diff --git a/engine/include/sophia/render_triangle_test.hpp b/engine/include/sophia/render_triangle_test.hpp new file mode 100644 index 0000000..9eb3e04 --- /dev/null +++ b/engine/include/sophia/render_triangle_test.hpp @@ -0,0 +1,10 @@ +#pragma once + +#include + +namespace sophia { + +void runRenderTriangleTest(const std::string& vertShaderPath, + const std::string& fragShaderPath); + +} // namespace sophia diff --git a/engine/src/render_triangle_test.cpp b/engine/src/render_triangle_test.cpp new file mode 100644 index 0000000..17cca43 --- /dev/null +++ b/engine/src/render_triangle_test.cpp @@ -0,0 +1,278 @@ +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#define GLM_FORCE_RADIANS +#define GLM_FORCE_DEPTH_ZERO_TO_ONE +#include + +#include "buffer.hpp" +#include "device.hpp" +#include "image.hpp" +#include "pipelines/graphics_pipeline.hpp" +#include "shader.hpp" +#include "swapchain.hpp" + +namespace sophia { + +namespace { + +struct Vertex { + glm::vec2 position; + glm::vec3 color; +}; + +struct PushConstants { + glm::mat4 transform; + glm::vec4 color; + glm::vec4 data; +}; + +} // namespace + +void runRenderTriangleTest(const std::string& vertShaderPath, + const std::string& fragShaderPath) { + std::unique_ptr window = + std::make_unique(750, 1000, "Render Triangle Test"); + std::unique_ptr device = + Device::Builder().withWindow(*window).build(); + + log::info("Running Render Triangle Test..."); + + std::unique_ptr swapchain = + std::make_unique(*device, window->getExtent()); + + auto vertexShader = Shader::Builder() + .fromGLSL(vertShaderPath) + .setStage(ShaderStage::VERTEX) + .build(); + auto fragmentShader = Shader::Builder() + .fromGLSL(fragShaderPath) + .setStage(ShaderStage::FRAGMENT) + .build(); + + vk::PushConstantRange pushConstantRange{}; + pushConstantRange.stageFlags = + vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eFragment; + pushConstantRange.offset = 0; + pushConstantRange.size = sizeof(PushConstants); + + vk::PipelineLayoutCreateInfo pipelineLayoutInfo{}; + pipelineLayoutInfo.pushConstantRangeCount = 1; + pipelineLayoutInfo.pPushConstantRanges = &pushConstantRange; + + vk::UniquePipelineLayout pipelineLayout = + device->get()->createPipelineLayoutUnique(pipelineLayoutInfo); + + std::vector bindingDescriptions{ + {0, sizeof(Vertex), vk::VertexInputRate::eVertex}}; + std::vector attributeDescriptions{ + {0, 0, vk::Format::eR32G32Sfloat, offsetof(Vertex, position)}, + {1, 0, vk::Format::eR32G32B32Sfloat, offsetof(Vertex, color)}}; + + std::unique_ptr graphicsPipeline = + GraphicsPipeline::Builder(*device) + .setVertexShader(*vertexShader) + .setFragmentShader(*fragmentShader) + .setPipelineLayout(pipelineLayout.get()) + .setColorAttachmentFormats({swapchain->getImageFormat()}) + .setVertexInput(bindingDescriptions, attributeDescriptions) + .build(); + + // Oversized triangle covering the full screen so the fragment shader runs + // for every pixel. + std::vector vertices{ + {{-1.0f, -1.0f}, {1.0f, 0.0f, 0.0f}}, + {{3.0f, -1.0f}, {0.0f, 1.0f, 0.0f}}, + {{-1.0f, 3.0f}, {0.0f, 0.0f, 1.0f}}, + }; + + Buffer vertexBuffer{*device, sizeof(Vertex), + static_cast(vertices.size()), + vk::BufferUsageFlagBits::eVertexBuffer, + vk::MemoryPropertyFlagBits::eHostVisible | + vk::MemoryPropertyFlagBits::eHostCoherent}; + vertexBuffer.map(); + vertexBuffer.writeToBuffer(vertices.data(), sizeof(Vertex) * vertices.size()); + vertexBuffer.unmap(); + + vk::UniqueSemaphore imageAvailableSemaphore = + device->get()->createSemaphoreUnique({}); + + std::vector renderFinishedSemaphores; + for (size_t i = 0; i < swapchain->imageCount(); i++) { + renderFinishedSemaphores.push_back( + device->get()->createSemaphoreUnique({})); + } + + auto recreateSwapchain = [&]() { + vk::Extent2D extent = window->getExtent(); + while (extent.width == 0 || extent.height == 0) { + extent = window->getExtent(); + glfwWaitEvents(); + } + + device->waitIdle(); + + std::shared_ptr oldSwapchain = std::move(swapchain); + swapchain = std::make_unique(*device, extent, oldSwapchain); + + if (!oldSwapchain->compareSwapchainFormats(*swapchain)) { + log::fatal("swapchain image format changed on recreation"); + throw std::runtime_error("swapchain image format changed on recreation"); + } + + renderFinishedSemaphores.clear(); + for (size_t i = 0; i < swapchain->imageCount(); i++) { + renderFinishedSemaphores.push_back( + device->get()->createSemaphoreUnique({})); + } + + log::trace("recreated swapchain"); + }; + + vk::UniqueFence inFlightFence = + device->get()->createFenceUnique({vk::FenceCreateFlagBits::eSignaled}); + + vk::CommandBufferAllocateInfo commandBufferAllocInfo{ + device->getCommandPool(), vk::CommandBufferLevel::ePrimary, 1}; + vk::CommandBuffer commandBuffer = + device->get()->allocateCommandBuffers(commandBufferAllocInfo)[0]; + + auto startTime = std::chrono::high_resolution_clock::now(); + + while (!window->shouldClose()) { + glfwPollEvents(); + + double elapsedTime = + std::chrono::duration( + std::chrono::high_resolution_clock::now() - startTime) + .count(); + + vk::Fence inFlightFenceHandle = inFlightFence.get(); + (void)device->get()->waitForFences(inFlightFenceHandle, vk::True, + std::numeric_limits::max()); + + vk::Semaphore imageAvailableSemaphoreHandle = imageAvailableSemaphore.get(); + u32 imageIndex = 0; + vk::Result acquireResult = + swapchain->acquireNextImage(imageAvailableSemaphoreHandle, imageIndex); + if (acquireResult == vk::Result::eErrorOutOfDateKHR) { + recreateSwapchain(); + continue; + } + if (acquireResult != vk::Result::eSuccess && + acquireResult != vk::Result::eSuboptimalKHR) { + log::fatal("failed to acquire swapchain image"); + throw std::runtime_error("failed to acquire swapchain image"); + } + + device->get()->resetFences(inFlightFenceHandle); + + commandBuffer.reset(); + commandBuffer.begin(vk::CommandBufferBeginInfo{}); + + Image& image = swapchain->getImage(static_cast(imageIndex)); + image.transitionLayout(commandBuffer, + vk::ImageLayout::eColorAttachmentOptimal); + + vk::ClearValue clearValue{}; + clearValue.color = + vk::ClearColorValue{std::array{0.01f, 0.01f, 0.02f, 1.0f}}; + + vk::RenderingAttachmentInfo colorAttachment{}; + colorAttachment.imageView = image.getView(); + colorAttachment.imageLayout = vk::ImageLayout::eColorAttachmentOptimal; + colorAttachment.loadOp = vk::AttachmentLoadOp::eClear; + colorAttachment.storeOp = vk::AttachmentStoreOp::eStore; + colorAttachment.clearValue = clearValue; + + vk::RenderingInfo renderingInfo{}; + renderingInfo.renderArea = vk::Rect2D{{0, 0}, swapchain->getExtent()}; + renderingInfo.layerCount = 1; + renderingInfo.colorAttachmentCount = 1; + renderingInfo.pColorAttachments = &colorAttachment; + + commandBuffer.beginRendering(renderingInfo); + + vk::Extent2D extent = swapchain->getExtent(); + vk::Viewport viewport{0.0f, + 0.0f, + static_cast(extent.width), + static_cast(extent.height), + 0.0f, + 1.0f}; + vk::Rect2D scissor{{0, 0}, extent}; + commandBuffer.setViewport(0, viewport); + commandBuffer.setScissor(0, scissor); + + graphicsPipeline->bind(commandBuffer); + + vk::Buffer vertexBuffers[] = {vertexBuffer.getBuffer()}; + vk::DeviceSize offsets[] = {0}; + commandBuffer.bindVertexBuffers(0, vertexBuffers, offsets); + + PushConstants push{}; + push.transform = glm::mat4(1.0f); + push.color = glm::vec4(1.0f); + push.data = glm::vec4(static_cast(extent.width), + static_cast(extent.height), + static_cast(elapsedTime), 0.0f); + commandBuffer.pushConstants( + pipelineLayout.get(), + vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eFragment, + 0, sizeof(push), &push); + + commandBuffer.draw(static_cast(vertices.size()), 1, 0, 0); + + commandBuffer.endRendering(); + + image.transitionLayout(commandBuffer, vk::ImageLayout::ePresentSrcKHR); + + commandBuffer.end(); + + vk::Semaphore renderFinishedSemaphoreHandle = + renderFinishedSemaphores.at(imageIndex).get(); + vk::PipelineStageFlags waitStage = + vk::PipelineStageFlagBits::eColorAttachmentOutput; + + vk::SubmitInfo submitInfo{}; + submitInfo.waitSemaphoreCount = 1; + submitInfo.pWaitSemaphores = &imageAvailableSemaphoreHandle; + submitInfo.pWaitDstStageMask = &waitStage; + submitInfo.commandBufferCount = 1; + submitInfo.pCommandBuffers = &commandBuffer; + submitInfo.signalSemaphoreCount = 1; + submitInfo.pSignalSemaphores = &renderFinishedSemaphoreHandle; + + device->getGraphicsQueue().submit(submitInfo, inFlightFenceHandle); + + vk::Result presentResult = swapchain->present( + device->getPresentQueue(), imageIndex, renderFinishedSemaphoreHandle); + if (presentResult == vk::Result::eErrorOutOfDateKHR || + presentResult == vk::Result::eSuboptimalKHR || window->wasResized()) { + window->resetResizedFlag(); + recreateSwapchain(); + continue; + } + if (presentResult != vk::Result::eSuccess) { + log::fatal("failed to present swapchain image"); + throw std::runtime_error("failed to present swapchain image"); + } + } + + device->waitIdle(); + + auto endTime = std::chrono::high_resolution_clock::now(); + double totalRuntime = + std::chrono::duration(endTime - startTime).count(); + log::info("Application ran for", totalRuntime, "s"); +} + +} // namespace sophia diff --git a/testbed/main.cpp b/testbed/main.cpp index 25628e0..a759136 100644 --- a/testbed/main.cpp +++ b/testbed/main.cpp @@ -1,6 +1,6 @@ #include // #include -#include +#include #include int main(int argc, const char** argv) { @@ -9,9 +9,10 @@ int main(int argc, const char** argv) { std::cout << __FILE__ << "::" << __LINE__ << '\n'; try { - sophia::runComputeSmokeTest(TESTBED_SHADER_DIR "/smoke_test.comp"); - } catch (const std::exception& e) { - std::cerr << "Compute smoke test failed: " << e.what() << '\n'; + sophia::runRenderTriangleTest(TESTBED_SHADER_DIR "/triangle.vert", + TESTBED_SHADER_DIR "/triangle.frag"); + } catch (const std::exception& error) { + std::cerr << "Render triangle test failed: " << error.what() << '\n'; return EXIT_FAILURE; } diff --git a/testbed/shaders/triangle.frag b/testbed/shaders/triangle.frag new file mode 100644 index 0000000..e8f0b82 --- /dev/null +++ b/testbed/shaders/triangle.frag @@ -0,0 +1,677 @@ +// The MIT License +// Copyright © 2013 Inigo Quilez +// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +// +// The license is here only not because I want to (can one +// license pieces of math?), but because people get upset +// if I don't add one... + +// A list of useful distance function to simple primitives. All +// these functions (except for ellipsoid) return an exact +// euclidean distance, meaning they produce a better SDF than +// what you'd get if you were constructing them from boolean +// operations (such as cutting an infinite cylinder with two planes). + +// List of other 3D SDFs: +// https://www.shadertoy.com/playlist/43cXRl +// and +// https://iquilezles.org/articles/distfunctions + +#version 450 + +layout (location = 0) in vec3 color; + +layout (location = 0) out vec4 outColor; + +layout (push_constant) uniform Push { + mat4 transform; + vec4 color; + vec4 data; +} push; + + +#define AA 3 + +//------------------------------------------------------------------ +float dot2( in vec2 v ) { return dot(v,v); } +float dot2( in vec3 v ) { return dot(v,v); } +float ndot( in vec2 a, in vec2 b ) { return a.x*b.x - a.y*b.y; } + +float sdPlane( vec3 p ) +{ + return p.y; +} + +float sdSphere( vec3 p, float s ) +{ + return length(p)-s; +} + +float sdBox( vec3 p, vec3 b ) +{ + vec3 d = abs(p) - b; + return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0)); +} + +float sdBoxFrame( vec3 p, vec3 b, float e ) +{ + p = abs(p )-b; + vec3 q = abs(p+e)-e; + + return min(min( + length(max(vec3(p.x,q.y,q.z),0.0))+min(max(p.x,max(q.y,q.z)),0.0), + length(max(vec3(q.x,p.y,q.z),0.0))+min(max(q.x,max(p.y,q.z)),0.0)), + length(max(vec3(q.x,q.y,p.z),0.0))+min(max(q.x,max(q.y,p.z)),0.0)); +} +float sdEllipsoid( in vec3 p, in vec3 r ) // approximated +{ + float k0 = length(p/r); + float k1 = length(p/(r*r)); + return k0*(k0-1.0)/k1; +} + +float sdTorus( vec3 p, vec2 t ) +{ + return length( vec2(length(p.xz)-t.x,p.y) )-t.y; +} + +float sdCappedTorus(in vec3 p, in vec2 sc, in float ra, in float rb) +{ + p.x = abs(p.x); + float k = (sc.y*p.x>sc.x*p.y) ? dot(p.xy,sc) : length(p.xy); + return sqrt( dot(p,p) + ra*ra - 2.0*ra*k ) - rb; +} + +float sdHexPrism( vec3 p, vec2 h ) +{ + vec3 q = abs(p); + + const vec3 k = vec3(-0.8660254, 0.5, 0.57735); + p = abs(p); + p.xy -= 2.0*min(dot(k.xy, p.xy), 0.0)*k.xy; + vec2 d = vec2( + length(p.xy - vec2(clamp(p.x, -k.z*h.x, k.z*h.x), h.x))*sign(p.y - h.x), + p.z-h.y ); + return min(max(d.x,d.y),0.0) + length(max(d,0.0)); +} + +float sdOctogonPrism( in vec3 p, in float r, float h ) +{ + const vec3 k = vec3(-0.9238795325, // sqrt(2+sqrt(2))/2 + 0.3826834323, // sqrt(2-sqrt(2))/2 + 0.4142135623 ); // sqrt(2)-1 + // reflections + p = abs(p); + p.xy -= 2.0*min(dot(vec2( k.x,k.y),p.xy),0.0)*vec2( k.x,k.y); + p.xy -= 2.0*min(dot(vec2(-k.x,k.y),p.xy),0.0)*vec2(-k.x,k.y); + // polygon side + p.xy -= vec2(clamp(p.x, -k.z*r, k.z*r), r); + vec2 d = vec2( length(p.xy)*sign(p.y), p.z-h ); + return min(max(d.x,d.y),0.0) + length(max(d,0.0)); +} + +float sdCapsule( vec3 p, vec3 a, vec3 b, float r ) +{ + vec3 pa = p-a, ba = b-a; + float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 ); + return length( pa - ba*h ) - r; +} + +float sdRoundCone( in vec3 p, in float r1, float r2, float h ) +{ + vec2 q = vec2( length(p.xz), p.y ); + + float b = (r1-r2)/h; + float a = sqrt(1.0-b*b); + float k = dot(q,vec2(-b,a)); + + if( k < 0.0 ) return length(q) - r1; + if( k > a*h ) return length(q-vec2(0.0,h)) - r2; + + return dot(q, vec2(a,b) ) - r1; +} + +float sdRoundCone(vec3 p, vec3 a, vec3 b, float r1, float r2) +{ + // sampling independent computations (only depend on shape) + vec3 ba = b - a; + float l2 = dot(ba,ba); + float rr = r1 - r2; + float a2 = l2 - rr*rr; + float il2 = 1.0/l2; + + // sampling dependant computations + vec3 pa = p - a; + float y = dot(pa,ba); + float z = y - l2; + float x2 = dot2( pa*l2 - ba*y ); + float y2 = y*y*l2; + float z2 = z*z*l2; + + // single square root! + float k = sign(rr)*rr*rr*x2; + if( sign(z)*a2*z2 > k ) return sqrt(x2 + z2) *il2 - r2; + if( sign(y)*a2*y2 < k ) return sqrt(x2 + y2) *il2 - r1; + return (sqrt(x2*a2*il2)+y*rr)*il2 - r1; +} + +float sdTriPrism( vec3 p, vec2 h ) +{ + const float k = sqrt(3.0); + h.x *= 0.5*k; + p.xy /= h.x; + p.x = abs(p.x) - 1.0; + p.y = p.y + 1.0/k; + if( p.x+k*p.y>0.0 ) p.xy=vec2(p.x-k*p.y,-k*p.x-p.y)/2.0; + p.x -= clamp( p.x, -2.0, 0.0 ); + float d1 = length(p.xy)*sign(-p.y)*h.x; + float d2 = abs(p.z)-h.y; + return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.); +} + +// vertical +float sdCylinder( vec3 p, vec2 h ) +{ + vec2 d = abs(vec2(length(p.xz),p.y)) - h; + return min(max(d.x,d.y),0.0) + length(max(d,0.0)); +} + +// arbitrary orientation +float sdCylinder(vec3 p, vec3 a, vec3 b, float r) +{ + vec3 pa = p - a; + vec3 ba = b - a; + float baba = dot(ba,ba); + float paba = dot(pa,ba); + + float x = length(pa*baba-ba*paba) - r*baba; + float y = abs(paba-baba*0.5)-baba*0.5; + float x2 = x*x; + float y2 = y*y*baba; + float d = (max(x,y)<0.0)?-min(x2,y2):(((x>0.0)?x2:0.0)+((y>0.0)?y2:0.0)); + return sign(d)*sqrt(abs(d))/baba; +} + +// vertical +float sdCone( in vec3 p, in vec2 c, float h ) +{ + vec2 q = h*vec2(c.x,-c.y)/c.y; + vec2 w = vec2( length(p.xz), p.y ); + + vec2 a = w - q*clamp( dot(w,q)/dot(q,q), 0.0, 1.0 ); + vec2 b = w - q*vec2( clamp( w.x/q.x, 0.0, 1.0 ), 1.0 ); + float k = sign( q.y ); + float d = min(dot( a, a ),dot(b, b)); + float s = max( k*(w.x*q.y-w.y*q.x),k*(w.y-q.y) ); + return sqrt(d)*sign(s); +} + +float sdCappedCone( in vec3 p, in float h, in float r1, in float r2 ) +{ + vec2 q = vec2( length(p.xz), p.y ); + + vec2 k1 = vec2(r2,h); + vec2 k2 = vec2(r2-r1,2.0*h); + vec2 ca = vec2(q.x-min(q.x,(q.y < 0.0)?r1:r2), abs(q.y)-h); + vec2 cb = q - k1 + k2*clamp( dot(k1-q,k2)/dot2(k2), 0.0, 1.0 ); + float s = (cb.x < 0.0 && ca.y < 0.0) ? -1.0 : 1.0; + return s*sqrt( min(dot2(ca),dot2(cb)) ); +} + +float sdCappedCone(vec3 p, vec3 a, vec3 b, float ra, float rb) +{ + float rba = rb-ra; + float baba = dot(b-a,b-a); + float papa = dot(p-a,p-a); + float paba = dot(p-a,b-a)/baba; + + float x = sqrt( papa - paba*paba*baba ); + + float cax = max(0.0,x-((paba<0.5)?ra:rb)); + float cay = abs(paba-0.5)-0.5; + + float k = rba*rba + baba; + float f = clamp( (rba*(x-ra)+paba*baba)/k, 0.0, 1.0 ); + + float cbx = x-ra - f*rba; + float cby = paba - f; + + float s = (cbx < 0.0 && cay < 0.0) ? -1.0 : 1.0; + + return s*sqrt( min(cax*cax + cay*cay*baba, + cbx*cbx + cby*cby*baba) ); +} + +// c is the sin/cos of the desired cone angle +float sdSolidAngle(vec3 pos, vec2 c, float ra) +{ + vec2 p = vec2( length(pos.xz), pos.y ); + float l = length(p) - ra; + float m = length(p - c*clamp(dot(p,c),0.0,ra) ); + return max(l,m*sign(c.y*p.x-c.x*p.y)); +} + +float sdOctahedron(vec3 p, float s) +{ + p = abs(p); + float m = p.x + p.y + p.z - s; + + // exact distance + #if 0 + vec3 o = min(3.0*p - m, 0.0); + o = max(6.0*p - m*2.0 - o*3.0 + (o.x+o.y+o.z), 0.0); + return length(p - s*o/(o.x+o.y+o.z)); + #endif + + // exact distance + #if 1 + vec3 q; + if( 3.0*p.x < m ) q = p.xyz; + else if( 3.0*p.y < m ) q = p.yzx; + else if( 3.0*p.z < m ) q = p.zxy; + else return m*0.57735027; + float k = clamp(0.5*(q.z-q.y+s),0.0,s); + return length(vec3(q.x,q.y-s+k,q.z-k)); + #endif + + // bound, not exact + #if 0 + return m*0.57735027; + #endif +} + +float sdPyramid( in vec3 p, in float h ) +{ + float m2 = h*h + 0.25; + + // symmetry + p.xz = abs(p.xz); + p.xz = (p.z>p.x) ? p.zx : p.xz; + p.xz -= 0.5; + + // project into face plane (2D) + vec3 q = vec3( p.z, h*p.y - 0.5*p.x, h*p.x + 0.5*p.y); + + float s = max(-q.x,0.0); + float t = clamp( (q.y-0.5*p.z)/(m2+0.25), 0.0, 1.0 ); + + float a = m2*(q.x+s)*(q.x+s) + q.y*q.y; + float b = m2*(q.x+0.5*t)*(q.x+0.5*t) + (q.y-m2*t)*(q.y-m2*t); + + float d2 = min(q.y,-q.x*m2-q.y*0.5) > 0.0 ? 0.0 : min(a,b); + + // recover 3D and scale, and add sign + return sqrt( (d2+q.z*q.z)/m2 ) * sign(max(q.z,-p.y));; +} + +// la,lb=semi axis, h=height, ra=corner +float sdRhombus(vec3 p, float la, float lb, float h, float ra) +{ + p = abs(p); + vec2 b = vec2(la,lb); + float f = clamp( (ndot(b,b-2.0*p.xz))/dot(b,b), -1.0, 1.0 ); + vec2 q = vec2(length(p.xz-0.5*b*vec2(1.0-f,1.0+f))*sign(p.x*b.y+p.z*b.x-b.x*b.y)-ra, p.y-h); + return min(max(q.x,q.y),0.0) + length(max(q,0.0)); +} + +float sdHorseshoe( in vec3 p, in vec2 c, in float r, in float le, vec2 w ) +{ + p.x = abs(p.x); + float l = length(p.xy); + p.xy = mat2(-c.x, c.y, + c.y, c.x)*p.xy; + p.xy = vec2((p.y>0.0 || p.x>0.0)?p.x:l*sign(-c.x), + (p.x>0.0)?p.y:l ); + p.xy = vec2(p.x,abs(p.y-r))-vec2(le,0.0); + + vec2 q = vec2(length(max(p.xy,0.0)) + min(0.0,max(p.x,p.y)),p.z); + vec2 d = abs(q) - w; + return min(max(d.x,d.y),0.0) + length(max(d,0.0)); +} + +float sdU( in vec3 p, in float r, in float le, vec2 w ) +{ + p.x = (p.y>0.0) ? abs(p.x) : length(p.xy); + p.x = abs(p.x-r); + p.y = p.y - le; + float k = max(p.x,p.y); + vec2 q = vec2( (k<0.0) ? -k : length(max(p.xy,0.0)), abs(p.z) ) - w; + return length(max(q,0.0)) + min(max(q.x,q.y),0.0); +} + +//------------------------------------------------------------------ + +vec2 opU( vec2 d1, vec2 d2 ) +{ + return (d1.x0.0 ) + { + tmax = min( tmax, tp1 ); + res = vec2( tp1, 1.0 ); + } + //else return res; + + // raymarch primitives + vec2 tb = iBox( ro-vec3(0.0,0.4,-0.5), rd, vec3(2.5,0.41,3.0) ); + if( tb.x0.0 && tb.x0.0 ) tmax = min( tmax, tp ); + + float res = 1.0; + float t = mint; + for( int i=ZERO; i<24; i++ ) + { + float h = map( ro + rd*t ).x; + float s = clamp(8.0*h/t,0.0,1.0); + res = min( res, s ); + t += clamp( h, 0.01, 0.2 ); + if( res<0.004 || t>tmax ) break; + } + res = clamp( res, 0.0, 1.0 ); + return res*res*(3.0-2.0*res); +} + +// https://iquilezles.org/articles/normalsSDF +vec3 calcNormal( in vec3 pos ) +{ +#if 0 + vec2 e = vec2(1.0,-1.0)*0.5773*0.0005; + return normalize( e.xyy*map( pos + e.xyy ).x + + e.yyx*map( pos + e.yyx ).x + + e.yxy*map( pos + e.yxy ).x + + e.xxx*map( pos + e.xxx ).x ); +#else + // inspired by tdhooper and klems - a way to prevent the compiler from inlining map() 4 times + vec3 n = vec3(0.0); + for( int i=ZERO; i<4; i++ ) + { + vec3 e = 0.5773*(2.0*vec3((((i+3)>>1)&1),((i>>1)&1),(i&1))-1.0); + n += e*map(pos+0.0005*e).x; + //if( n.x+n.y+n.z>100.0 ) break; + } + return normalize(n); +#endif +} + +// https://iquilezles.org/articles/nvscene2008/rwwtt.pdf +float calcAO( in vec3 pos, in vec3 nor ) +{ + float occ = 0.0; + float sca = 1.0; + for( int i=ZERO; i<5; i++ ) + { + float h = 0.01 + 0.12*float(i)/4.0; + float d = map( pos + h*nor ).x; + occ += (h-d)*sca; + sca *= 0.95; + if( occ>0.35 ) break; + } + return clamp( 1.0 - 3.0*occ, 0.0, 1.0 ) * (0.5+0.5*nor.y); +} + +// https://iquilezles.org/articles/checkerfiltering +float checkersGradBox( in vec2 p, in vec2 dpdx, in vec2 dpdy ) +{ + // filter kernel + vec2 w = abs(dpdx)+abs(dpdy) + 0.001; + // analytical integral (box filter) + vec2 i = 2.0*(abs(fract((p-0.5*w)*0.5)-0.5)-abs(fract((p+0.5*w)*0.5)-0.5))/w; + // xor pattern + return 0.5 - 0.5*i.x*i.y; +} + +vec3 render( in vec3 ro, in vec3 rd, in vec3 rdx, in vec3 rdy ) +{ + // background + vec3 col = vec3(0.7, 0.7, 0.9) - max(rd.y,1.0)*0.3; + + // raycast scene + vec2 res = raycast(ro,rd); + float t = res.x; + float m = res.y; + if( m>-0.5 ) + { + vec3 pos = ro + t*rd; + vec3 nor = (m<1.5) ? vec3(0.0,1.0,0.0) : calcNormal( pos ); + vec3 ref = reflect( rd, nor ); + + // material + col = 0.2 + 0.2*sin( m*2.0 + vec3(0.0,1.0,2.0) ); + float ks = 1.0; + + if( m<1.5 ) + { + // project pixel footprint into the plane + vec3 dpdx = ro.y*(rd/rd.y-rdx/rdx.y); + vec3 dpdy = ro.y*(rd/rd.y-rdy/rdy.y); + + float f = checkersGradBox( 3.0*pos.xz, 3.0*dpdx.xz, 3.0*dpdy.xz ); + col = 0.15 + f*vec3(0.05); + ks = 0.4; + } + + // lighting + float occ = calcAO( pos, nor ); + + vec3 lin = vec3(0.0); + + // sun + { + vec3 lig = normalize( vec3(-0.5, 0.4, -0.6) ); + vec3 hal = normalize( lig-rd ); + float dif = clamp( dot( nor, lig ), 0.0, 1.0 ); + //if( dif>0.0001 ) + dif *= calcSoftshadow( pos, lig, 0.02, 2.5 ); + float spe = pow( clamp( dot( nor, hal ), 0.0, 1.0 ),16.0); + spe *= dif; + spe *= 0.04+0.96*pow(clamp(1.0-dot(hal,lig),0.0,1.0),5.0); + //spe *= 0.04+0.96*pow(clamp(1.0-sqrt(0.5*(1.0-dot(rd,lig))),0.0,1.0),5.0); + lin += col*2.20*dif*vec3(1.30,1.00,0.70); + lin += 5.00*spe*vec3(1.30,1.00,0.70)*ks; + } + // sky + { + float dif = sqrt(clamp( 0.5+0.5*nor.y, 0.0, 1.0 )); + dif *= occ; + float spe = smoothstep( -0.2, 0.2, ref.y ); + spe *= dif; + spe *= 0.04+0.96*pow(clamp(1.0+dot(nor,rd),0.0,1.0), 5.0 ); + //if( spe>0.001 ) + spe *= calcSoftshadow( pos, ref, 0.02, 2.5 ); + lin += col*0.60*dif*vec3(0.40,0.60,1.15); + lin += 2.00*spe*vec3(0.40,0.60,1.30)*ks; + } + // back + { + float dif = clamp( dot( nor, normalize(vec3(0.5,0.0,0.6))), 0.0, 1.0 )*clamp( 1.0-pos.y,0.0,1.0); + dif *= occ; + lin += col*0.55*dif*vec3(0.25,0.25,0.25); + } + // sss + { + float dif = pow(clamp(1.0+dot(nor,rd),0.0,1.0),2.0); + dif *= occ; + lin += col*0.25*dif*vec3(1.00,1.00,1.00); + } + + col = lin; + + col = mix( col, vec3(0.7,0.7,0.9), 1.0-exp( -0.0001*t*t*t ) ); + } + + return vec3( clamp(col,0.0,1.0) ); +} + +mat3 setCamera( in vec3 ro, in vec3 ta, float cr ) +{ + vec3 cw = normalize(ta-ro); + vec3 cp = vec3(sin(cr), cos(cr),0.0); + vec3 cu = normalize( cross(cw,cp) ); + vec3 cv = ( cross(cu,cw) ); + return mat3( cu, cv, cw ); +} + +void main() { + vec2 fragCoord = vec2(gl_FragCoord.x, gl_FragCoord.y); + vec2 iResolution = vec2(push.data.x, push.data.y); + float time = 32.0 + push.data.z*1.5; + + // camera + vec3 ta = vec3( 0.25, 0, -0.75 ); + vec3 ro = ta + vec3( 4.5*cos(0.1*time + 7.0), 2.2, 4.5*sin(0.1*time + 7.0) ); + ro.y = -1.0 * ro.y; + + // camera-to-world transformation + mat3 ca = setCamera( ro, ta, 0.0 ); + + vec3 tot = vec3(0.0); +#if AA>1 + for( int m=ZERO; m1 + } + tot /= float(AA*AA); +#endif + outColor = vec4( tot, 1.0 ); +} diff --git a/testbed/shaders/triangle.vert b/testbed/shaders/triangle.vert new file mode 100644 index 0000000..4895054 --- /dev/null +++ b/testbed/shaders/triangle.vert @@ -0,0 +1,16 @@ +#version 450 + +layout (location = 0) in vec2 position; +layout (location = 1) in vec3 color; + +layout (location = 0) out vec3 fragColor; + +layout (push_constant) uniform Push { + mat4 transform; + vec4 color; +} push; + +void main() { + gl_Position = vec4(push.transform * vec4(position, 0.0, 1.0)); + fragColor = color; +}