Add a bunch of quality of life features.

* Option presets, for demonstration.
* Continously average samples across multiple frames
  so you can render more than your GPU can handle in one go.
* Saturation correction for overly-bright pixels.
* Freeze and loop time.
* Settings for TAA, camera position, and aspect ratio cropping.
master
James T. Martin 2021-12-17 18:29:40 -08:00
parent 6906779065
commit e73620c588
Signed by: james
GPG Key ID: 4B7F3DA9351E577C
2 changed files with 332 additions and 66 deletions

View File

@ -0,0 +1,34 @@
// All of the interesting code and settings are in Buffer A.
/// Convert a color from linear RGB to the sRGB color space.
vec3 linear2srgb(vec3 color);
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord/iResolution.xy;
vec3 color = texture(iChannel0, uv).rgb;
fragColor = vec4(linear2srgb(color), 1.0);
}
//////// ================================
//////// VENDOR: Vendored code
//////// ================================
////
//// AUTHOR: unknown
////
vec3 linear2srgb(vec3 linear_rgb) {
// I believe the first version is technically more accurate,
// but the difference is usually negligable in practice.
#if 1
// copied from somewhere on the internet
bvec3 cutoff = lessThan(linear_rgb, vec3(0.0031308));
vec3 higher = vec3(1.055)*pow(linear_rgb, vec3(1.0/2.4)) - vec3(0.055);
vec3 lower = linear_rgb * vec3(12.92);
return mix(higher, lower, cutoff);
// end copied from somewhere on the internet
#else
return pow(linear_rgb, vec3(1./2.2));
#endif
}

View File

@ -1,35 +1,215 @@
//////// ================================
//////// Settings
//////// SETTINGS: Settings
//////// ================================
// See the descriptions for these in `project`. They're only relevant if you zoom out.
//#define TILE_PERSPECTIVE
//#define CLAMP_PERSPECTIVE
// "FOV", poorly-defined. affects *zoom*.
#define FOV (1.5)
#define SAMPLES 3
//////// --------------------------------
//////// User settings
//////// --------------------------------
//////// Tweak these according to your preferences and the power of your graphics card.
//////// Comment out a setting to restore it to its default value.
////
//// Sample settings
////
// The number of color samples taken per pixel. Increasing this has a dramatic effect on
// image quality, reducing graininess and preventing overly-bright pixels ("fireflies").
// However, how much GPU power you need to render a frame scales linearly with
// the number of samples.
#define SAMPLES 1
// The maximum number of times light can reflect or scatter before it is extinguished.
#define PATH_SEGMENTS 14
// If a pixel color is too bright for fit in sRGB, there are two ways to handle it:
//
// 1. Clamp the pixel within the limits of sRGB, resulting in (near-)maximum
// brightness at the cost of the color's saturation. (If it's too bright, it'll
// become entirely white.)
// 2. Reduce the brightness of the color until it fits within sRGB, preserving
// the color's saturation, but losing even *more* brightness.
//
// Correction for saturation generally looks better, but isn't usually necessary
// for more than five or so samples (because the bright pixels will average out
// with the dark pixels and fall back within sRGB), so this is *on* by default
// with 1-2 samples and *off* by default with 5+ samples.
//#define SATURATION_CORRECTION 1
////
//// Perspective settings
////
// This shader natively uses a square (circular?) aspect ratio. With ASPECT_RATIO_CROP
// enabled, if you use a wide aspect ratio, the frame will have its height
// cropped so that the image can take up the full width of the screen.
#define ASPECT_RATIO_CROP 1
// This setting affects how far you zoom in on the scene.
// Greater values = more zoom. Fractional values zoom out. Negative values mirror the scene.
#define FOV 1.5
// Camera position and angle. (Feel free to reference `time` here.)
#define CAMERA_POS vec3(0.)
// (Don't worry, we call `normalize` for you.
#define CAMERA_DIR vec3(0., 0., 1.)
///
/// TILE_PERSPECTIVE and CLAMP_PERSPECTIVE are only relevant if you zoom out
/// (e.g. an FOV < ~1.15). For more information on how and why these settings
/// behave the way they do, see their extended descriptions in the `project` function.
///
// Points on the screen >1 or <-1 show the portion of the scene *behind* you,
// mirrored so that the edges of each adjacent tile lines up (e.g. tiles above
// and below are mirrored vertically, to the left and right horizontally).
// This tiling is infinite. You might want to combine this with an IMAGE_OFFSET of
// (-1, 0) so that you can see two whole hemispheres instead of one whole hemisphere
// and two halves on opposite sides.
#define TILE_PERSPECTIVE 0
// Points on the screen outside of the unit circle (within a tile) are clamped
// to the nearest point on the unit circle. This doesn't look very good, but
// might be preferable to just rendering black?
#define CLAMP_PERSPECTIVE 0
// Slide the image around on the screen. Each time is `2x2` centered on the
// origin, so an offset of e.g. (2,0) with TILE_PERSPECTIVE enabled
// will show you the portion of the scene *behind* you.
#define IMAGE_OFFSET vec2(0., 0.)
////
//// Simulation settings
////
// The maximum number of steps a ray can take during marching before giving up
// and colliding with nothing. This prevents scenes from taking infinite time to render.
#define MAX_STEPS 200
// The maximum distance a ray can travel before we give up and just say it collides
// with nothing. This helps prevent the background from appearing warped by the foreground
// due to rays which march close to a foreground object run out of steps before
// reaching their destination when slightly farther rays do reach their target.
#define MAX_DIST 20.
// Average the color across frames by storing them in the buffer.
// This is like supersampling, but across frames instead of within a pixel,
// which lets you render with thousands of samples without crashing.
// It's strongly advised that you enable FREEZE_TIME when this is enabled!
// This uses iFrame, so if you want to enable this, make sure you hit the
// "reset time" function or things will get screwed up.
//#define AVERAGE_FRAMES 1
// Set a time in seconds. The simulation will be frozen at this point in time every frame.
// Comment this out to allow time to pass normally.
//#define FREEZE_TIME 2.75
// Loop time over an interval of this duration, beginning at FREEZE_TIME,
// or 0, if FREEZE_TIME is not set.
//#define LOOP_TIME 0.
// Set the maximum duration of temporal antialiasing (i.e. how much time
// motion blur smears across). Note that this is a *maximum* time, and motion
// blur will never be greater than the duration of a frame. That said, when rendering
// a still image with FREEZE_TIME you probably want this set to 0., and if you're
// stuttering a lot, the large variance in frame times can make objects in the image
// appear to jerk back and forth, so this probably shouldn't be any higher
// than (the reciprocal of) your average framerate. Comment this out to
// remove any cap on the amount of motion blur.
#define MAX_TAA_DIFF (1./30.)
//////// --------------------------------
//////// Internal settings
//////// --------------------------------
//////// If you're just viewing the shader, you shouldn't usually need to tweak these.
// The minimum distance between two points before they are considered the same point.
// Setting a minimum distance prevents graphical glitches when ray marching parallel
// to a surface, where the ray does not intersect an object, but comes close enough
// that the march becomes so slow that it fails to reach its actual destination.
#define MIN_DIST (0.001953125/128.)
// The distance between samples when estimating a surface's normal.
// Setting lower values increases the sharpness of the image at the cost of performance
// and rounding errors at objects very far from 0.
//
// Ray marching halves the distance to the surface of an object each iteration, but the
// end goal of ray marching is to pass slightly *inside* the object. Setting a minimum
// distance prevents zeno's paradox. This also serves as a optimization
// because the number of steps increases logarithmically as you decrease the minimum distance.
//
// Chosen to be 2^(-9), or about ~2mm, because that's the largest you can set it before
// the quality of the image is significantly effected. You can set it as low as about
// 2^(-19) before things begin to break. It's good to experiment with both high and low
// values to help find bugs in the numerical precision of the light simulation.
// If you have precision bugs, the simulation ends up getting affected pretty dramatically
// by changes to MIN_DIST, whereas a numerically stable simulation is not affected much at all.
//
// I expect that a minimum distance of 2^(-9) would work until about 10km from the origin
// with 32-bit floating point before starting to break down, but I have not tested it.
#define MIN_DIST (0.001953125/8.)
// The distance between samples when estimating a surface's normal. Smaller values result
// in more precise calculations, but are more sensitive to numerical imprecision.
// This should probably be less than MIN_DIST.
#define NORMAL_DELTA (MIN_DIST/4.)
// Only march this much of MIN_DIST at a time to account for imprecision in the distance
// calculations. Chosen by experimentation. If you have to set this low, that often means
// that there's a bug somewhere (e.g. you forgot to call `normalize`).
#define IMPRECISION_FACTOR 0.9
//
// Right now, the simulation is numerically stable and I don't have to use it at all!
// But I often find that it's necessary to set this to around ~0.92 when debugging
// numerical issues.
#define IMPRECISION_FACTOR 1.
//////// --------------------------------
//////// Default settings
//////// --------------------------------
//////// So you can restore a setting to its default value by commenting it out.
#ifndef SAMPLES
#define SAMPLES 1
#endif
#ifndef PATH_SEGMENTS
#define PATH_SEGMENTS 14
#endif
#ifndef SATURATION_CORRECTION
#if SAMPLES > 5
#define SATURATION_CORRECTION 0
#else
#define SATURATION_CORRECTION 1
#endif
#endif
#ifndef FOV
#define FOV 1.5
#endif
#ifndef ASPECT_RATIO_CROP
#define ASPECT_RATIO_CROP 1
#endif
#ifndef TILE_PERSPECTIVE
#define TILE_PERSPECTIVE 0
#endif
#ifndef CLAMP_PERSPECTIVE
#define CLAMP_PERSPECTIVE 0
#endif
#ifndef IMAGE_OFFSET
#define IMAGE_OFFSET vec2(0., 0.)
#endif
#ifndef MAX_STEPS
#define MAX_STEPS 200
#endif
#ifndef MAX_DIST
#define MAX_DIST 20.
#endif
#ifndef AVERAGE_FRAMES
#define AVERAGE_FRAMES 0
#endif
// FREEZE_TIME, LOOP_TIME, and MAX_TAA_DIFF are *undefined* by default.
#ifndef MIN_DIST
#define MIN_DIST (0.001953125/8.)
#endif
#ifndef NORMAL_DELTA
#define NORMAL_DELTA (MIN_DIST/4.)
#endif
#ifndef IMPRECISION_FACTOR
#define IMPRECISION_FACTOR 1.
#endif
//////// ================================
//////// DOCS: Declarations & documentation
@ -53,9 +233,6 @@
/// Assign each pixel a color in the sRGB color space.
void mainImage(out vec4 color, vec2 pixel);
/// Convert a color from linear RGB to the sRGB color space.
vec3 linear2srgb(vec3 color);
/// Take the coordinate of a pixel on the screen and return a color
/// in the linear RGBA color space.
vec4 color_pixel(vec2 pixel);
@ -153,6 +330,7 @@ float dist(vec3 pos);
/// (This is used primarily when computing normals in the `normal` function.)
float mdist(vec3 pos, int medium);
/// The medium which encompasses a point.
/// In the case of multiple overlapping media (e.g. one object inside another object),
/// the innermost medium will be returned (i.e. the one it is *least* far from the surface of).
@ -185,6 +363,10 @@ void seed_randoms(vec2 fragCoord);
/// rendering equation.
vec3 cosine_direction(vec3 norm);
// Convert between RGB and HSV. Used for SATURATION_CORRECTION.
vec3 rgb2hsv(vec3 c);
vec3 hsv2rgb(vec3 c);
//////// ================================
//////// IMPL: Implementation
//////// ================================
@ -208,6 +390,20 @@ void mainImage(out vec4 fragColor, vec2 fragCoord) {
// Random offsets are more common in path tracing.
vec2 pixel = fragCoord + vec2(rand(), rand()) - 0.5;
#ifdef FREEZE_TIME
time = FREEZE_TIME;
#else
time = 0.;
#endif
#ifdef LOOP_TIME
time += mod(iTime, LOOP_TIME);
#else
#ifndef FREEZE_TIME
time = iTime;
#endif
#endif
// Apply temporal antialiasing (motion blur) by slightly randomizing the time.
// We distribute our samples across the time we estimate the frame will take
// to render, which in this case, is simply the time the *last* frame took
@ -215,11 +411,11 @@ void mainImage(out vec4 fragColor, vec2 fragCoord) {
// changes suddenly (stutters).
//
// TODO: a more sophisticated frame time estimate
#ifdef MOTION_BLUR
time = iTime + rand() * iTimeDelta;
#else
time = iTime;
float max_taa_diff = INF;
#ifdef MAX_TAA_DIFF
max_taa_diff = MAX_TAA_DIFF;
#endif
time += rand() * min(iTimeDelta, max_taa_diff);
vec4 samp = color_pixel(pixel);
@ -240,7 +436,7 @@ void mainImage(out vec4 fragColor, vec2 fragCoord) {
if (!any(isnan(_bug))) { color = vec4(_bug, 1.); }
// Note that it is possible for this renderer to emit colors brighter than 1.0,
// NOTE: it is possible for this renderer to emit colors brighter than 1.0,
// for example if you use very bright or many light sources. These colors will be
// displayed incorrectly, appearing desaturated and having their brightness
// clamped to whatever color output is supported.
@ -252,36 +448,46 @@ void mainImage(out vec4 fragColor, vec2 fragCoord) {
// pixel; the average brightness per pixel is generally less than 1.0 when averaged
// out with the (more common) black pixels when no light source is encountered.
//
// Another mitigation approach would be to do color correction, where instead of
// Another mitigation approach is to do color correction, where instead of
// trying to preserve the brightness by clamping the RGB values and losing saturation,
// you try to preserve the saturation by scaling down the brightness until the
// full saturation of the colors is visible (or at least part of it).
//
// TODO: Implement that more sophisticated color correction (it'd be really helpful
// when using only one sample per pixel).
#if SATURATION_CORRECTION
// TODO: I'm sure there's a way to do this directly without having to
// convert between color spaces twice. This was just more convenient in the moment.
color.xyz = rgb2hsv(color.rgb);
color.z = min(color.z, 1.); // clamp value to 1
color.rgb = hsv2rgb(color.xyz);
#else
//color = clamp(vec4(0.), color, vec4(1.));
#endif
#if AVERAGE_FRAMES
vec2 uv = fragCoord/iResolution.xy;
vec4 rest = texture(iChannel0, uv).rgba;
color = (rest*float(iFrame) + color) / (float(iFrame + 1));
// Don't output NaN or inf or it'll corrupt the buffer and leave you with
// black pixels that never go away because they break the average!
if (any(isnan(color)) || any(isinf(color))) {
fragColor = rest;
return;
}
#endif
// This shader operates in the linear RGB color space,
// but fragColor is expected to be in sRGB, so we convert.
fragColor = vec4(linear2srgb(color.rgb), color.a);
// NOTE: We do this in the main image now. (It's basically the *only* thing we do
// in the main image.)
fragColor = color;
}
// NOTE: linear2srgb is in the vendored code section at the bottom of the file
vec2 screen2square(vec2 screen) {
// Map rectangular screen into square coordinate space.
vec2 square = ((screen / iResolution.xy) - 0.5) * 2.;
// Adjust for aspect ratio to get square coordinates.
if (iResolution.x > iResolution.y) {
return vec2(square.x, square.y * iResolution.y / iResolution.x);
} else {
return vec2(square.x * iResolution.x / iResolution.y, square.y);
}
}
vec4 color_pixel(vec2 pixel) {
vec2 coord = screen2square(pixel) * 1.;
vec2 coord = pixel2square(pixel) * 1.;
// Apply zoom.
//
@ -290,6 +496,10 @@ vec4 color_pixel(vec2 pixel) {
// the maximum area defined under curvilinear projection.
coord /= FOV;
#ifdef IMAGE_OFFSET
coord += IMAGE_OFFSET;
#endif
ray r = camera_project(coord);
if (any(isnan(r.dir))) {
// The projection is undefined at this pixel coordinate (see `project`);
@ -303,6 +513,22 @@ vec4 color_pixel(vec2 pixel) {
return vec4(light(r), 1.);
}
vec2 pixel2square(vec2 screen) {
// Map rectangular screen into square coordinate space.
vec2 square = ((screen / iResolution.xy) - 0.5) * 2.;
// Adjust for aspect ratio to get square coordinates.
#if ASPECT_RATIO_CROP
if (iResolution.x > iResolution.y) {
#else
if (iResolution.x < iResolution.y) {
#endif
return vec2(square.x, square.y * iResolution.y / iResolution.x);
} else {
return vec2(square.x * iResolution.x / iResolution.y, square.y);
}
}
ray camera_project(vec2 coord) {
return camera(ray(vec3(0.), project(coord)));
}
@ -312,7 +538,7 @@ ray camera_project(vec2 coord) {
vec3 project(vec2 coord) {
// The sign of the direction we're facing. 1 is forward, -1 is backward.
float dir = 1.;
#ifdef TILE_PERSPECTIVE
#if TILE_PERSPECTIVE
// This projection only supports coordinates within the unit circle
// and only projects into the unit hemisphere. Ideally we'd want
// some sort of extension which takes points outside the unit circle
@ -339,7 +565,7 @@ vec3 project(vec2 coord) {
}
#endif
float z = dir*sqrt(1. - coord.x*coord.x - coord.y*coord.y);
#ifdef CLAMP_PERSPECTIVE
#if CLAMP_PERSPECTIVE
// We can "define" the remaining undefined region of the screen
// by clamping it to the nearest unit circle. This is sometimes
// better than nothing, though it can also be a lot worse because
@ -357,10 +583,10 @@ vec3 project(vec2 coord) {
ray camera(ray r) {
// camera position
vec3 pos = vec3(0.);
vec3 pos = CAMERA_POS;
// camera direction (faces forward, not up)
vec3 d = vec3(0., 0., 1.);
vec3 d = normalize(CAMERA_DIR);
// point projection relative to direction
// this really ought to be simplified,
@ -518,7 +744,7 @@ transmission transmit(ray r) {
// fall-through
case 2: // sphere material
if (rand() < 0.2) {
if (rand() < 0.25) {
vec3 refl = 2.*dot(-r.dir, norm)*norm + r.dir;
return transmission(ray(np, normalize(cosine_direction(refl) + norm)), 0.);
}
@ -561,12 +787,12 @@ vec3 emit(ray i, ray o, vec3 color) {
color.r *= 0.3;
color.g *= 0.2;
color.b *= 0.9;
color += vec3(0., 0., 0.01);
//color += vec3(0., 0., 0.01);
return color;
case 2: // sphere material
color.gb *= 0.3;
color += vec3(0.004, 0., 0.);
//color += vec3(0.004, 0., 0.);
return color;
case 3: // light material
@ -792,29 +1018,10 @@ void scene(vec3 p) {
//////// ================================
////
//// AUTHOR: unknown
////
vec3 linear2srgb(vec3 linear_rgb) {
// I believe the first version is technically more accurate,
// but the difference is usually negligable in practice.
#if 1
// copied from somewhere on the internet
bvec3 cutoff = lessThan(linear_rgb, vec3(0.0031308));
vec3 higher = vec3(1.055)*pow(linear_rgb, vec3(1.0/2.4)) - vec3(0.055);
vec3 lower = linear_rgb * vec3(12.92);
return mix(higher, lower, cutoff);
// end copied from somewhere on the internet
#else
return pow(linear_rgb, vec3(1./2.2));
#endif
}
////
//// AUTHOR: iq (https://www.shadertoy.com/view/4sfGzS)
//// AUTHOR: iq
////
// Randoms (https://www.shadertoy.com/view/4sfGzS))
// oldschool rand() from Visual Studio
int seed = 1;
int irand(void) { seed = seed*0x343fd+0x269ec3; return (seed>>16)&32767; }
@ -831,6 +1038,16 @@ void seed_randoms(vec2 fragCoord) {
seed = hash(q.x+hash(q.y+hash(iFrame)));
}
// HSV (https://www.shadertoy.com/view/MsS3Wc), via nmz
vec3 hsv2rgb( in vec3 c )
{
vec3 rgb = clamp( abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),6.0)-3.0)-1.0, 0.0, 1.0 );
rgb = rgb*rgb*(3.0-2.0*rgb); // cubic smoothing
return c.z * mix( vec3(1.0), rgb, c.y);
}
////
//// AUTHOR: fizzer, via iq: http://www.amietia.com/lambertnotangent.html
////
@ -843,3 +1060,18 @@ vec3 cosine_direction(vec3 norm) {
u = 2.0*u - 1.0;
return normalize(norm + vec3(sqrt(1.0 - u*u)*vec2(cos(a), sin(a)), u));
}
////
//// AUTHOR: Sam Hocevar, via nmz (http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl)
////
vec3 rgb2hsv(vec3 c)
{
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}