177 lines
5.3 KiB
Text
177 lines
5.3 KiB
Text
#version 430
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layout(local_size_x = 16, local_size_y = 16) in;
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layout(binding = 0, rgba8) writeonly uniform image2D outImage;
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layout(std140, binding = 1) uniform Camera {
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vec3 camPos; float _pad0;
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vec3 camRight; float _pad1;
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vec3 camUp; float _pad2;
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vec3 camForward; float _pad3;
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float tanHalfFov;
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float aspect;
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bool moving;
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int _pad4;
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} cam;
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layout(std140, binding = 2) uniform Disk {
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float disk_r1;
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float disk_r2;
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float disk_num;
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float thickness;
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};
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layout(std140, binding = 3) uniform Objects {
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int numObjects;
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vec4 objPosRadius[16];
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vec4 objColor[16];
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float mass[16];
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};
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const float SagA_rs = 1.269e10;
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const float D_LAMBDA = 1e7;
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const double ESCAPE_R = 1e30;
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// Globals to store hit info
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vec4 objectColor = vec4(0.0);
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vec3 hitCenter = vec3(0.0);
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float hitRadius = 0.0;
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struct Ray {
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float x, y, z, r, theta, phi;
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float dr, dtheta, dphi;
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float E, L;
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};
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Ray initRay(vec3 pos, vec3 dir) {
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Ray ray;
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ray.x = pos.x; ray.y = pos.y; ray.z = pos.z;
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ray.r = length(pos);
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ray.theta = acos(pos.z / ray.r);
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ray.phi = atan(pos.y, pos.x);
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float dx = dir.x, dy = dir.y, dz = dir.z;
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ray.dr = sin(ray.theta)*cos(ray.phi)*dx + sin(ray.theta)*sin(ray.phi)*dy + cos(ray.theta)*dz;
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ray.dtheta = (cos(ray.theta)*cos(ray.phi)*dx + cos(ray.theta)*sin(ray.phi)*dy - sin(ray.theta)*dz) / ray.r;
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ray.dphi = (-sin(ray.phi)*dx + cos(ray.phi)*dy) / (ray.r * sin(ray.theta));
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ray.L = ray.r * ray.r * sin(ray.theta) * ray.dphi;
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float f = 1.0 - SagA_rs / ray.r;
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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));
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ray.E = f * dt_dL;
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return ray;
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}
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bool intercept(Ray ray, float rs) {
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return ray.r <= rs;
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}
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// Returns true on hit, captures center, radius, and base color
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bool interceptObject(Ray ray) {
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vec3 P = vec3(ray.x, ray.y, ray.z);
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for (int i = 0; i < numObjects; ++i) {
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vec3 center = objPosRadius[i].xyz;
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float radius = objPosRadius[i].w;
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if (distance(P, center) <= radius) {
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objectColor = objColor[i];
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hitCenter = center;
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hitRadius = radius;
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return true;
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}
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}
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return false;
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}
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void geodesicRHS(Ray ray, out vec3 d1, out vec3 d2) {
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float r = ray.r, theta = ray.theta;
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float dr = ray.dr, dtheta = ray.dtheta, dphi = ray.dphi;
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float f = 1.0 - SagA_rs / r;
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float dt_dL = ray.E / f;
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d1 = vec3(dr, dtheta, dphi);
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d2.x = - (SagA_rs / (2.0 * r*r)) * f * dt_dL * dt_dL
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+ (SagA_rs / (2.0 * r*r * f)) * dr * dr
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+ r * (dtheta*dtheta + sin(theta)*sin(theta)*dphi*dphi);
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d2.y = -2.0*dr*dtheta/r + sin(theta)*cos(theta)*dphi*dphi;
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d2.z = -2.0*dr*dphi/r - 2.0*cos(theta)/(sin(theta)) * dtheta * dphi;
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}
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void rk4Step(inout Ray ray, float dL) {
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vec3 k1a, k1b;
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geodesicRHS(ray, k1a, k1b);
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ray.r += dL * k1a.x;
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ray.theta += dL * k1a.y;
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ray.phi += dL * k1a.z;
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ray.dr += dL * k1b.x;
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ray.dtheta += dL * k1b.y;
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ray.dphi += dL * k1b.z;
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ray.x = ray.r * sin(ray.theta) * cos(ray.phi);
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ray.y = ray.r * sin(ray.theta) * sin(ray.phi);
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ray.z = ray.r * cos(ray.theta);
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}
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bool crossesEquatorialPlane(vec3 oldPos, vec3 newPos) {
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bool crossed = (oldPos.y * newPos.y < 0.0);
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float r = length(vec2(newPos.x, newPos.z));
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return crossed && (r >= disk_r1 && r <= disk_r2);
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}
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void main() {
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int WIDTH = cam.moving ? 200 : 200;
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int HEIGHT = cam.moving ? 150 : 150;
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ivec2 pix = ivec2(gl_GlobalInvocationID.xy);
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if (pix.x >= WIDTH || pix.y >= HEIGHT) return;
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// Init Ray
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float u = (2.0 * (pix.x + 0.5) / WIDTH - 1.0) * cam.aspect * cam.tanHalfFov;
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float v = (1.0 - 2.0 * (pix.y + 0.5) / HEIGHT) * cam.tanHalfFov;
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vec3 dir = normalize(u * cam.camRight - v * cam.camUp + cam.camForward);
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Ray ray = initRay(cam.camPos, dir);
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vec4 color = vec4(0.0);
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vec3 prevPos = vec3(ray.x, ray.y, ray.z);
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float lambda = 0.0;
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bool hitBlackHole = false;
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bool hitDisk = false;
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bool hitObject = false;
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int steps = cam.moving ? 60000 : 60000;
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for (int i = 0; i < steps; ++i) {
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if (intercept(ray, SagA_rs)) { hitBlackHole = true; break; }
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rk4Step(ray, D_LAMBDA);
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lambda += D_LAMBDA;
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vec3 newPos = vec3(ray.x, ray.y, ray.z);
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if (crossesEquatorialPlane(prevPos, newPos)) { hitDisk = true; break; }
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if (interceptObject(ray)) { hitObject = true; break; }
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prevPos = newPos;
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if (ray.r > ESCAPE_R) break;
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}
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if (hitDisk) {
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double r = length(vec3(ray.x, ray.y, ray.z)) / disk_r2;
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vec3 diskColor = vec3(1.0, r, 0.2);
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//r = 1.0 - abs(r - 0.5) * 2.0;
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color = vec4(diskColor, r);
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} else if (hitBlackHole) {
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color = vec4(0.0, 0.0, 0.0, 1.0);
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} else if (hitObject) {
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// Compute shading
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vec3 P = vec3(ray.x, ray.y, ray.z);
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vec3 N = normalize(P - hitCenter);
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vec3 V = normalize(cam.camPos - P);
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float ambient = 0.1;
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float diff = max(dot(N, V), 0.0);
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float intensity = ambient + (1.0 - ambient) * diff;
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vec3 shaded = objectColor.rgb * intensity;
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color = vec4(shaded, objectColor.a);
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} else {
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color = vec4(0.0);
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}
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imageStore(outImage, pix, color);
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}
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