I am writing a basic Sphere-Tracer in a fragment shader, everything is doing fine if I just color points according to their surface normals, but as soon as I try to implement the reflecting algorithm, it takes a bit longer to compile, and just blackscreens. The fps starts out at 1 but quickly goes up to 1000, which is the code limit I put, telling me the shader is actually not doing anything and just ignores my code, which should be much slower than that. I initially thought I was hitting the instruction limit of my GPU, but I don't think that's the problem, as using the normal-shading code, I can set MAX_MARCH
to high values, like 1000, but using reflections, even with MAX_REFLECTIONS
and MAX_AA
to one, which should be similar to the amount of instructions of normal-shading(maybe ~50 more, not significant I don't think). But I need to set MAX_MARCH
to 1 for it to render, even setting it to two causes the bug.
Vertex shader:
//Draw a quad on the whole display and calculates sky color
#version 400 core
in vec3 position;
out vec2 uvPos;
out vec4 backColor;
void main(void){
gl_Position = vec4(position, 1.0);
uvPos = position.xy*0.5+0.5;
backColor = mix(vec4(1, 1, 1, 1), vec4(0.5, 0.7, 1, 1), uvPos.y);
}
Fragment shader:
#version 400 core
#define FLT_MAX 3.402823466e+38
#define FLT_MIN 1.175494351e-38
#define DBL_MAX 1.7976931348623158e+308
#define DBL_MIN 2.2250738585072014e-308
#define PI 3.141592653589793115997963468544185161590576171875
#define MAX_AA 1
#define MAX_MARCH 1000
#define MAX_REFLECTIONS 10
#define MAX_DIST 10
in vec2 uvPos;
in vec4 backColor;
out vec4 outColor;
int randomIterator = 0;
//############################################################ Structure definitions #########################################################################
struct Material{
int type;
vec3 albedo;
};
struct Object{
int type; //1:Sphere, 2:Box
vec3 center;
float radius;
vec3 size;
Material material;
};
struct Scene{
Object objects[3];
};
struct Ray{
vec3 origin;
vec3 dir;
};
struct HitRecord{
vec3 p;
vec3 n;
Object o;
Material mat;
float closest;
};
struct Camera{
vec3 origin;
vec3 lowerLeftCorner;
vec3 horizontal;
vec3 vertical;
};
//############################################################ Uniforms ####################################################################################
uniform float random[2048];
uniform vec2 resolution;
uniform Camera cam;
uniform Scene scene;
uniform int objectAmount;
//############################################################ Tools
float randf(){
return random[randomIterator++];
}
Ray getRay(Camera cam, vec2 v){
return Ray(cam.origin, normalize(cam.lowerLeftCorner+cam.horizontal*v.s+cam.vertical*v.t-cam.origin));
}
vec3 randOnBall(){
vec3 p;
do{
p = vec3(randf(), randf(), randf())*2-1;
}while(p.length() >= 1);
return p;
}
//############################################################ Signed Distance Functions
float sphereSDF(vec3 p, Object o){
return length(p-o.center)-o.radius;
}
float boxSDF(vec3 p, Object o){
vec3 q = abs(p-o.center) - o.size;
return (length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0));
}
float sceneSDF(vec3 p, Scene s){
float dist = FLT_MAX;
for(int i = 0; i < objectAmount; i++){
switch(s.objects[i].type){
case 1:
dist = min(dist, sphereSDF(p, s.objects[i]));
break;
case 2:
dist = min(dist, boxSDF(p, s.objects[i]));
break;
default:
break;
}
}
return dist;
}
float sceneSDF(vec3 p, Scene s, inout HitRecord rec){
float dist = FLT_MAX;
for(int i = 0; i < objectAmount; i++){
float tmpDist=FLT_MAX;
switch(s.objects[i].type){
case 1:
tmpDist = sphereSDF(p, s.objects[i]);
break;
case 2:
tmpDist = boxSDF(p, s.objects[i]);
break;
default:
break;
}
if(tmpDist<dist){
dist = tmpDist;
rec.o = s.objects[i];
rec.mat = s.objects[i].material;
}
}
return dist;
}
//############################################################ Material Scatter Function
bool scatterDiffuse(Ray r, HitRecord rec, inout vec3 tmpAtt, inout Ray scattered){
tmpAtt = vec3(rec.mat.albedo);
scattered = Ray(rec.p, rec.n+randOnBall());
return true;
}
bool scatter(Ray r, HitRecord rec, inout vec3 tmpAtt, inout Ray scattered){
return scatterDiffuse(r, rec, tmpAtt, scattered); //Starting out with diffuse materials, planned to
add switch-case for different materials
}
//############################################################ Main
vec3 findSceneNormal(Scene s, vec3 p){
const float h = 0.0001; // replace by an appropriate value
const vec2 k = vec2(1,-1);
return normalize( k.xyy*sceneSDF( p + k.xyy*h, s ) +
k.yyx*sceneSDF( p + k.yyx*h, s ) +
k.yxy*sceneSDF( p + k.yxy*h, s ) +
k.xxx*sceneSDF( p + k.xxx*h, s ) );
}
float findSceneIntersect(Ray r, Scene scene, inout HitRecord rec){
float t = 0.005;
vec3 p;
for(int i = 0; i < MAX_MARCH; i++){
p = r.origin+t*r.dir;
float dist = abs(sceneSDF(p, scene, rec));
if(dist < 0.001){
rec.n = findSceneNormal(scene, p);
rec.p = p;
return t;
}else{
t += dist;
if(t >= MAX_DIST){
rec.p = r.origin+t*r.dir;
rec.n = vec3(0, 0, 0);
return -1;
}
}
}
return -1;
}
vec3 calcColor(Ray r){
vec3 color;
Material emptyMat = Material(0, vec3(0));
Object emptyO = Object(0, vec3(0), 0, vec3(0), emptyMat);
HitRecord rec = HitRecord(vec3(0), vec3(0), emptyO, emptyMat, 0);
float t = findSceneIntersect(r, scene, rec);
int reflections = 0;
vec3 att = vec3(1, 1, 1);
for(int ref = 0; ref < MAX_REFLECTIONS; ref++){
if(t != -1){
vec3 tmpAtt = vec3(0);
if(scatter(r, rec, tmpAtt, r)){
att *= tmpAtt;
t = findSceneIntersect(r, scene, rec);
reflections++;
}else {
att *= tmpAtt;
t = -1;
}
}else {
color = backColor.xyz*att;
break;
}
}
return color;
}
void main(void){
HitRecord rec = HitRecord(vec3(0), vec3(0), Object(-1, vec3(0), 0, vec3(0), Material(-1, vec3(0))), Material(-1, vec3(1, 1, 1)), 0);
#if 1 //Reflection rendering
vec3 color = vec3(0);
for(int s = 0; s < MAX_AA; s++){
vec2 uv = uvPos+(vec2(randf(), randf())*2-1)/resolution;
color += calcColor(getRay(cam, uv));
}
outColor = vec4(color/MAX_AA, 1);
#else //Coloring based on normals
Ray r = getRay(cam, uvPos);
float t = findSceneIntersect(r, scene, rec);
if(t == -1){
outColor = backColor;
}else {
outColor = vec4(rec.n*0.5+0.5, 1);
}
#endif
}
Java code where I load and compile the shader (Using LWJGL):
private static int loadShader(String file, int type) {
System.out.println("Loading shader at path: " + file);
StringBuilder shaderSource = new StringBuilder();
try{
BufferedReader reader = new BufferedReader(new FileReader(file));
String line;
while((line = reader.readLine())!=null){
shaderSource.append(line).append("//\n");
}
reader.close();
}catch(IOException e){
e.printStackTrace();
System.exit(-1);
}
int shaderID = glCreateShader(type);
glShaderSource(shaderID, shaderSource);
glCompileShader(shaderID);
if(glGetShaderi(shaderID, GL_COMPILE_STATUS )== GL_FALSE){
System.out.println(glGetShaderInfoLog(shaderID, 500));
System.err.println("Could not compile shader!");
System.exit(-1);
}
return shaderID;
}
The function loadShader in my code does not give me any error as it does with syntax errors and doesn't exit the program, thus GL_COMPILE_STATUS
is not false.
I am fully aware nested for loops and my use of conditionals is far from efficient performance-wise, but I would expect it to be slow, not completely broken. I am running this on an Intel UHD 630, which according to https://www.intel.ca/content/www/ca/en/support/products/98909/graphics/graphics-for-7th-generation-intel-processors/intel-hd-graphics-630.html supports openGL 4.4. Therefore, according to GLSL maximum number of instructions, I should have access to 65536 instructions in my frag shader and fully dynamic branching. For these reasons, I don't think instruction limit is the problem and any help would be greatly appreciated. If you need any more information, I'll add it as soon as possible. If the CPU code is necessary, I can add it too, but I don't think it's the issue, as changing only the shader can trigger this bug.
Edit 1:
Both glGetShaderInfoLog
and glGetProgramInfoLog
return nothing when called after the program has been validated and linked.