armory/blender/path_tracer.py
2016-10-12 17:52:27 +02:00

464 lines
14 KiB
Python

# Based on WebGL Path Tracing by Evan Wallace
# (http://madebyevan.com/webgl-path-tracing/)
import bpy
import os
bounces = '2'
epsilon = '0.0001'
infinity = '10000.0'
lightSize = 0.1
lightVal = 0.5
objects = None
sampleCount = 0
MATERIAL_DIFFUSE = 0
MATERIAL_MIRROR = 1
MATERIAL_GLOSSY = 2
material = MATERIAL_DIFFUSE
# YELLOW_BLUE_CORNELL_BOX = 0
# RED_GREEN_CORNELL_BOX = 1
# environment = YELLOW_BLUE_CORNELL_BOX
def concat(objects, func):
text = ''
for i in range(0, len(objects)):
text += func(objects[i])
return text
tracerFragmentSourceHeader = """
#version 450
#ifdef GL_ES
precision mediump float;
#endif
in vec3 initialRay;
in vec2 texCoord;
out vec4 fragColor;
uniform vec3 eye;
//uniform float textureWeight;
uniform float timeSinceStart;
//uniform sampler2D stexture;
uniform float glossiness;
//vec3 roomCubeMin = vec3(0.0, 0.0, 0.0);
//vec3 roomCubeMax = vec3(1.0, 1.0, 1.0);
vec3 origin;
vec3 ray;
vec3 colorMask = vec3(1.0);
vec3 accumulatedColor = vec3(0.0);
"""
# compute the near and far intersections of the cube (stored in the x and y components) using the slab method
# no intersection means vec.x > vec.y (really tNear > tFar)
intersectCubeSource = """
vec2 intersectCube(vec3 origin, vec3 ray, vec3 cubeCenter, vec3 cubeSize) {
vec3 cubeMin = cubeCenter - cubeSize;
vec3 cubeMax = cubeCenter + cubeSize;
vec3 tMin = (cubeMin - origin) / ray;
vec3 tMax = (cubeMax - origin) / ray;
vec3 t1 = min(tMin, tMax);
vec3 t2 = max(tMin, tMax);
float tNear = max(max(t1.x, t1.y), t1.z);
float tFar = min(min(t2.x, t2.y), t2.z);
return vec2(tNear, tFar);
}
"""
# given that hit is a point on the cube, what is the surface normal?
# TODO: do this with fewer branches
normalForCubeSource = """
vec3 normalForCube(vec3 hit, vec3 cubeCenter, vec3 cubeSize) {
vec3 cubeMin = cubeCenter - cubeSize;
vec3 cubeMax = cubeCenter + cubeSize;
if (hit.x < cubeMin.x + """ + epsilon + """) return vec3(-1.0, 0.0, 0.0);
else if (hit.x > cubeMax.x - """ + epsilon + """) return vec3(1.0, 0.0, 0.0);
else if (hit.y < cubeMin.y + """ + epsilon + """) return vec3(0.0, -1.0, 0.0);
else if (hit.y > cubeMax.y - """ + epsilon + """) return vec3(0.0, 1.0, 0.0);
else if (hit.z < cubeMin.z + """ + epsilon + """) return vec3(0.0, 0.0, -1.0);
//else return vec3(0.0, 0.0, 1.0);
return vec3(0.0, 0.0, 1.0);
}
"""
# compute the near intersection of a sphere
# no intersection returns a value of +infinity
intersectSphereSource = """
float intersectSphere(vec3 origin, vec3 ray, vec3 sphereCenter, float sphereRadius) {
vec3 toSphere = origin - sphereCenter;
float a = dot(ray, ray);
float b = 2.0 * dot(toSphere, ray);
float c = dot(toSphere, toSphere) - sphereRadius*sphereRadius;
float discriminant = b*b - 4.0*a*c;
if (discriminant > 0.0) {
float t = (-b - sqrt(discriminant)) / (2.0 * a);
if (t > 0.0) return t;
}
return """ + infinity + """;
}
"""
# given that hit is a point on the sphere, what is the surface normal?
normalForSphereSource = """
vec3 normalForSphere(vec3 hit, vec3 sphereCenter, float sphereRadius) {
return (hit - sphereCenter) / sphereRadius;
}
"""
# random cosine-weighted distributed vector
# from http://www.rorydriscoll.com/2009/01/07/better-sampling/
cosineWeightedDirectionSource = """
vec3 cosineWeightedDirection(float seed, vec3 normal) {
float u = random(vec3(12.9898, 78.233, 151.7182), seed);
float v = random(vec3(63.7264, 10.873, 623.6736), seed);
float r = sqrt(u);
float angle = 6.283185307179586 * v;
// compute basis from normal
vec3 sdir, tdir;
if (abs(normal.x) < 0.5) {
sdir = cross(normal, vec3(1.0, 0.0, 0.0));
}
else {
sdir = cross(normal, vec3(0.0, 1.0, 0.0));
}
tdir = cross(normal, sdir);
return r*cos(angle)*sdir + r*sin(angle)*tdir + sqrt(1.0-u)*normal;
}
"""
# use the fragment position for randomness
randomSource = """
float random(vec3 scale, float seed) {
// return fract(sin(dot(texCoord.xyx + seed, scale)) * 43758.5453 + seed);
float d = 43758.5453;
float dt = dot(texCoord.xyx + seed,scale);
float sn = mod(dt,3.1415926);
return fract(sin(sn) * d);
}
"""
# random normalized vector
uniformlyRandomDirectionSource = """
vec3 uniformlyRandomDirection(float seed) {
float u = random(vec3(12.9898, 78.233, 151.7182), seed);
float v = random(vec3(63.7264, 10.873, 623.6736), seed);
float z = 1.0 - 2.0 * u;
float r = sqrt(1.0 - z * z);
float angle = 6.283185307179586 * v;
return vec3(r * cos(angle), r * sin(angle), z);
}
"""
# random vector in the unit sphere
# note: this is probably not statistically uniform, saw raising to 1/3 power somewhere but that looks wrong?
uniformlyRandomVectorSource = """
vec3 uniformlyRandomVector(float seed) {
return uniformlyRandomDirection(seed) * sqrt(random(vec3(36.7539, 50.3658, 306.2759), seed));
}
"""
# compute specular lighting contribution
specularReflection = """
vec3 reflectedLight = normalize(reflect(light - hit, normal));
specularHighlight = max(0.0, dot(reflectedLight, normalize(hit - origin)));"""
# update ray using normal and bounce according to a diffuse reflection
newDiffuseRay = """
ray = cosineWeightedDirection(time + float(bounce), normal);"""
# update ray using normal according to a specular reflection
newReflectiveRay = """
ray = reflect(ray, normal);
""" + specularReflection + """
specularHighlight = 2.0 * pow(specularHighlight, 20.0);"""
# update ray using normal and bounce according to a glossy reflection
newGlossyRay = """
ray = normalize(reflect(ray, normal)) + uniformlyRandomVector(time + float(bounce)) * glossiness;
""" + specularReflection + """
specularHighlight = pow(specularHighlight, 3.0);"""
# yellowBlueCornellBox = """
# if (hit.x < -0.9999) surfaceColor = vec3(0.1, 0.1, 0.7); // blue
# else if (hit.x > 0.9999) surfaceColor = vec3(0.7, 0.1, 0.1); // yellow"""
# redGreenCornellBox = """
# if (hit.x < -0.9999) surfaceColor = vec3(1.0, 0.3, 0.1); // red
# else if (hit.x > 0.9999) surfaceColor = vec3(0.3, 1.0, 0.1); // green"""
def _getShadowTestCode(o):
return o.getShadowTestCode()
def makeShadow(objects):
return """
float shadow(vec3 origin, vec3 ray) {
""" + concat(objects, _getShadowTestCode) + """
return 1.0;
}"""
def _getIntersectCode(o):
return o.getIntersectCode()
def _getMinimumIntersectCode(o):
return o.getMinimumIntersectCode()
def _getNormalCalculationCode(o):
return o.getNormalCalculationCode()
def makeDoBounce(objects):
return """
int doBounce(float time, vec3 light, int bounce) {
// compute the intersection with everything
""" + concat(objects, _getIntersectCode) + """
// find the closest intersection
float t = """ + infinity + """;
""" + concat(objects, _getMinimumIntersectCode) + """
// info about hit
vec3 hit = origin + ray * t;
vec3 surfaceColor = vec3(0.75);
float specularHighlight = 0.0;
vec3 normal;
if (t == """ + infinity + """) {
//break;
return 0;
}
else {
int aa = 0;
if (aa == 1) {aa = 0;} // hack to discard the first 'else' in 'else if'
""" + concat(objects, _getNormalCalculationCode) + """
""" + [newDiffuseRay, newReflectiveRay, newGlossyRay][material] + """
}
// compute diffuse lighting contribution
vec3 toLight = light - hit;
//float diffuse = max(0.0, dot(normalize(toLight), normal));
float diffuse = max(0.0, dot(normalize(toLight), normal)) / dot(toLight,toLight);
// do light bounce
colorMask *= surfaceColor;
//if (bounce > 0) {
// trace a shadow ray to the light
float shadowIntensity = shadow(hit + normal * """ + epsilon + """, toLight);
accumulatedColor += colorMask * (""" + str(lightVal) + """ * diffuse * shadowIntensity);
accumulatedColor += colorMask * specularHighlight * shadowIntensity;
//}
// calculate next origin
origin = hit;
return 0;
}
"""
def makeCalculateColor(objects):
return """
vec3 calculateColor(float time, vec3 _origin, vec3 _ray, vec3 light) {
//vec3 colorMask = vec3(1.0);
//vec3 accumulatedColor = vec3(0.0);
origin = _origin;
ray = _ray;
// main raytracing loop
//for (int bounce = 0; bounce < """ + bounces + """; bounce++) {
int a;
a = doBounce(time, light, 0);
a = doBounce(time, light, 1);
a = doBounce(time, light, 2);
//}
return accumulatedColor;
}
"""
def makeDoSamples(num_samples):
s = ''
for i in range(0, num_samples):
s += """newLight = light + uniformlyRandomVector(time - 53.0) * """ + str(lightSize) + """;
"""
s += """col += calculateColor(time, eye, initialRay, newLight);
"""
s += """time += 0.35;
"""
return s
def makeMain():
return """
void main() {
float time = 0.0;//timeSinceStart;
//timeSinceStart % 46735.275 ) / 1000;
vec3 col = vec3(0.0);
const int samples = 1;
vec3 newLight;
//for (int i = 0; i < samples; i++) {
""" + \
makeDoSamples(1) + \
"""
//}
fragColor = vec4(vec3(col / samples), 1.0);
fragColor.rgb = pow(fragColor.rgb * 0.7, vec3(1.0 / 2.2));
}
"""
def _getGlobalCode(o):
return o.getGlobalCode()
def makeTracerFragmentSource(objects):
return tracerFragmentSourceHeader + \
concat(objects, _getGlobalCode) + \
intersectCubeSource + \
normalForCubeSource + \
intersectSphereSource + \
normalForSphereSource + \
randomSource + \
cosineWeightedDirectionSource + \
uniformlyRandomDirectionSource + \
uniformlyRandomVectorSource + \
makeShadow(objects) + \
makeDoBounce(objects) + \
makeCalculateColor(objects) + \
makeMain()
class Sphere:
def __init__(self, center, radius, color, id):
self.center = center;
self.radius = radius;
self.color = color;
self.centerStr = 'sphereCenter' + str(id);
self.radiusStr = 'sphereRadius' + str(id);
self.colorStr = 'sphereColor' + str(id);
self.intersectStr = 'tSphere' + str(id);
def getGlobalCode(self):
return """
uniform vec3 """ + self.centerStr + """;
uniform float """ + self.radiusStr + """;
uniform vec3 """ + self.colorStr + """;"""
def getIntersectCode(self):
return """
float """ + self.intersectStr + """ = intersectSphere(origin, ray, """ + self.centerStr + """, """ + self.radiusStr + """);"""
def getShadowTestCode(self):
return """
""" + self.getIntersectCode() + """
if (""" + self.intersectStr + """ < 1.0) return 0.0;"""
def getMinimumIntersectCode(self):
return """
if (""" + self.intersectStr + """ < t) t = """ + self.intersectStr + """;"""
def getNormalCalculationCode(self):
return """
else if (t == """ + self.intersectStr + """) { normal = normalForSphere(hit, """ + self.centerStr + """, """ + self.radiusStr + """); surfaceColor = """ + self.colorStr + """; }"""
class Cube:
def __init__(self, center, size, color, id):
self.center = center;
self.size = size;
self.color = color;
self.centerStr = 'cubeCenter' + str(id);
self.sizeStr = 'cubeSize' + str(id);
self.colorStr = 'cubeColor' + str(id);
self.intersectStr = 'tCube' + str(id);
def getGlobalCode(self):
return """
uniform vec3 """ + self.centerStr + """;
uniform vec3 """ + self.sizeStr + """;
uniform vec3 """ + self.colorStr + """;"""
def getIntersectCode(self):
return """
vec2 """ + self.intersectStr + """ = intersectCube(origin, ray, """ + self.centerStr + """, """ + self.sizeStr + """);"""
def getShadowTestCode(self):
return """
""" + self.getIntersectCode() + """
if (""" + self.intersectStr + """.x > 0.0 && """ + self.intersectStr + """.x < 1.0 && """ + self.intersectStr + """.x < """ + self.intersectStr + """.y) return 0.0;"""
def getMinimumIntersectCode(self):
return """
if (""" + self.intersectStr + """.x > 0.0 && """ + self.intersectStr + """.x < """ + self.intersectStr + """.y && """ + self.intersectStr + """.x < t) t = """ + self.intersectStr + """.x;"""
def getNormalCalculationCode(self):
return """
// have to compare intersectStr.x < intersectStr.y otherwise two coplanar
// cubes will look wrong (one cube will "steal" the hit from the other)
else if (t == """ + self.intersectStr + """.x) { if (""" + self.intersectStr + """.x < """ + self.intersectStr + """.y) normal = normalForCube(hit, """ + self.centerStr + """, """ + self.sizeStr + """); surfaceColor = """ + self.colorStr + """; }"""
#else if (t == """ + self.intersectStr + """.x && """ + self.intersectStr + """.x < """ + self.intersectStr + """.y) normal = normalForCube(hit, """ + self.centerStr + """, """ + self.sizeStr + """);"""
class Light:
def __init__(self):
pass
def getGlobalCode(self):
return """uniform vec3 light;"""
def getIntersectCode(self):
return """"""
def getShadowTestCode(self):
return """"""
def getMinimumIntersectCode(self):
return """"""
def getNormalCalculationCode(self):
return """"""
def initObjects():
nextSphereId = 0
nextCubeId = 0
objects = []
objects.append(Light())
for o in bpy.context.scene.objects:
if o.name.split('.', 1)[0] == 'Sphere':
objects.append(Sphere([0, 0, 0], 0, [0.8, 0.8, 0.8], nextSphereId))
nextSphereId += 1
elif o.name.split('.', 1)[0] == 'Cube':
objects.append(Cube([0, 0, 0], [0, 0, 0], [0.8, 0.8, 0.8], nextCubeId))
nextCubeId += 1
return objects
objects = initObjects()
def compile(frag_path):
with open(frag_path, 'w') as f:
f.write(makeTracerFragmentSource(objects))