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18 Commits

Author SHA1 Message Date
8c62ce6bce feat: included glm to Cmake 2025-09-08 12:52:38 +02:00
1e918d5370 docs: updated toDos 2025-09-08 10:51:29 +00:00
a2ba43fe79 feat: further improvement of the build and compress script 2025-09-08 12:20:49 +02:00
dbca360da2 docs: updated toDos 2025-09-08 10:12:46 +00:00
627380e3e2 Update readme.md 2025-09-04 10:52:54 +00:00
12315d2791 fix: changes inf ray behaviour for better sky rendering 2025-09-04 12:51:27 +02:00
7cafe6544b feat: added Lzma compression to binary 2025-09-04 12:51:27 +02:00
545708571d fix: removed logging 2025-09-04 12:51:27 +02:00
4f71ecfd6d docu: updated toDo 2025-09-03 12:21:11 +00:00
4a57bb1357 feat: added FPS counter to terminal 2025-09-03 13:55:51 +02:00
a6cad08505 setup: defined cxx version in cmake 2025-09-03 13:55:17 +02:00
b5f6758400 feat: added sin distortions 2025-09-03 12:59:38 +02:00
8349039167 setup: renamed shader files for automatic syntax highlighting 2025-09-03 12:05:42 +02:00
053b13ed40 feat: added soft shadows without multi ray casts 2025-09-03 12:04:15 +02:00
c5b3c45d27 feat: added soft shadows by multi sampling the shadow 2025-08-28 16:48:31 +02:00
e3df77e2ec docs: updated To-Dos 2025-08-27 14:57:24 +00:00
8ae83ad7cd feat: aspect ration correction 2025-08-27 16:55:51 +02:00
83fb5cd587 feat: added shadows 2025-08-27 16:32:46 +02:00
8 changed files with 244 additions and 114 deletions

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@@ -4,8 +4,13 @@ project(64kDemo VERSION 0.1
DESCRIPTION "CPU SDF Renderer" DESCRIPTION "CPU SDF Renderer"
LANGUAGES CXX) LANGUAGES CXX)
set (CMAKE_CXX_STANDARD 11)
set(CMAKE_CXX_STANDARD_REQUIRED True)
SET(CMAKE_CXX_FLAGS "-Os -s") SET(CMAKE_CXX_FLAGS "-Os -s")
add_executable(one main.cpp) add_executable(one main.cpp)
target_link_libraries(one m glfw GLEW GL) find_package(glm REQUIRED)
target_link_libraries(one m glfw GLEW GL glm::glm)

40
PerformanceAnalyser.hpp Normal file
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@@ -0,0 +1,40 @@
#include <GL/glew.h>
#include <cmath>
#include <iostream>
class PerformanceAnalyser {
private:
double lastFrameTime = 0;
int frameCount = 0;
double timeAcc = 0;
double lastFps = 0;
public:
PerformanceAnalyser(int framesToAcc = 10, bool autoPrint = true)
: framesToAcc(framesToAcc), autoPrint(autoPrint) {};
int framesToAcc;
bool autoPrint;
int getFPS() { return lastFps; }
void update(float time) {
timeAcc += (time - lastFrameTime);
lastFrameTime = time;
frameCount++;
if (frameCount == framesToAcc) {
lastFps = double(framesToAcc) / timeAcc;
if (autoPrint) {
std::cout << "Fps: " << std::round(lastFps * 10.0) * 0.1 << "\n"
<< std::flush;
}
frameCount = 0;
timeAcc = 0;
}
}
};

14
build.sh Executable file
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@@ -0,0 +1,14 @@
#!/bin/bash
cd build
cmake --build .
CMD="#!/bin/bash
dd bs=1 skip=%s<\$0|unlzma>/tmp/C;chmod +x /tmp/C;trap '' HUP;/tmp/C&"
COUNT=$(printf "$CMD" | wc -c)
EXTRA=$(printf "$COUNT" | wc -c)
COUNT=$((COUNT + EXTRA + 1))
echo "$CMD" | sed 's/%s/'"$COUNT"'/' > two
chmod +x two
sstrip one
lzma -9 one
cat one.lzma >> two
rm one.lzma

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@@ -1,20 +1,23 @@
#include "FullScreenQuad.hpp" #include "FullScreenQuad.hpp"
#include "PerformanceAnalyser.hpp"
#include <GL/glew.h> #include <GL/glew.h>
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <cstdio> #include <cstdio>
#include <iostream>
const char *vertexShaderSource = const char *vertexShaderSource =
#include "fsq.vs" #include "fsq.glsl"
; ;
const char *fragmentShaderSource = const char *fragmentShaderSource =
#include "sdf.fs" #include "sdf.glsl"
; ;
/*void framebuffer_size_callback(GLFWwindow* window, int width, int height) /*void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{ {
glViewport(0, 0, wdth, height); glViewport(0, 0, wdth, height);
}*/ }*/
float aspect = 1.0;
void processInput(GLFWwindow *window) { void processInput(GLFWwindow *window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
@@ -70,6 +73,7 @@ unsigned int compShader() {
void framebuffer_size_callback(GLFWwindow *window, int width, int height) { void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
glViewport(0, 0, width, height); glViewport(0, 0, width, height);
aspect = float(width) / height;
} }
int main(int argc, char **argv) { int main(int argc, char **argv) {
@@ -98,18 +102,31 @@ int main(int argc, char **argv) {
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
unsigned int shaderProgramm = compShader(); unsigned int shaderProgram = compShader();
FullScreenQuad fsq{}; FullScreenQuad fsq{};
PerformanceAnalyser perf{};
double time = glfwGetTime();
while (!glfwWindowShouldClose(window)) { while (!glfwWindowShouldClose(window)) {
time = glfwGetTime();
perf.update(time);
processInput(window); processInput(window);
/* Render here */ /* Render here */
glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgramm); glUseProgram(shaderProgram);
int aspectLocation = glGetUniformLocation(shaderProgram, "aspect");
glUniform1f(aspectLocation, aspect);
int timeLocation = glGetUniformLocation(shaderProgram, "t");
glUniform1f(timeLocation, 2. * time);
glBindVertexArray(fsq.getVAO()); glBindVertexArray(fsq.getVAO());
glDrawArrays(GL_TRIANGLES, 0, 6); glDrawArrays(GL_TRIANGLES, 0, 6);

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@@ -8,6 +8,9 @@
- [ ] Shader Management - [ ] Shader Management
- [ ] Configure Preprocessor - [ ] Configure Preprocessor
- [ ] Shader Storage - [ ] Shader Storage
- [x] Binary compression
- [x] C++ Math Lib
- [ ] SDF - [ ] SDF
- [ ] Basic Shape Rendering - [ ] Basic Shape Rendering
@@ -25,7 +28,7 @@
- [ ] Rounding - [ ] Rounding
- [ ] Boolean - [ ] Boolean
- [ ] Infinite - [ ] Infinite
- [ ] Displacement - [x] Displacement
- [ ] Twist - [ ] Twist
- [ ] Bend - [ ] Bend
@@ -33,7 +36,7 @@
- [ ] Renderer - [ ] Renderer
- [ ] Deferred lighting - [ ] Deferred lighting
- [ ] Shadow Projection - [x] Shadow Projection
- [ ] Setup Post Processing Pipeline - [ ] Setup Post Processing Pipeline
- [ ] Post Processing Effects - [ ] Post Processing Effects

107
sdf.fs
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@@ -1,107 +0,0 @@
R"###(
#version 330 core
out vec4 FragColor;
in vec2 texCoords;
vec3 center = vec3(0.0,0.0,20.0);
float radius = 5.0;
float planeHeight = -7.0;
struct Ray {
vec3 dir;
vec3 pos;
float min;
float len;
vec3 color;
};
Ray applyMin(Ray ray) {
vec3 off = ray.dir * ray.min;
ray.pos = ray.pos + off;
ray.len = ray.len + ray.min;
return ray;
}
float planeMin(vec3 pos){
return pos.y - planeHeight;
}
float sphereMin(vec3 pos){
return length(pos - center) - radius;
}
Ray minFn(Ray ray){
float sp = sphereMin(ray.pos);
float pl = planeMin(ray.pos);
if (sp < pl){
ray.color = vec3(1.0, 0.5, 0.2);
ray.min = sp;
} else {
ray.color = vec3(1.,1.,1.);
ray.min = pl;
}
return applyMin(ray);
}
float minFn(vec3 pos){
float sp = sphereMin(pos);
float pl = planeMin(pos);
if (sp < pl){
return sp;
} else {
return pl;
}
}
Ray march(Ray ray){
//ray.min = minFn(ray.pos);
ray = minFn(ray);
int c = 0;
while(( c < 200) && (ray.min < 100.0f) && (ray.min > 0.1f) ) {
ray = minFn(ray);
c++;
}
return ray;
}
vec3 calcNormal(Ray ray){
float h = 0.001;
float m = sphereMin(ray.pos);
vec3 n = vec3(
minFn(ray.pos + vec3( h,.0,.0)) - minFn(ray.pos - vec3( h,.0,.0)),
minFn(ray.pos + vec3(.0, h,.0)) - minFn(ray.pos - vec3(.0, h,.0)),
minFn(ray.pos + vec3(.0,.0, h)) - minFn(ray.pos - vec3(.0,.0, h))
);
return normalize(n);
}
void main()
{
vec3 dir = vec3((texCoords - 0.5)*2,1.0);
vec3 pos = dir;
Ray ray = Ray(pos,normalize(dir),.0,.0,vec3(.0));
ray = march(ray);
vec3 normal = calcNormal(ray);
vec3 lighDir = normalize(vec3(.5,-1.0,0.5));
float light = (.5 - min(dot(normal,lighDir),0.0))*2.;
if(ray.min <= 0.2){
FragColor = vec4(ray.color * light, 1.0);
} else {
FragColor = vec4(.0,0.0,0.0,1.0);
}
}
)###";

158
sdf.glsl Normal file
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@@ -0,0 +1,158 @@
R"###(
#version 330 core
out vec4 FragColor;
in vec2 texCoords;
uniform float aspect;
uniform float t;
vec3 center = vec3(0.0,-4.0,20.0);
float radius = 5.0;
float planeHeight = -7.0;
struct SmallHit {
float min;
float len;
bool firstHP;
};
struct Ray {
vec3 dir;
vec3 pos;
float min;
float len;
SmallHit small;
vec3 color;
};
Ray createRay(vec3 dir, vec3 pos){
return Ray(dir, pos, .0, .0, SmallHit(80.,0.,false), vec3(1.0));
}
Ray applyMin(Ray ray, float min) {
vec3 off = ray.dir * min;
ray.pos = ray.pos + off;
ray.len = ray.len + min;
if( (min < ray.min) && !ray.small.firstHP ){
ray.small.firstHP = true;
}
ray.min = min;
if((ray.min < ray.small.min) && ray.small.firstHP){
ray.small.min = ray.min;
ray.small.len = ray.len;
}
return ray;
}
float planeMin(vec3 pos){
return pos.y - planeHeight+ 0.2*sin(5*pos.x+t)*sin(5*pos.y+t)*sin(5*pos.z+t);
}
float sphereMin(vec3 pos){
return length(pos - center) - radius;
}
Ray minFn(Ray ray){
float sp = sphereMin(ray.pos);
float pl = planeMin(ray.pos);
float min;
if (sp < pl){
ray.color = vec3(1.0, 0.5, 0.2);
min = sp;
} else {
ray.color = vec3(0.2, 0.3, 0.3);
min = pl;
}
return applyMin(ray,min);
}
float minFn(vec3 pos){
float sp = sphereMin(pos);
float pl = planeMin(pos);
if (sp < pl){
return sp;
} else {
return pl;
}
}
Ray march(Ray ray){
//ray.min = minFn(ray.pos);
ray = minFn(ray);
int c = 0;
while(( c < 1000) && (ray.min < 100.0f) && (ray.min > 0.01f) ) {
ray = minFn(ray);
c++;
}
if(ray.min > 0.01){
ray.color = vec3(1.0);
}
return ray;
}
vec3 calcNormal(Ray ray){
float h = 0.001;
float m = sphereMin(ray.pos);
vec3 n = vec3(
minFn(ray.pos + vec3( h,.0,.0)) - minFn(ray.pos - vec3( h,.0,.0)),
minFn(ray.pos + vec3(.0, h,.0)) - minFn(ray.pos - vec3(.0, h,.0)),
minFn(ray.pos + vec3(.0,.0, h)) - minFn(ray.pos - vec3(.0,.0, h))
);
return normalize(n);
}
void main()
{
vec3 dir = vec3((texCoords - 0.5)*2,1.0);
dir.x *= aspect;
vec3 pos = dir;
Ray ray = createRay(normalize(dir),pos);
ray = march(ray);
vec3 normal = calcNormal(ray);
vec3 lighDir = normalize(vec3(.5,-1.0,0.5));
float light = (- min(dot(normal,lighDir),0.0))*0.85;
float shLeve = 1.0;
Ray shRay = createRay(lighDir * (-1.0), ray.pos + (-0.5)*lighDir);
shRay = march(shRay);
if( dot(lighDir,normal) < 0. ){
if( shRay.len <80){
shLeve = .0;//shRay.len*0.02 , 0.0;
}
else {
shLeve = shRay.small.min / shRay.small.len;
shLeve *= 9.0;
//shLeve = pow(shLeve*10.0,0.5);
}
}
shLeve = min(max(shLeve, 0.0),1.0);
light *= shLeve;
Ray reflectR = createRay(reflect(ray.dir,normal),ray.pos + 0.1* normal);
reflectR = march(reflectR);
if(ray.min <= 0.2){
//FragColor = vec4(0,1,0,1.0);
FragColor = vec4(mix(ray.color,reflectR.color,0.3) * (light+0.3), 1.0);
} else {
FragColor = vec4(ray.color,1.0);
}
}
)###";