0*cos(theta)/(sin(theta)) * dtheta * dphi;}
d2.z = -2.0*dr*dphi/r - 2.0*cos(theta)/(sin(theta)) * dtheta * dphi;
}
void rk4Step(inout Ray ray, float dL) {
vec3 k1a, k1b, k2a, k2b, k3a, k3b, k4a, k4b;
vec3 k1a, k1b;
geodesicRHS(ray, k1a, k1b);
//Ray r2;
//r2.r = ray.r + dL*0.5*k1a.x; r2.theta = ray.theta + dL*0.5*k1a.y; r2.phi = ray.phi + dL*0.5*k1a.z;
//r2.dr = ray.dr + dL*0.5*k1b.x; r2.dtheta = ray.dtheta + dL*0.5*k1b.y; r2.dphi = ray.dphi + dL*0.5*k1b.z;
//r2.E = ray.E;
//geodesicRHS(r2, k2a, k2b);
//
//Ray r3;
//r3.r = ray.r + dL*0.5*k2a.x; r3.theta = ray.theta + dL*0.5*k2a.y; r3.phi = ray.phi + dL*0.5*k2a.z;
//r3.dr = ray.dr + dL*0.5*k2b.x; r3.dtheta = ray.dtheta + dL*0.5*k2b.y; r3.dphi = ray.dphi + dL*0.5*k2b.z;
//r3.E = ray.E;
//geodesicRHS(r3, k3a, k3b);
//
//Ray r4;
//r4.r = ray.r + dL*k3a.x; r4.theta = ray.theta + dL*k3a.y; r4.phi = ray.phi + dL*k3a.z;
//r4.dr = ray.dr + dL*k3b.x; r4.dtheta = ray.dtheta + dL*k3b.y; r4.dphi = ray.dphi + dL*k3b.z;
//r4.E = ray.E;
//geodesicRHS(r4, k4a, k4b);
//
//ray.r += dL/6.0 * (k1a.x + 2*k2a.x + 2*k3a.x + k4a.x);
//ray.theta += dL/6.0 * (k1a.y + 2*k2a.y + 2*k3a.y + k4a.y);
//ray.phi += dL/6.0 * (k1a.z + 2*k2a.z + 2*k3a.z + k4a.z);
//ray.dr += dL/6.0 * (k1b.x + 2*k2b.x + 2*k3b.x + k4b.x);
//ray.dtheta += dL/6.0 * (k1b.y + 2*k2b.y + 2*k3b.y + k4b.y);
//ray.dphi += dL/6.0 * (k1b.z + 2*k2b.z + 2*k3b.z + k4b.z);
ray.r += dL * k1a.x;
ray.theta += dL * k1a.y;
ray.phi += dL * k1a.z;
@ -122,25 +106,22 @@ void rk4Step(inout Ray ray, float dL) {
ray.x = ray.r * sin(ray.theta) * cos(ray.phi);
ray.y = ray.r * sin(ray.theta) * sin(ray.phi);
ray.z = ray.r * cos(ray.theta);}
ray.z = ray.r * cos(ray.theta);
}
bool crossesEquatorialPlane(vec3 oldPos, vec3 newPos) {
bool crossed = (oldPos.y * newPos.y < 0.0);
float r = length(vec2(newPos.x, newPos.z));
return crossed && (r >= disk_r1 && r <= disk_r2);}
return crossed && (r >= disk_r1 && r <= disk_r2);
}
void main() {
//if (cam.moving) {
// WIDTH = 200;
// HEIGHT = 150;
//} else {
// WIDTH = 800;
// HEIGHT = 600;
//}
int WIDTH = cam.moving ? 200 : 200;
int HEIGHT = cam.moving ? 150 : 150;
ivec2 pix = ivec2(gl_GlobalInvocationID.xy);
if (pix.x >= WIDTH || pix.y >= HEIGHT) return;
// -- Init Ray -- //
// Init Ray
float u = (2.0 * (pix.x + 0.5) / WIDTH - 1.0) * cam.aspect * cam.tanHalfFov;
float v = (1.0 - 2.0 * (pix.y + 0.5) / HEIGHT) * cam.tanHalfFov;
vec3 dir = normalize(u * cam.camRight - v * cam.camUp + cam.camForward);
@ -149,52 +130,45 @@ void main() {
vec4 color = vec4(0.0);
vec3 prevPos = vec3(ray.x, ray.y, ray.z);
float lambda = 0.0;
// -- Intercepts -- //
bool hitBlackHole = false;
bool hitDisk = false;
bool hitObject = false;
int steps;
if (cam.moving) {
steps=20000;
} else {
steps=80000;
};
int steps = cam.moving ? 60000 : 60000;
// Step Loop
for (int i = 0; i < steps; ++i) {
if (intercept(ray, SagA_rs)) {
hitBlackHole = true;
break;
}
if (intercept(ray, SagA_rs)) { hitBlackHole = true; break; }
rk4Step(ray, D_LAMBDA);
lambda += D_LAMBDA;
vec3 newPos = vec3(ray.x, ray.y, ray.z);
if (crossesEquatorialPlane(prevPos, newPos)) {
float r = length(vec2(newPos.x, newPos.z));
hitDisk = true;
break;
}
if (interceptObject(ray)) {
hitObject = true;
break;
}
vec3 newPos = vec3(ray.x, ray.y, ray.z);
if (crossesEquatorialPlane(prevPos, newPos)) { hitDisk = true; break; }
if (interceptObject(ray)) { hitObject = true; break; }
prevPos = newPos;
if (ray.r > ESCAPE_R) break;
}
if (hitDisk) {
double r = sqrt(ray.x*ray.x + ray.y*ray.y + ray.z*ray.z);
r = r / (SagA_rs * 4.2);
vec3 diskColor = vec3(1.0f, r, 0.2);
color = vec4(diskColor * 1.0, 1.0);
double r = length(vec3(ray.x, ray.y, ray.z)) / disk_r2;
vec3 diskColor = vec3(1.0, r, 0.2);
//r = 1.0 - abs(r - 0.5) * 2.0;
color = vec4(diskColor, r);
} else if (hitBlackHole) {
color = vec4(0.0, 0.0, 0.0, 1.0);
} else if (hitObject){
color = objectColor;
} else if (hitObject) {
// Compute shading
vec3 P = vec3(ray.x, ray.y, ray.z);
vec3 N = normalize(P - hitCenter);
vec3 V = normalize(cam.camPos - P);
float ambient = 0.1;
float diff = max(dot(N, V), 0.0);
float intensity = ambient + (1.0 - ambient) * diff;
vec3 shaded = objectColor.rgb * intensity;
color = vec4(shaded, objectColor.a);
} else {
color = vec4(0.0);
}