Last active
May 8, 2024 13:40
-
-
Save benc-uk/9edcefb9453f5b8cabc76ec0ae619252 to your computer and use it in GitHub Desktop.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
<html lang="en"> | |
<head> | |
<title>Single Page GPU Raytracer - Ben Coleman</title> | |
</head> | |
<body style="margin: 0"> | |
<canvas style="width: 100%" width="100" height="50"></canvas> | |
<script src="https://cdnjs.cloudflare.com/ajax/libs/twgl.js/4.19.5/twgl.min.js"></script> | |
<script id="vs" type="x-shader/x-vertex"> | |
#version 300 es | |
in vec4 position; | |
void main() { gl_Position = position; } | |
</script> | |
<script id="fs" type="x-shader/x-fragment"> | |
#version 300 es | |
precision highp float; | |
uniform vec2 u_resolution; | |
uniform float u_time; | |
out vec4 fragColor; | |
struct Sphere { vec3 pos; float rad; vec3 color; }; | |
Sphere scene[4] = Sphere[4]( | |
Sphere(vec3(-2.4, 0.0, 0.0), 1.3, vec3(1.0, 0.2, 0.2)), | |
Sphere(vec3(1.4, 0.5, 4.8), 0.6, vec3(0.2, 0.8, 0.2)), | |
Sphere(vec3(0.0, 0.0, 3.0), 1.3, vec3(0.2, 0.2, 0.9)), | |
Sphere(vec3(0.0, -20002.5, 3.0), 20000.0, vec3(0.8, 0.7, 0.4)) | |
); | |
float sphereHit(vec3 ro, vec3 rd, Sphere sph) { | |
vec3 oc = ro - sph.pos; | |
float b = dot(oc, rd); | |
float c = dot(oc, oc) - sph.rad * sph.rad; | |
float h = b * b - c; | |
if (h < 0.0) return -1.0; else return -b - sqrt(h); | |
} | |
void main() { | |
scene[0].pos.y += cos(u_time*3.0); | |
scene[1].pos.y += cos(u_time*3.5); | |
scene[2].pos.y += cos(u_time*1.5); | |
vec2 screenPos = (gl_FragCoord.xy / u_resolution) * vec2(1.0, 0.5) + vec2(0.0, 0.25); | |
vec3 ro = vec3(0.0, 0.0, 13.0); | |
vec3 rd = normalize(vec3(screenPos - 0.5, -1.0)); | |
float minT = 1e9; | |
int hitIndex = -1; | |
for (int i = 0; i < scene.length(); i++) { | |
float t = sphereHit(ro, rd, scene[i]); | |
if (t > 0.0 && t < minT) { | |
minT = t; | |
hitIndex = i; | |
} | |
} | |
vec3 color = vec3(0.0); | |
vec3 lightPos = vec3(9.0, 13.0, 8.0); | |
if (hitIndex >= 0) { | |
vec3 pos = ro + rd * minT; | |
vec3 normal = normalize(pos - scene[hitIndex].pos); | |
vec3 lightDir = normalize(lightPos - pos); | |
float diff = max(dot(normal, lightDir), 0.0); | |
float specular = pow(max(dot(reflect(-lightDir, normal), -rd), 0.0), 50.0); | |
float shadowT = 1e9; | |
for (int i = 0; i < scene.length(); i++) { | |
if (i == hitIndex) continue; | |
float t = sphereHit(pos + normal * 0.001, lightDir, scene[i]); | |
if (t > 0.0 && t < shadowT) { | |
shadowT = t; | |
} | |
} | |
if (shadowT < 1e8) { diff *= 0.1; specular = 0.0; } | |
color = scene[hitIndex].color * diff + 0.02 + specular; | |
} | |
fragColor = vec4(color, 1.0); | |
} | |
</script> | |
<script> | |
const gl = document.querySelector('canvas').getContext('webgl2') | |
const progInfo = twgl.createProgramInfo(gl, ['vs', 'fs']) | |
gl.useProgram(progInfo.program) | |
twgl.resizeCanvasToDisplaySize(gl.canvas) | |
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height) | |
const bufferInfo = twgl.createBufferInfoFromArrays(gl, { | |
position: [-1, -1, 0, 1, -1, 0, -1, 1, 0, -1, 1, 0, 1, -1, 0, 1, 1, 0], | |
}) | |
twgl.setBuffersAndAttributes(gl, progInfo, bufferInfo) | |
function render(time) { | |
twgl.setUniforms(progInfo, { | |
u_time: time * 0.001, | |
u_resolution: [gl.canvas.width, gl.canvas.height], | |
}) | |
twgl.drawBufferInfo(gl, bufferInfo) | |
requestAnimationFrame(render) | |
} | |
requestAnimationFrame(render) | |
</script> | |
</body> | |
</html> |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment