summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorSebastian Park <SebPark03@gmail.com>2024-05-09 22:02:12 -0400
committerSebastian Park <SebPark03@gmail.com>2024-05-09 22:02:12 -0400
commit481e582be02385271f87524bfe46d6c41654e23c (patch)
treeddb9a0b98de7e5b40aeea55464deb75cc753a15d
parentf1230ea24dc87a3bb5c9c709d4571e3298d7d07f (diff)
"raytraced" caustics.
-rw-r--r--.DS_Storebin10244 -> 10244 bytes
-rw-r--r--CMakeLists.txt6
-rw-r--r--resources/shaders/caustics.frag20
-rw-r--r--resources/shaders/caustics.vert53
-rwxr-xr-xresources/shaders/shader.frag3
-rw-r--r--src/arap.cpp63
-rw-r--r--src/arap.h6
-rwxr-xr-xsrc/glwidget.cpp61
-rwxr-xr-xsrc/glwidget.h7
9 files changed, 211 insertions, 8 deletions
diff --git a/.DS_Store b/.DS_Store
index d61e93a..69d2a61 100644
--- a/.DS_Store
+++ b/.DS_Store
Binary files differ
diff --git a/CMakeLists.txt b/CMakeLists.txt
index 6d35a8d..81eca1e 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -37,6 +37,7 @@ add_executable(${PROJECT_NAME}
src/graphics/meshloader.cpp
src/graphics/shader.cpp
src/graphics/shape.cpp
+ src/graphics/simpleshape.cpp
# src/graphics/oceanshape.cpp
src/mainwindow.h
@@ -47,6 +48,7 @@ add_executable(${PROJECT_NAME}
src/graphics/meshloader.h
src/graphics/shader.h
src/graphics/shape.h
+ src/graphics/simpleshape.h
# src/graphics/oceanshape.h
util/tiny_obj_loader.h
@@ -102,8 +104,8 @@ qt6_add_resources(${PROJECT_NAME} "Resources"
resources/shaders/texture.frag
resources/shaders/color.vert
resources/shaders/color.frag
-
-
+ resources/shaders/caustics.vert
+ resources/shaders/caustics.frag
)
# GLEW: this provides support for Windows (including 64-bit)
diff --git a/resources/shaders/caustics.frag b/resources/shaders/caustics.frag
new file mode 100644
index 0000000..f746896
--- /dev/null
+++ b/resources/shaders/caustics.frag
@@ -0,0 +1,20 @@
+#version 410 core
+out vec4 fragColor;
+
+in vec3 normal_worldSpace;
+in vec3 pos;
+in vec3 newPos;
+in vec4 col;
+in float refractProb;
+
+uniform sampler2D normSamp;
+
+void main() {
+// fragColor = vec4(vec3((pos[0] + 1) / 2, (pos[1] + 1) / 2, 0.f), 1.f);
+ float oldArea = length(dFdx(vec3(pos[0], pos[2], pos[1]))) * length(dFdy(vec3(pos[0], pos[2], pos[1])));
+ float newArea = length(dFdx(vec3(newPos[0], newPos[2], newPos[1]))) * length(dFdy(vec3(newPos[0], newPos[2], newPos[1])));
+ float areaRatio = oldArea / newArea;
+ float intensity = pow(areaRatio * .3f, 1.5f);
+ fragColor = vec4(0.98, 1, .78, intensity * refractProb);
+// fragColor = col;
+}
diff --git a/resources/shaders/caustics.vert b/resources/shaders/caustics.vert
new file mode 100644
index 0000000..298f5e1
--- /dev/null
+++ b/resources/shaders/caustics.vert
@@ -0,0 +1,53 @@
+#version 330 core
+
+layout(location = 0) in vec3 position; // Position of the vertex
+layout(location = 1) in vec3 normal; // Normal of the vertex
+layout(location = 2) in vec3 texCoords; // Normal of the vertex
+
+uniform float depth = -1000.f;
+uniform float skyHeight = 500.f;
+
+uniform sampler2D normSamp;
+
+out vec3 normal_worldSpace;
+out vec3 pos;
+out vec3 newPos;
+out vec4 col;
+out float refractProb;
+
+vec4 refractToFloor(vec3 l, vec3 p, vec3 n, float d) {
+ // Refracts incoming light direction l through normal n at point p until hits floor at depth d
+ vec3 w_o = normalize(l);
+ float cos_theta_i = dot(-w_o, n);
+ float n_i = 1;
+ float n_t = 1.33f;
+ float determinant = 1.f - (pow((n_i / n_t), 2.f) * (1.f - pow(cos_theta_i, 2.f)));
+
+ float r0 = pow((n_i - n_t) / (n_i + n_t), 2.f); // variable required to calculate probability of reflection
+ float prob_to_refl = r0 + ((1 - r0) * pow((1 - cos_theta_i), 5.f));
+
+ if (determinant >= 0) {
+ float cos_theta_t = sqrt(determinant);
+ vec3 w_t = (n_i / n_t) * w_o + ((n_i / n_t) * cos_theta_i - cos_theta_t) * n;
+ float dist = p.z - d;
+ float depthScale = dist / w_t.z;
+// vec3 groundContactPoint = -(w_t * depthScale) + p;
+ vec3 groundContactPoint = (w_t * depthScale) + p;
+ return vec4(groundContactPoint, 1.f - prob_to_refl);
+ } else {
+ return vec4(0, 0, 0, 0);
+ }
+}
+
+void main() {
+ normal_worldSpace = normal;
+ pos = position;
+ vec4 sampledNormal = texture(normSamp, vec2((pos + 1) / 2));
+ sampledNormal = (sampledNormal * 2.f) - 1.f;
+ col = sampledNormal;
+ vec4 newPosAndProb = refractToFloor(vec3(0, 0, 1), pos, normalize(vec3(sampledNormal)), 0.01f);
+ newPos = vec3(newPosAndProb[0], newPosAndProb[1], 0.f);
+ refractProb = newPosAndProb[3];
+// newPos = pos;
+ gl_Position = vec4(newPos, 1.f);
+}
diff --git a/resources/shaders/shader.frag b/resources/shaders/shader.frag
index 88c783d..2bc8043 100755
--- a/resources/shaders/shader.frag
+++ b/resources/shaders/shader.frag
@@ -71,7 +71,8 @@ void main() {
vec2 reflUV = uvFromWorldPoint(reflPos);
// float waterMurkiness = 0.002f; // TODO: Make uniform
- float waterMurkiness = 0.0005f; // TODO: Make uniform
+// float waterMurkiness = 0.0005f; // TODO: Make uniform
+ float waterMurkiness = 0.f; // TODO: Make uniform
vec3 waterVolumeColor = vec3(red * 0.1f, green * 0.2f, blue * 0.2f);
float murkDiffuse = 0.3f;
float murkAmbient = 0.8f;
diff --git a/src/arap.cpp b/src/arap.cpp
index e1ab1ca..ae7240d 100644
--- a/src/arap.cpp
+++ b/src/arap.cpp
@@ -51,6 +51,8 @@ void ARAP::init
minCorner = coeffMin;
maxCorner = coeffMax;
+
+ initCausticsShape(10);
}
void ARAP::update(double seconds)
@@ -98,3 +100,64 @@ void ARAP::move
// - Minus and equal keys (click repeatedly) to change the size of the vertices
}
+void ARAP::initCausticsShape(int res) {
+// std::vector<Eigen::Vector3f> gridPoints;
+// float step = 2.f / ((float) res);
+
+// for (int i = 0; i < res; ++i) {
+// for (int j = 0; j < res; ++j) {
+// float x = -1.f + i * step; // calculate x coordinate
+// float y = -1.f + j * step; // calculate y coordinate
+// gridPoints.push_back(Eigen::Vector3f(x, y, 0.f)); // add point to grid
+// }
+// }
+// std::vector<Eigen::Vector3f> verts;
+// float step = 2.f / ((float) res);
+
+// for (int i = 0; i < res; ++i) {
+// for (int j = 0; j < res; ++j) {
+// float x = -1.f + i * step; // calculate x coordinate
+// float y = -1.f + j * step; // calculate y coordinate
+// Eigen::Vector3f bottomLeft = Eigen::Vector3f(x, y, 0.f);
+// Eigen::Vector3f bottomRight = Eigen::Vector3f(x + step, y, 0.f);
+// Eigen::Vector3f topRight = Eigen::Vector3f(x + step, y + step, 0.f);
+// Eigen::Vector3f topLeft = Eigen::Vector3f(x, y + step, 0.f);
+// verts.push_back(topLeft);
+// verts.push_back(bottomLeft);
+// verts.push_back(bottomRight);
+// verts.push_back(topLeft);
+// verts.push_back(bottomRight);
+// verts.push_back(topRight);
+// }
+// }
+// m_causticsShape.setVertices(verts);
+ std::vector<Eigen::Vector3f> verts;
+ std::vector<Eigen::Vector3i> faces;
+ float size = 2.f;
+ float step = size / ((float) res);
+
+ for (int i = 0; i <= res; ++i) {
+ for (int j = 0; j <= res; ++j) {
+ float x = -(size / 2.f) + i * step; // calculate x coordinate
+ float y = -(size / 2.f) + j * step; // calculate y coordinate
+ Eigen::Vector3f bottomLeft = Eigen::Vector3f(x, y, 0.f);
+ verts.push_back(bottomLeft);
+ }
+ }
+
+ for (int i = 0; i < res; ++i) {
+ for (int j = 0; j < res; ++j) {
+ int bottomLeft = i * (res + 1) + j;
+ int bottomRight = i * (res + 1) + j + 1;
+ int topRight = (i + 1) * (res + 1) + j + 1;
+ int topLeft = (i + 1) * (res + 1) + j;
+ faces.push_back(Eigen::Vector3i(topLeft, bottomLeft, bottomRight));
+ faces.push_back(Eigen::Vector3i(topLeft, bottomRight, topRight));
+ faces.push_back(Eigen::Vector3i(bottomRight, bottomLeft, topLeft));
+ faces.push_back(Eigen::Vector3i(topRight, bottomRight, topLeft));
+ }
+ }
+ m_causticsShape.init(verts, faces);
+ m_causticsShape.setColor(0.27f, .803f, .96f);
+}
+
diff --git a/src/arap.h b/src/arap.h
index 7c8c76a..2c768bb 100644
--- a/src/arap.h
+++ b/src/arap.h
@@ -1,6 +1,7 @@
#pragma once
#include "graphics/shape.h"
+//#include "graphics/simpleshape.h"
//#include "graphics/oceanshape.h"
#include "Eigen/StdList"
#include "Eigen/StdVector"
@@ -20,7 +21,7 @@ class ARAP
private:
Shape m_shape;
// OceanShape m_oceanShape;
-
+ void initCausticsShape(int res);
public:
ARAP();
@@ -38,6 +39,7 @@ public:
void draw(Shader *shader, GLenum mode)
{
+// m_causticsShape.draw(shader, mode);
m_shape.draw(shader, mode);
}
@@ -85,5 +87,7 @@ public:
double m_timestep = 0.1;
Eigen::Vector3f minCorner, maxCorner;
+
+ Shape m_causticsShape;
};
diff --git a/src/glwidget.cpp b/src/glwidget.cpp
index bac695c..62d8482 100755
--- a/src/glwidget.cpp
+++ b/src/glwidget.cpp
@@ -67,7 +67,7 @@ void GLWidget::initializeGL()
glClearColor(1, 0.98f, 0.85f, 1);
// Enable depth-testing and backface culling
- glEnable(GL_DEPTH_TEST);
+// glEnable(GL_DEPTH_TEST);
// glEnable(GL_CULL_FACE);
// glCullFace(GL_BACK);
// glShadeModel(GL_SMOOTH);
@@ -78,7 +78,7 @@ void GLWidget::initializeGL()
m_pointShader = new Shader(":resources/shaders/anchorPoint.vert", ":resources/shaders/anchorPoint.geom", ":resources/shaders/anchorPoint.frag");
// m_texture_shader = new Shader(":/resources/shaders/texture.vert", ":/resources/shaders/texture.frag");
m_colorShader = new Shader(":resources/shaders/color.vert", ":resources/shaders/color.frag");
-
+ m_causticsShader = new Shader(":resources/shaders/caustics.vert", ":resources/shaders/caustics.frag");
initCaustics();
// INITIALIZE TEXTURE STUFF
@@ -103,11 +103,12 @@ void GLWidget::initializeGL()
m_devicePixelRatio = this->devicePixelRatio();
- m_defaultFBO = 2;
+ m_defaultFBO = 3;
m_fbo_width = size().width() * m_devicePixelRatio;
m_fbo_height = size().height() * m_devicePixelRatio;
makeFBO();
+ makeFBO1();
// FBO STUFF END
@@ -171,7 +172,7 @@ void GLWidget::paintCaustics() {
glClearColor(0.68f, 0.58f, 0.38f, 1);
// glClearColor(0., 0., 0., 1);
- glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, m_fbo1);
// glBindFramebuffer(GL_FRAMEBUFFER, m_defaultFBO);
// Clear Screen
@@ -189,6 +190,7 @@ void GLWidget::paintCaustics() {
//// // Draw the VAO
// glDrawArrays(GL_TRIANGLES, 0, 3);
+
m_colorShader->bind();
//
m_colorShader->setUniform("proj", m_camera.getProjection());
@@ -205,6 +207,23 @@ void GLWidget::paintCaustics() {
// Unbind the shader
glUseProgram(0);
+
+ m_causticsShader->bind();
+
+// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, m_fbo_texture);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable( GL_BLEND );
+
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D, m_fbo_texture1);
+ glUniform1i(glGetUniformLocation(m_causticsShader ->id(), "normSamp"), 2);
+
+ m_arap.m_causticsShape.draw(m_causticsShader, GL_TRIANGLES);
+ glBindVertexArray(0);
+ glUseProgram(0);
}
void GLWidget::initCaustics() {
@@ -307,7 +326,37 @@ void GLWidget::makeFBO() {
// Task 22
glBindFramebuffer(GL_FRAMEBUFFER, m_defaultFBO);
+}
+void GLWidget::makeFBO1() {
+ // Task 19
+ glActiveTexture(GL_TEXTURE2);
+ glGenTextures(1, &m_fbo_texture1);
+ glBindTexture(GL_TEXTURE_2D, m_fbo_texture1);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_fbo_width, m_fbo_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ // Task 20
+ glGenRenderbuffers(1, &m_fbo_renderbuffer1);
+ glBindRenderbuffer(GL_RENDERBUFFER, m_fbo_renderbuffer1);
+ glRenderbufferStorage(GL_RENDERBUFFER,
+ GL_DEPTH24_STENCIL8,
+ m_fbo_width,
+ m_fbo_height);
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
+
+ // Task 18
+ glGenFramebuffers(1, &m_fbo1);
+ glBindFramebuffer(GL_FRAMEBUFFER, m_fbo1);
+
+ // Task 21
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_fbo_texture1, 0);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_fbo_renderbuffer1);
+
+ // Task 22
+ glBindFramebuffer(GL_FRAMEBUFFER, m_defaultFBO);
}
void GLWidget::paintGL()
@@ -356,7 +405,11 @@ void GLWidget::resizeGL(int w, int h)
glDeleteTextures(1, &m_fbo_texture);
glDeleteRenderbuffers(1, &m_fbo_renderbuffer);
glDeleteFramebuffers(1, &m_fbo);
+ glDeleteTextures(1, &m_fbo_texture1);
+ glDeleteRenderbuffers(1, &m_fbo_renderbuffer1);
+ glDeleteFramebuffers(1, &m_fbo1);
makeFBO();
+ makeFBO1();
}
// ================== Event Listeners
diff --git a/src/glwidget.h b/src/glwidget.h
index 810829a..f77c4ee 100755
--- a/src/glwidget.h
+++ b/src/glwidget.h
@@ -41,6 +41,7 @@ private:
void keyReleaseEvent (QKeyEvent *event) override;
void makeFBO();
+ void makeFBO1();
void initCaustics();
void paintCaustics();
@@ -55,6 +56,7 @@ private:
Shader *m_defaultShader;
Shader *m_pointShader;
Shader *m_texture_shader;
+ Shader *m_causticsShader;
Shader *m_colorShader;
@@ -70,6 +72,11 @@ private:
GLuint m_fbo;
GLuint m_fbo_texture;
GLuint m_fbo_renderbuffer;
+
+ GLuint m_fbo1;
+ GLuint m_fbo_texture1;
+ GLuint m_fbo_renderbuffer1;
+
GLuint m_defaultFBO;
GLuint m_floor_vbo;