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shadingpipeline7b.xml
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shadingpipeline7b.xml
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<?xml version="1.0" encoding="ISO-8859-1"?>
<pipeline>
<vertex>
<![CDATA[#version 400
uniform mat4 mvMatrix;
uniform mat4 pMatrix;
uniform mat3 normalMatrix; //mv matrix without translation
uniform vec4 lightPosition_camSpace; //light Position in camera space
in vec4 vertex_worldSpace;
in vec3 normal_worldSpace;
in vec2 textureCoordinate_input;
out data
{
vec4 position_camSpace;
vec3 normal_camSpace;
vec2 textureCoordinate;
vec4 color;
}vertexIn;
//Vertex shader compute the vectors per vertex
void main(void)
{
//Put the vertex in the correct coordinate system by applying the model view matrix
vec4 vertex_camSpace = mvMatrix*vertex_worldSpace;
vertexIn.position_camSpace = vertex_camSpace;
//Apply the model-view transformation to the normal (only rotation, no translation)
//Normals put in the camera space
vertexIn.normal_camSpace = normalize(normalMatrix*normal_worldSpace);
//Color chosen as red
vertexIn.color = vec4(1.0,0.0,0.0,1.0);
//Texture coordinate
vertexIn.textureCoordinate = textureCoordinate_input;
gl_Position = pMatrix * vertex_camSpace;
}
]]></vertex>
<geom>
<![CDATA[#version 400
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
uniform mat4 mvMatrix;
uniform mat4 pMatrix;
uniform mat3 normalMatrix; //mv matrix without translation
uniform vec4 lightPosition_camSpace; //light Position in camera space
in data
{
vec4 position_camSpace;
vec3 normal_camSpace;
vec2 textureCoordinate;
vec4 color;
}vertexIn[3];
out fragmentData
{
vec4 position_camSpace;
vec3 normal_camSpace;
vec2 textureCoordinate;
vec4 color;
} frag;
void main() {
for(int i = 0; i < 3; i++) { // You used triangles, so it's always 3
gl_Position = gl_in[i].gl_Position;
frag.position_camSpace = vertexIn[i].position_camSpace;
frag.normal_camSpace = vertexIn[i].normal_camSpace;
frag.textureCoordinate = vertexIn[i].textureCoordinate;
frag.color = vertexIn[i].color;
EmitVertex();
}
EndPrimitive();
}
]]></geom>
<frag>
<![CDATA[#version 400
uniform vec4 ambient;
uniform vec4 diffuse;
uniform vec4 specular;
uniform float shininess;
uniform vec4 lightPosition_camSpace; //light Position in camera space
in fragmentData
{
vec4 position_camSpace;
vec3 normal_camSpace;
vec2 textureCoordinate;
vec4 color;
} frag;
out vec4 fragColor;
//Fragment shader computes the final color
void main(void)
{
//Not used in that task
fragColor = frag.color;
}
]]></frag>
<R2TVert>
<![CDATA[#version 400
#extension GL_ARB_separate_shader_objects : enable
uniform mat4 mMatrix;
uniform mat4 mvMatrix;
in vec4 vertex_worldSpace;
in vec3 normal_worldSpace;
out vec3 dir;
void main ()
{
vec4 vertex_modelSpace = mMatrix*vertex_worldSpace;
dir = normalize ( vec3 ( vertex_modelSpace.x * 1.6, vertex_modelSpace.y , -1.0 ));
gl_Position = vertex_modelSpace;
}
]]></R2TVert>
<R2TFrag>
<![CDATA[#version 400
in vec3 dir;
out vec4 outcolour;
#define FLT_MAX 1.0/0.0;
#define PI 3.141592
uniform mat4 mMatrix;
uniform mat4 mvMatrix;
uniform mat4 mvMatrixScene;
uniform mat4 pMatrix;
uniform mat3 normalMatrix; //mv matrix without translation
const int raytraceDepth = 6;
const int numSpheres = 6;
vec3 lightSource = vec3(6,4,3);
// Blinn-Phong
vec3 diffuse = vec3(1,1,1);
vec3 specular = vec3(1,1,1);
const float ambientCoefficent = 0.8;
const float shininess = 32.0;
const float diffuseCoefficent = 1.2e-1;
const float specularCoefficent = 0.8e-1;
float epsilon = 4.0e-3;
vec3 blinn_phong(vec3 ambient, vec3 pos, vec3 normal){
vec3 ambientFinal = ambientCoefficent*ambient;
vec3 l = normalize(lightSource-pos);
vec3 v = normalize(-pos);
vec3 r = normalize(2*dot(normal,l)*normal-l);
vec3 h = normalize(l+v);
float d = distance(pos,lightSource);
float distFinal = 1.0/(4.0*PI*d*d);
vec3 diffuseFinal = ambientFinal*(diffuseCoefficent*diffuse)*dot(normal,l);
vec3 specularFinal = ambientFinal*(specularCoefficent*specular)*pow(max(dot(normalize(normal),h),0),shininess);
vec3 colour = (diffuseFinal + specularFinal)*distFinal*10000;
return colour;
}
//example data structures
struct Ray
{
vec3 origin;
vec3 dir;
int depth;
};
struct Sphere
{
vec3 centre;
float radius;
float radius2;
vec3 colour;
float transparency;
};
struct Plane
{
vec3 point;
vec3 normal;
vec3 colour;
};
struct Intersection
{
float t; //closest hit
vec3 point; // hit point
vec3 normal; // normal
vec3 bp_colour;
vec3 colour;
int hit; //did it hit?
float r; // reflection constant
};
float mag(vec3 v){
return dot(v,v);
}
vec3 translate(vec3 v, float last){
vec3 retval = (mvMatrixScene*vec4(v,last)).xyz;
if (bool(last))
return retval + vec3(0,0,40);
return retval;
}
int seed = 0;
float rnd()
{
seed = int(mod(float(seed)*1364.0+626.0, 509.0));
return float(seed)/509.0;
}
void sphere_intersect(Sphere sph, inout Ray ray, inout Intersection intersect)
{
float u1,u2,u;
vec3 deltaP = (sph.centre - ray.origin);
float d = dot(deltaP,ray.dir);
float sub = mag(deltaP)-d*d;
if (sub>sph.radius2) return;
float sqr = sqrt(sph.radius2-sub);
u1 = d + sqr;
u2 = d - sqr;
if (u1<u2 && u1 > 0){
u = u1;
}
if (u2<u1 && u2 > 0){
u = u2;
}
if (u>0){
intersect.point = ray.origin + u*ray.dir;
intersect.hit = 1;
intersect.normal = normalize(intersect.point - sph.centre);
if (u<intersect.t){
intersect.colour = (sph.transparency)*intersect.colour
+sph.colour;
intersect.bp_colour = (sph.transparency)*intersect.bp_colour
+blinn_phong(intersect.colour,intersect.point,intersect.normal);
intersect.t=u;
}
}
}
void plane_intersect(Plane pl, inout Ray ray, inout Intersection intersect)
{
float denom = dot(ray.dir,pl.normal);
if (denom !=0){
float u = dot(pl.point-ray.origin,pl.normal)/denom;
if (u>epsilon){
intersect.hit = 1;
vec3 p = ray.origin + u*ray.dir;
intersect.point = p;
vec3 col = pl.colour;
if (!bool((int((p.x+epsilon+2048)*4)+int((p.z+epsilon+2048)*4))%2)){
col = vec3(0,0,0);;
} else {
col = pl.colour;
}
intersect.normal = pl.normal;
intersect.colour += col;
intersect.bp_colour += blinn_phong(intersect.colour,intersect.point,intersect.normal);
intersect.t = u;
}
}
}
Sphere sphere[numSpheres];
Plane plane;
void Intersect(inout Ray r, inout Intersection i)
{
float closest = i.t;
Intersection intersect;
plane_intersect(plane, r, intersect);
if (bool(intersect.hit) && intersect.t < closest){
i = intersect;
closest = intersect.t;
}
// For each object in the scene, do intersect function
for (int j=0;j<numSpheres;j++){
intersect.t = closest;
sphere_intersect(sphere[j],r,intersect);
if (intersect.hit == 1 && intersect.t < closest){
i = intersect;
closest = intersect.t;
}
}
}
vec3 computeShadow(in Intersection intersect)
{
// ray from intersect to the light source
Ray shadowRay;
shadowRay.dir = normalize(-(intersect.point - lightSource));
shadowRay.origin = intersect.point + epsilon*shadowRay.dir;
shadowRay.depth = 1;
Intersection i2;
i2.t = 1.0/0.0;
i2.hit = 0;
// see if there are any intersections
Intersect(shadowRay, i2);
if (!bool(i2.hit)){
return intersect.bp_colour;
}
else {
return intersect.bp_colour/4;
}
}
void main()
{
//please leave the scene config unaltered for marking
sphere[0].centre = vec3(-2.0, 1.5, -3.5);
sphere[0].radius = 1.5;
sphere[0].colour = vec3(0.8,0.8,0.8);
sphere[1].centre = vec3(-0.5, 0.0, -2.0);
sphere[1].radius = 0.6;
sphere[1].colour = vec3(0.3,0.8,0.3);
sphere[2].centre = vec3(1.0, 0.7, -2.2);
sphere[2].radius = 0.8;
sphere[2].colour = vec3(0.3,0.8,0.8);
sphere[3].centre = vec3(0.7, -0.3, -1.2);
sphere[3].radius = 0.2;
sphere[3].colour = vec3(0.8,0.8,0.3);
sphere[4].centre = vec3(-0.7, -0.3, -1.2);
sphere[4].radius = 0.2;
sphere[4].colour = vec3(0.8,0.3,0.3);
sphere[5].centre = vec3(0.2, -0.2, -1.2);
sphere[5].radius = 0.3;
sphere[5].colour = vec3(0.8,0.3,0.8);
plane.point = vec3(0,-0.5, 0);
plane.normal = vec3(0, 1.0, 0);
plane.colour = vec3(1, 1, 1);
seed = int(mod(dir.x * dir.y * 39786038.0, 65536.0));
//scene definition end
for (int k; k<numSpheres;k++){
sphere[k].radius2 = pow(sphere[k].radius,2);
sphere[k].transparency = 0.0;
}
// Make pink sphere slightly transparent
sphere[5].transparency = 0.15;
// Make red sphere slightly transparent
sphere[4].transparency = 0.3;
vec4 colour = vec4(0,0,0,1);
Ray ray;
ray.origin = translate(vec3(0,0,0), 1);
ray.dir = translate(normalize(dir),0);
lightSource = vec3(6,4,3);
float closest = 1.0/0.0;
Intersection i;
i.t = closest;
for(int d = 0; d < raytraceDepth;d++){
ray.depth = d;
Intersect(ray,i);
if (i.hit == 1) {
if (i.t<closest){
closest = i.t;
colour += vec4(computeShadow(i)/(d+1),1);
}
ray.origin = i.point +epsilon*i.normal;
ray.dir = normalize(reflect(ray.dir,i.normal));
} else {
break;
}
}
outcolour = colour;
}
]]></R2TFrag>
</pipeline>