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4ccf3b4b0d
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master
| Author | SHA1 | Date | |
|---|---|---|---|
| 8c62ce6bce | |||
| 1e918d5370 | |||
| a2ba43fe79 | |||
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| 627380e3e2 | |||
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| 4f71ecfd6d | |||
| 4a57bb1357 | |||
| a6cad08505 | |||
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| 8349039167 | |||
| 053b13ed40 | |||
| c5b3c45d27 | |||
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| 8ae83ad7cd | |||
| 83fb5cd587 | |||
| 1de2dae223 | |||
| fcbc6632e7 | |||
| 80ec31a8ce | |||
| ae44554bf4 | |||
| 4044ad9b36 | |||
| cb70a4972c | |||
| c87d5ddbc5 |
1
.gitignore
vendored
1
.gitignore
vendored
@@ -1,2 +1,3 @@
|
||||
build/*
|
||||
.vscode
|
||||
.cache
|
||||
|
||||
@@ -4,8 +4,13 @@ project(64kDemo VERSION 0.1
|
||||
DESCRIPTION "CPU SDF Renderer"
|
||||
LANGUAGES CXX)
|
||||
|
||||
set (CMAKE_CXX_STANDARD 11)
|
||||
set(CMAKE_CXX_STANDARD_REQUIRED True)
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||||
SET(CMAKE_CXX_FLAGS "-Os -s")
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||||
|
||||
|
||||
add_executable(one main.cpp)
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||||
|
||||
target_link_libraries(one m glfw GLEW GL)
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find_package(glm REQUIRED)
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||||
|
||||
target_link_libraries(one m glfw GLEW GL glm::glm)
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||||
|
||||
@@ -1,33 +1,35 @@
|
||||
#include <GL/glew.h>
|
||||
|
||||
|
||||
class FullScreenQuad {
|
||||
private:
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||||
private:
|
||||
unsigned int vao;
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||||
public:
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||||
|
||||
public:
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FullScreenQuad();
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int getVAO() { return vao;}
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||||
int getVAO() { return vao; }
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||||
};
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||||
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||||
FullScreenQuad::FullScreenQuad(){
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float quadVertices[] = { // vertex attributes for a quad that fills the entire screen in Normalized Device Coordinates.
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||||
FullScreenQuad::FullScreenQuad() {
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float quadVertices[] = {// vertex attributes for a quad that fills the
|
||||
// entire screen in Normalized Device Coordinates.
|
||||
// positions // texCoords
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||||
-1.0f, 1.0f, 0.0f, 1.0f,
|
||||
-1.0f, -1.0f, 0.0f, 0.0f,
|
||||
1.0f, -1.0f, 1.0f, 0.0f,
|
||||
-1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f,
|
||||
0.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f,
|
||||
|
||||
-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f,
|
||||
1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f};
|
||||
|
||||
-1.0f, 1.0f, 0.0f, 1.0f,
|
||||
1.0f, -1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 1.0f, 1.0f
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};
|
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unsigned int vbo;
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glGenVertexArrays(1, &vao);
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glGenBuffers(1, &vbo);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices,
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GL_STATIC_DRAW);
|
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
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(void *)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
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(void *)(2 * sizeof(float)));
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}
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||||
40
PerformanceAnalyser.hpp
Normal file
40
PerformanceAnalyser.hpp
Normal file
@@ -0,0 +1,40 @@
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#include <GL/glew.h>
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#include <cmath>
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#include <iostream>
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class PerformanceAnalyser {
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private:
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double lastFrameTime = 0;
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int frameCount = 0;
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double timeAcc = 0;
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double lastFps = 0;
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public:
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PerformanceAnalyser(int framesToAcc = 10, bool autoPrint = true)
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: framesToAcc(framesToAcc), autoPrint(autoPrint) {};
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int framesToAcc;
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bool autoPrint;
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int getFPS() { return lastFps; }
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void update(float time) {
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||||
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timeAcc += (time - lastFrameTime);
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lastFrameTime = time;
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frameCount++;
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||||
|
||||
if (frameCount == framesToAcc) {
|
||||
|
||||
lastFps = double(framesToAcc) / timeAcc;
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||||
|
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if (autoPrint) {
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std::cout << "Fps: " << std::round(lastFps * 10.0) * 0.1 << "\n"
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||||
<< std::flush;
|
||||
}
|
||||
|
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frameCount = 0;
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||||
timeAcc = 0;
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||||
}
|
||||
}
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||||
};
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||||
14
build.sh
Executable file
14
build.sh
Executable file
@@ -0,0 +1,14 @@
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||||
#!/bin/bash
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cd build
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cmake --build .
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CMD="#!/bin/bash
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dd bs=1 skip=%s<\$0|unlzma>/tmp/C;chmod +x /tmp/C;trap '' HUP;/tmp/C&"
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COUNT=$(printf "$CMD" | wc -c)
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||||
EXTRA=$(printf "$COUNT" | wc -c)
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||||
COUNT=$((COUNT + EXTRA + 1))
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echo "$CMD" | sed 's/%s/'"$COUNT"'/' > two
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chmod +x two
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sstrip one
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lzma -9 one
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cat one.lzma >> two
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rm one.lzma
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||||
@@ -3,11 +3,11 @@ R"###(
|
||||
layout (location = 0) in vec2 aPos;
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||||
layout (location = 1) in vec2 aTexCoords;
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||||
|
||||
out vec2 TexCoords;
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||||
out vec2 texCoords;
|
||||
|
||||
void main()
|
||||
{
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||||
TexCoords = aTexCoords;
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||||
texCoords = aTexCoords;
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||||
gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
|
||||
}
|
||||
)###";
|
||||
74
main.cpp
74
main.cpp
@@ -1,29 +1,29 @@
|
||||
#include "FullScreenQuad.hpp"
|
||||
#include "PerformanceAnalyser.hpp"
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
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||||
#include <cstdio>
|
||||
#include "FullScreenQuad.hpp"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
const char *vertexShaderSource =
|
||||
#include "fsq.vs"
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||||
;
|
||||
#include "fsq.glsl"
|
||||
;
|
||||
|
||||
const char *fragmentShaderSource =
|
||||
#include "sdf.fs"
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||||
;
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||||
#include "sdf.glsl"
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||||
;
|
||||
|
||||
/*void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
{
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||||
glViewport(0, 0, width, height);
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||||
glViewport(0, 0, wdth, height);
|
||||
}*/
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||||
float aspect = 1.0;
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||||
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||||
void processInput(GLFWwindow *window)
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||||
{
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||||
if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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||||
void processInput(GLFWwindow *window) {
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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||||
}
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unsigned int compVertexShader() {
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unsigned int vertexShader;
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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||||
@@ -37,6 +37,22 @@ unsigned int compFragmentShader() {
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||||
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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||||
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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||||
// Print shader comp error
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||||
GLint isCompiled = 0;
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &isCompiled);
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||||
if (isCompiled == GL_FALSE) {
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GLint maxLength = 0;
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glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength);
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// The maxLength includes the NULL character
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// std::vector<GLchar> errorLog(maxLength);
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char *errorLog = new char[maxLength]();
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glGetShaderInfoLog(fragmentShader, maxLength, &maxLength, errorLog);
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printf("\nFrag Log: %s\n", errorLog);
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}
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||||
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||||
return fragmentShader;
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||||
}
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||||
|
||||
@@ -55,23 +71,21 @@ unsigned int compShader() {
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return shaderProgram;
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||||
}
|
||||
|
||||
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||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
{
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||||
void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
|
||||
glViewport(0, 0, width, height);
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aspect = float(width) / height;
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}
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||||
|
||||
int main(int argc, char** argv) {
|
||||
int main(int argc, char **argv) {
|
||||
|
||||
GLFWwindow* window;
|
||||
GLFWwindow *window;
|
||||
|
||||
if (!glfwInit())
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return -1;
|
||||
|
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window = glfwCreateWindow(800, 600, "Hello World", NULL, NULL);
|
||||
|
||||
if (!window)
|
||||
{
|
||||
if (!window) {
|
||||
glfwTerminate();
|
||||
return -1;
|
||||
}
|
||||
@@ -84,29 +98,36 @@ int main(int argc, char** argv) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
glViewport(0, 0, 800, 600);
|
||||
|
||||
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
|
||||
unsigned int shaderProgramm = compShader();
|
||||
unsigned int shaderProgram = compShader();
|
||||
|
||||
FullScreenQuad fsq{};
|
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|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
PerformanceAnalyser perf{};
|
||||
|
||||
double time = glfwGetTime();
|
||||
|
||||
while (!glfwWindowShouldClose(window)) {
|
||||
|
||||
time = glfwGetTime();
|
||||
perf.update(time);
|
||||
|
||||
processInput(window);
|
||||
/* Render here */
|
||||
|
||||
|
||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
glUseProgram(shaderProgram);
|
||||
|
||||
glUseProgram(shaderProgramm);
|
||||
int aspectLocation = glGetUniformLocation(shaderProgram, "aspect");
|
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glUniform1f(aspectLocation, aspect);
|
||||
int timeLocation = glGetUniformLocation(shaderProgram, "t");
|
||||
glUniform1f(timeLocation, 2. * time);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
glBindVertexArray(fsq.getVAO());
|
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glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
|
||||
@@ -118,4 +139,3 @@ int main(int argc, char** argv) {
|
||||
|
||||
glfwTerminate();
|
||||
}
|
||||
|
||||
|
||||
@@ -8,10 +8,13 @@
|
||||
- [ ] Shader Management
|
||||
- [ ] Configure Preprocessor
|
||||
- [ ] Shader Storage
|
||||
- [x] Binary compression
|
||||
|
||||
- [x] C++ Math Lib
|
||||
|
||||
- [ ] SDF
|
||||
- [ ] Basic Shape Rendering
|
||||
- [ ] Sphere
|
||||
- [x] Sphere
|
||||
- [ ] Box
|
||||
- [ ] Inf Cylinder
|
||||
- [ ] Capsule
|
||||
@@ -25,7 +28,7 @@
|
||||
- [ ] Rounding
|
||||
- [ ] Boolean
|
||||
- [ ] Infinite
|
||||
- [ ] Displacement
|
||||
- [x] Displacement
|
||||
- [ ] Twist
|
||||
- [ ] Bend
|
||||
|
||||
@@ -33,7 +36,7 @@
|
||||
|
||||
- [ ] Renderer
|
||||
- [ ] Deferred lighting
|
||||
- [ ] Shadow Projection
|
||||
- [x] Shadow Projection
|
||||
- [ ] Setup Post Processing Pipeline
|
||||
|
||||
- [ ] Post Processing Effects
|
||||
|
||||
9
sdf.fs
9
sdf.fs
@@ -1,9 +0,0 @@
|
||||
R"###(
|
||||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
|
||||
}
|
||||
)###";
|
||||
158
sdf.glsl
Normal file
158
sdf.glsl
Normal file
@@ -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);
|
||||
}
|
||||
|
||||
}
|
||||
)###";
|
||||
Reference in New Issue
Block a user