Imported/adapted Mercury's lib
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shaders/lib/hg_sdf.glsl
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shaders/lib/hg_sdf.glsl
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////////////////////////////////////////////////////////////////
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//
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// HG_SDF
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//
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// GLSL LIBRARY FOR BUILDING SIGNED DISTANCE BOUNDS
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//
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// version 2016-01-10
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//
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// Check http://mercury.sexy/hg_sdf for updates
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// and usage examples. Send feedback to spheretracing@mercury.sexy.
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//
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// Brought to you by MERCURY http://mercury.sexy
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//
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//
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//
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// Released as Creative Commons Attribution-NonCommercial (CC BY-NC)
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//
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////////////////////////////////////////////////////////////////
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//
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// How to use this:
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//
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// 1. Build some system to #include glsl files in each other.
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// Include this one at the very start. Or just paste everywhere.
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// 2. Build a sphere tracer. See those papers:
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// * "Sphere Tracing" http://graphics.cs.illinois.edu/sites/default/files/zeno.pdf
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// * "Enhanced Sphere Tracing" http://lgdv.cs.fau.de/get/2234
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// The Raymnarching Toolbox Thread on pouet can be helpful as well
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// http://www.pouet.net/topic.php?which=7931&page=1
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// and contains links to many more resources.
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// 3. Use the tools in this library to build your distance bound f().
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// 4. ???
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// 5. Win a compo.
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//
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// (6. Buy us a beer or a good vodka or something, if you like.)
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//
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////////////////////////////////////////////////////////////////
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//
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// Table of Contents:
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//
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// * Helper functions and macros
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// * Collection of some primitive objects
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// * Domain Manipulation operators
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// * Object combination operators
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//
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////////////////////////////////////////////////////////////////
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//
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// Why use this?
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//
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// The point of this lib is that everything is structured according
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// to patterns that we ended up using when building geometry.
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// It makes it more easy to write code that is reusable and that somebody
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// else can actually understand. Especially code on Shadertoy (which seems
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// to be what everybody else is looking at for "inspiration") tends to be
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// really ugly. So we were forced to do something about the situation and
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// release this lib ;)
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//
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// Everything in here can probably be done in some better way.
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// Please experiment. We'd love some feedback, especially if you
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// use it in a scene production.
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//
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// The main patterns for building geometry this way are:
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// * Stay Lipschitz continuous. That means: don't have any distance
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// gradient larger than 1. Try to be as close to 1 as possible -
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// Distances are euclidean distances, don't fudge around.
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// Underestimating distances will happen. That's why calling
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// it a "distance bound" is more correct. Don't ever multiply
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// distances by some value to "fix" a Lipschitz continuity
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// violation. The invariant is: each fSomething() function returns
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// a correct distance bound.
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// * Use very few primitives and combine them as building blocks
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// using combine opertors that preserve the invariant.
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// * Multiply objects by repeating the domain (space).
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// If you are using a loop inside your distance function, you are
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// probably doing it wrong (or you are building boring fractals).
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// * At right-angle intersections between objects, build a new local
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// coordinate system from the two distances to combine them in
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// interesting ways.
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// * As usual, there are always times when it is best to not follow
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// specific patterns.
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//
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////////////////////////////////////////////////////////////////
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//
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// FAQ
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//
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// Q: Why is there no sphere tracing code in this lib?
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// A: Because our system is way too complex and always changing.
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// This is the constant part. Also we'd like everyone to
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// explore for themselves.
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//
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// Q: This does not work when I paste it into Shadertoy!!!!
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// A: Yes. It is GLSL, not GLSL ES. We like real OpenGL
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// because it has way more features and is more likely
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// to work compared to browser-based WebGL. We recommend
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// you consider using OpenGL for your productions. Most
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// of this can be ported easily though.
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//
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// Q: How do I material?
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// A: We recommend something like this:
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// Write a material ID, the distance and the local coordinate
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// p into some global variables whenever an object's distance is
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// smaller than the stored distance. Then, at the end, evaluate
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// the material to get color, roughness, etc., and do the shading.
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//
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// Q: I found an error. Or I made some function that would fit in
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// in this lib. Or I have some suggestion.
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// A: Awesome! Drop us a mail at spheretracing@mercury.sexy.
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//
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// Q: Why is this not on github?
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// A: Because we were too lazy. If we get bugged about it enough,
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// we'll do it.
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//
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// Q: Your license sucks for me.
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// A: Oh. What should we change it to?
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//
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// Q: I have trouble understanding what is going on with my distances.
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// A: Some visualization of the distance field helps. Try drawing a
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// plane that you can sweep through your scene with some color
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// representation of the distance field at each point and/or iso
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// lines at regular intervals. Visualizing the length of the
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// gradient (or better: how much it deviates from being equal to 1)
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// is immensely helpful for understanding which parts of the
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// distance field are broken.
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//
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////////////////////////////////////////////////////////////////
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//! type library
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//! include lib/utils.glsl
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////////////////////////////////////////////////////////////////
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//
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// PRIMITIVE DISTANCE FUNCTIONS
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//
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////////////////////////////////////////////////////////////////
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//
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// Conventions:
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//
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// Everything that is a distance function is called fSomething.
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// The first argument is always a point in 2 or 3-space called <p>.
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// Unless otherwise noted, (if the object has an intrinsic "up"
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// side or direction) the y axis is "up" and the object is
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// centered at the origin.
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//
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////////////////////////////////////////////////////////////////
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float HG_fSphere(vec3 p, float r) {
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return length(p) - r;
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}
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// Plane with normal n (n is normalized) at some distance from the origin
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float HG_fPlane(vec3 p, vec3 n, float distanceFromOrigin) {
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return dot(p, n) + distanceFromOrigin;
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}
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// Cheap Box: distance to corners is overestimated
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float HG_fBoxCheap(vec3 p, vec3 b) { //cheap box
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return M_VecMax(abs(p) - b);
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}
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// Box: correct distance to corners
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float HG_fBox(vec3 p, vec3 b) {
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vec3 d = abs(p) - b;
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return length(max(d, vec3(0))) + M_VecMax(min(d, vec3(0)));
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}
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// Same as above, but in two dimensions (an endless box)
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float HG_fBox2Cheap(vec2 p, vec2 b) {
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return M_VecMax(abs(p)-b);
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}
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float HG_fBox2(vec2 p, vec2 b) {
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vec2 d = abs(p) - b;
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return length(max(d, vec2(0))) + M_VecMax(min(d, vec2(0)));
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}
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// Endless "corner"
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float HG_fCorner (vec2 p) {
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return length(max(p, vec2(0))) + M_VecMax(min(p, vec2(0)));
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}
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// Blobby ball object. You've probably seen it somewhere. This is not a correct distance bound, beware.
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float HG_fBlob(vec3 p) {
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p = abs(p);
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if (p.x < max(p.y, p.z)) p = p.yzx;
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if (p.x < max(p.y, p.z)) p = p.yzx;
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float b = max(max(max(
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dot(p, normalize(vec3(1, 1, 1))),
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dot(p.xz, normalize(vec2(PHI+1, 1)))),
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dot(p.yx, normalize(vec2(1, PHI)))),
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dot(p.xz, normalize(vec2(1, PHI))));
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float l = length(p);
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return l - 1.5 - 0.2 * (1.5 / 2)* cos(min(sqrt(1.01 - b / l)*(PI / 0.25), PI));
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}
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// Cylinder standing upright on the xz plane
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float HG_fCylinder(vec3 p, float r, float height) {
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float d = length(p.xz) - r;
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d = max(d, abs(p.y) - height);
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return d;
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}
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// Capsule: A Cylinder with round caps on both sides
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float HG_fCapsule(vec3 p, float r, float c) {
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return mix(length(p.xz) - r, length(vec3(p.x, abs(p.y) - c, p.z)) - r, step(c, abs(p.y)));
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}
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// Distance to line segment between <a> and <b>, used for fCapsule() version 2below
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float HG_fLineSegment(vec3 p, vec3 a, vec3 b) {
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vec3 ab = b - a;
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float t = M_Saturate(dot(p - a, ab) / dot(ab, ab));
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return length((ab*t + a) - p);
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}
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// Capsule version 2: between two end points <a> and <b> with radius r
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float HG_fCapsule(vec3 p, vec3 a, vec3 b, float r) {
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return HG_fLineSegment(p, a, b) - r;
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}
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// Torus in the XZ-plane
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float HG_fTorus(vec3 p, float smallRadius, float largeRadius) {
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return length(vec2(length(p.xz) - largeRadius, p.y)) - smallRadius;
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}
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// A circle line. Can also be used to make a torus by subtracting the smaller radius of the torus.
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float HG_fCircle(vec3 p, float r) {
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float l = length(p.xz) - r;
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return length(vec2(p.y, l));
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}
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// A circular disc with no thickness (i.e. a cylinder with no height).
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// Subtract some value to make a flat disc with rounded edge.
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float HG_fDisc(vec3 p, float r) {
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float l = length(p.xz) - r;
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return l < 0 ? abs(p.y) : length(vec2(p.y, l));
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}
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// Hexagonal prism, circumcircle variant
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float HG_fHexagonCircumcircle(vec3 p, vec2 h) {
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vec3 q = abs(p);
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return max(q.y - h.y, max(q.x*sqrt(3)*0.5 + q.z*0.5, q.z) - h.x);
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//this is mathematically equivalent to this line, but less efficient:
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//return max(q.y - h.y, max(dot(vec2(cos(PI/3), sin(PI/3)), q.zx), q.z) - h.x);
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}
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// Hexagonal prism, incircle variant
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float HG_fHexagonIncircle(vec3 p, vec2 h) {
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return HG_fHexagonCircumcircle(p, vec2(h.x*sqrt(3)*0.5, h.y));
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}
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// Cone with correct distances to tip and base circle. Y is up, 0 is in the middle of the base.
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float HG_fCone(vec3 p, float radius, float height) {
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vec2 q = vec2(length(p.xz), p.y);
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vec2 tip = q - vec2(0, height);
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vec2 mantleDir = normalize(vec2(height, radius));
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float mantle = dot(tip, mantleDir);
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float d = max(mantle, -q.y);
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float projected = dot(tip, vec2(mantleDir.y, -mantleDir.x));
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// distance to tip
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if ((q.y > height) && (projected < 0)) {
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d = max(d, length(tip));
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}
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// distance to base ring
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if ((q.x > radius) && (projected > length(vec2(height, radius)))) {
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d = max(d, length(q - vec2(radius, 0)));
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}
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return d;
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}
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//
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// "Generalized Distance Functions" by Akleman and Chen.
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// see the Paper at https://www.viz.tamu.edu/faculty/ergun/research/implicitmodeling/papers/sm99.pdf
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//
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// This set of constants is used to construct a large variety of geometric primitives.
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// Indices are shifted by 1 compared to the paper because we start counting at Zero.
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// Some of those are slow whenever a driver decides to not unroll the loop,
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// which seems to happen for fIcosahedron und fTruncatedIcosahedron on nvidia 350.12 at least.
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// Specialized implementations can well be faster in all cases.
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//
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const vec3 HG_GDFVectors[19] = vec3[](
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normalize(vec3(1, 0, 0)),
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normalize(vec3(0, 1, 0)),
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normalize(vec3(0, 0, 1)),
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normalize(vec3(1, 1, 1 )),
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normalize(vec3(-1, 1, 1)),
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normalize(vec3(1, -1, 1)),
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normalize(vec3(1, 1, -1)),
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normalize(vec3(0, 1, PHI+1)),
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normalize(vec3(0, -1, PHI+1)),
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normalize(vec3(PHI+1, 0, 1)),
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normalize(vec3(-PHI-1, 0, 1)),
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normalize(vec3(1, PHI+1, 0)),
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normalize(vec3(-1, PHI+1, 0)),
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normalize(vec3(0, PHI, 1)),
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normalize(vec3(0, -PHI, 1)),
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normalize(vec3(1, 0, PHI)),
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normalize(vec3(-1, 0, PHI)),
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normalize(vec3(PHI, 1, 0)),
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normalize(vec3(-PHI, 1, 0))
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);
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// Version with variable exponent.
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// This is slow and does not produce correct distances, but allows for bulging of objects.
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float HG_fGDF(vec3 p, float r, float e, int begin, int end) {
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float d = 0;
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for (int i = begin; i <= end; ++i)
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d += pow(abs(dot(p, HG_GDFVectors[i])), e);
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return pow(d, 1/e) - r;
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}
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// Version with without exponent, creates objects with sharp edges and flat faces
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float HG_fGDF(vec3 p, float r, int begin, int end) {
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float d = 0;
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for (int i = begin; i <= end; ++i)
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d = max(d, abs(dot(p, HG_GDFVectors[i])));
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return d - r;
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}
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// Primitives follow:
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float HG_fOctahedron(vec3 p, float r, float e) {
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return HG_fGDF(p, r, e, 3, 6);
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}
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float HG_fDodecahedron(vec3 p, float r, float e) {
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return HG_fGDF(p, r, e, 13, 18);
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}
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float HG_fIcosahedron(vec3 p, float r, float e) {
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return HG_fGDF(p, r, e, 3, 12);
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}
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float HG_fTruncatedOctahedron(vec3 p, float r, float e) {
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return HG_fGDF(p, r, e, 0, 6);
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}
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float HG_fTruncatedIcosahedron(vec3 p, float r, float e) {
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return HG_fGDF(p, r, e, 3, 18);
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}
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float HG_fOctahedron(vec3 p, float r) {
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return HG_fGDF(p, r, 3, 6);
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}
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float HG_fDodecahedron(vec3 p, float r) {
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return HG_fGDF(p, r, 13, 18);
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}
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float HG_fIcosahedron(vec3 p, float r) {
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return HG_fGDF(p, r, 3, 12);
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}
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float HG_fTruncatedOctahedron(vec3 p, float r) {
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return HG_fGDF(p, r, 0, 6);
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}
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float HG_fTruncatedIcosahedron(vec3 p, float r) {
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return HG_fGDF(p, r, 3, 18);
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}
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////////////////////////////////////////////////////////////////
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//
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// DOMAIN MANIPULATION OPERATORS
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//
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////////////////////////////////////////////////////////////////
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//
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// Conventions:
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//
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// Everything that modifies the domain is named pSomething.
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//
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// Many operate only on a subset of the three dimensions. For those,
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// you must choose the dimensions that you want manipulated
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// by supplying e.g. <p.x> or <p.zx>
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//
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// <inout p> is always the first argument and modified in place.
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//
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// Many of the operators partition space into cells. An identifier
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// or cell index is returned, if possible. This return value is
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// intended to be optionally used e.g. as a random seed to change
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// parameters of the distance functions inside the cells.
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//
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// Unless stated otherwise, for cell index 0, <p> is unchanged and cells
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// are centered on the origin so objects don't have to be moved to fit.
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//
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//
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////////////////////////////////////////////////////////////////
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// Rotate around a coordinate axis (i.e. in a plane perpendicular to that axis) by angle <a>.
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// Read like this: R(p.xz, a) rotates "x towards z".
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// This is fast if <a> is a compile-time constant and slower (but still practical) if not.
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void HG_pR(inout vec2 p, float a) {
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p = cos(a)*p + sin(a)*vec2(p.y, -p.x);
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}
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// Shortcut for 45-degrees rotation
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void HG_pR45(inout vec2 p) {
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p = (p + vec2(p.y, -p.x))*sqrt(0.5);
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}
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// Repeat space along one axis. Use like this to repeat along the x axis:
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// <float cell = HG_pMod1(p.x,5);> - using the return value is optional.
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float HG_pMod1(inout float p, float size) {
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float halfsize = size*0.5;
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float c = floor((p + halfsize)/size);
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p = mod(p + halfsize, size) - halfsize;
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return c;
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}
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// Same, but mirror every second cell so they match at the boundaries
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float HG_pModMirror1(inout float p, float size) {
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float halfsize = size*0.5;
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float c = floor((p + halfsize)/size);
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p = mod(p + halfsize,size) - halfsize;
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p *= mod(c, 2.0)*2 - 1;
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return c;
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}
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// Repeat the domain only in positive direction. Everything in the negative half-space is unchanged.
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float HG_pModSingle1(inout float p, float size) {
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float halfsize = size*0.5;
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float c = floor((p + halfsize)/size);
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if (p >= 0)
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p = mod(p + halfsize, size) - halfsize;
|
||||
return c;
|
||||
}
|
||||
|
||||
// Repeat only a few times: from indices <start> to <stop> (similar to above, but more flexible)
|
||||
float HG_pModInterval1(inout float p, float size, float start, float stop) {
|
||||
float halfsize = size*0.5;
|
||||
float c = floor((p + halfsize)/size);
|
||||
p = mod(p+halfsize, size) - halfsize;
|
||||
if (c > stop) { //yes, this might not be the best thing numerically.
|
||||
p += size*(c - stop);
|
||||
c = stop;
|
||||
}
|
||||
if (c <start) {
|
||||
p += size*(c - start);
|
||||
c = start;
|
||||
}
|
||||
return c;
|
||||
}
|
||||
|
||||
|
||||
// Repeat around the origin by a fixed angle.
|
||||
// For easier use, num of repetitions is use to specify the angle.
|
||||
float HG_pModPolar(inout vec2 p, float repetitions) {
|
||||
float angle = 2*PI/repetitions;
|
||||
float a = atan(p.y, p.x) + angle/2.;
|
||||
float r = length(p);
|
||||
float c = floor(a/angle);
|
||||
a = mod(a,angle) - angle/2.;
|
||||
p = vec2(cos(a), sin(a))*r;
|
||||
// For an odd number of repetitions, fix cell index of the cell in -x direction
|
||||
// (cell index would be e.g. -5 and 5 in the two halves of the cell):
|
||||
if (abs(c) >= (repetitions/2)) c = abs(c);
|
||||
return c;
|
||||
}
|
||||
|
||||
// Repeat in two dimensions
|
||||
vec2 HG_pMod2(inout vec2 p, vec2 size) {
|
||||
vec2 c = floor((p + size*0.5)/size);
|
||||
p = mod(p + size*0.5,size) - size*0.5;
|
||||
return c;
|
||||
}
|
||||
|
||||
// Same, but mirror every second cell so all boundaries match
|
||||
vec2 HG_pModMirror2(inout vec2 p, vec2 size) {
|
||||
vec2 halfsize = size*0.5;
|
||||
vec2 c = floor((p + halfsize)/size);
|
||||
p = mod(p + halfsize, size) - halfsize;
|
||||
p *= mod(c,vec2(2))*2 - vec2(1);
|
||||
return c;
|
||||
}
|
||||
|
||||
// Same, but mirror every second cell at the diagonal as well
|
||||
vec2 HG_pModGrid2(inout vec2 p, vec2 size) {
|
||||
vec2 c = floor((p + size*0.5)/size);
|
||||
p = mod(p + size*0.5, size) - size*0.5;
|
||||
p *= mod(c,vec2(2))*2 - vec2(1);
|
||||
p -= size/2;
|
||||
if (p.x > p.y) p.xy = p.yx;
|
||||
return floor(c/2);
|
||||
}
|
||||
|
||||
// Repeat in three dimensions
|
||||
vec3 HG_pMod3(inout vec3 p, vec3 size) {
|
||||
vec3 c = floor((p + size*0.5)/size);
|
||||
p = mod(p + size*0.5, size) - size*0.5;
|
||||
return c;
|
||||
}
|
||||
|
||||
// Mirror at an axis-aligned plane which is at a specified distance <dist> from the origin.
|
||||
float HG_pMirror (inout float p, float dist) {
|
||||
float s = M_Sign(p);
|
||||
p = abs(p)-dist;
|
||||
return s;
|
||||
}
|
||||
|
||||
// Mirror in both dimensions and at the diagonal, yielding one eighth of the space.
|
||||
// translate by dist before mirroring.
|
||||
vec2 HG_pMirrorOctant (inout vec2 p, vec2 dist) {
|
||||
vec2 s = M_Sign(p);
|
||||
HG_pMirror(p.x, dist.x);
|
||||
HG_pMirror(p.y, dist.y);
|
||||
if (p.y > p.x)
|
||||
p.xy = p.yx;
|
||||
return s;
|
||||
}
|
||||
|
||||
// Reflect space at a plane
|
||||
float HG_pReflect(inout vec3 p, vec3 planeNormal, float offset) {
|
||||
float t = dot(p, planeNormal)+offset;
|
||||
if (t < 0) {
|
||||
p = p - (2*t)*planeNormal;
|
||||
}
|
||||
return M_Sign(t);
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// OBJECT COMBINATION OPERATORS
|
||||
//
|
||||
////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// We usually need the following boolean operators to combine two objects:
|
||||
// Union: OR(a,b)
|
||||
// Intersection: AND(a,b)
|
||||
// Difference: AND(a,!b)
|
||||
// (a and b being the distances to the objects).
|
||||
//
|
||||
// The trivial implementations are min(a,b) for union, max(a,b) for intersection
|
||||
// and max(a,-b) for difference. To combine objects in more interesting ways to
|
||||
// produce rounded edges, chamfers, stairs, etc. instead of plain sharp edges we
|
||||
// can use combination operators. It is common to use some kind of "smooth minimum"
|
||||
// instead of min(), but we don't like that because it does not preserve Lipschitz
|
||||
// continuity in many cases.
|
||||
//
|
||||
// Naming convention: since they return a distance, they are called fOpSomething.
|
||||
// The different flavours usually implement all the boolean operators above
|
||||
// and are called fOpUnionRound, fOpIntersectionRound, etc.
|
||||
//
|
||||
// The basic idea: Assume the object surfaces intersect at a right angle. The two
|
||||
// distances <a> and <b> constitute a new local two-dimensional coordinate system
|
||||
// with the actual intersection as the origin. In this coordinate system, we can
|
||||
// evaluate any 2D distance function we want in order to shape the edge.
|
||||
//
|
||||
// The operators below are just those that we found useful or interesting and should
|
||||
// be seen as examples. There are infinitely more possible operators.
|
||||
//
|
||||
// They are designed to actually produce correct distances or distance bounds, unlike
|
||||
// popular "smooth minimum" operators, on the condition that the gradients of the two
|
||||
// SDFs are at right angles. When they are off by more than 30 degrees or so, the
|
||||
// Lipschitz condition will no longer hold (i.e. you might get artifacts). The worst
|
||||
// case is parallel surfaces that are close to each other.
|
||||
//
|
||||
// Most have a float argument <r> to specify the radius of the feature they represent.
|
||||
// This should be much smaller than the object size.
|
||||
//
|
||||
// Some of them have checks like "if ((-a < r) && (-b < r))" that restrict
|
||||
// their influence (and computation cost) to a certain area. You might
|
||||
// want to lift that restriction or enforce it. We have left it as comments
|
||||
// in some cases.
|
||||
//
|
||||
// usage example:
|
||||
//
|
||||
// float fTwoBoxes(vec3 p) {
|
||||
// float box0 = fBox(p, vec3(1));
|
||||
// float box1 = fBox(p-vec3(1), vec3(1));
|
||||
// return fOpUnionChamfer(box0, box1, 0.2);
|
||||
// }
|
||||
//
|
||||
////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
// The "Chamfer" flavour makes a 45-degree chamfered edge (the diagonal of a square of size <r>):
|
||||
float HG_fOpUnionChamfer(float a, float b, float r) {
|
||||
return min(min(a, b), (a - r + b)*sqrt(0.5));
|
||||
}
|
||||
|
||||
// Intersection has to deal with what is normally the inside of the resulting object
|
||||
// when using union, which we normally don't care about too much. Thus, intersection
|
||||
// implementations sometimes differ from union implementations.
|
||||
float HG_fOpIntersectionChamfer(float a, float b, float r) {
|
||||
return max(max(a, b), (a + r + b)*sqrt(0.5));
|
||||
}
|
||||
|
||||
// Difference can be built from Intersection or Union:
|
||||
float HG_fOpDifferenceChamfer (float a, float b, float r) {
|
||||
return HG_fOpIntersectionChamfer(a, -b, r);
|
||||
}
|
||||
|
||||
// The "Round" variant uses a quarter-circle to join the two objects smoothly:
|
||||
float HG_fOpUnionRound(float a, float b, float r) {
|
||||
vec2 u = max(vec2(r - a,r - b), vec2(0));
|
||||
return max(r, min (a, b)) - length(u);
|
||||
}
|
||||
|
||||
float HG_fOpIntersectionRound(float a, float b, float r) {
|
||||
vec2 u = max(vec2(r + a,r + b), vec2(0));
|
||||
return min(-r, max (a, b)) + length(u);
|
||||
}
|
||||
|
||||
float HG_fOpDifferenceRound (float a, float b, float r) {
|
||||
return HG_fOpIntersectionRound(a, -b, r);
|
||||
}
|
||||
|
||||
|
||||
// The "Columns" flavour makes n-1 circular columns at a 45 degree angle:
|
||||
float HG_fOpUnionColumns(float a, float b, float r, float n) {
|
||||
if ((a < r) && (b < r)) {
|
||||
vec2 p = vec2(a, b);
|
||||
float columnradius = r*sqrt(2)/((n-1)*2+sqrt(2));
|
||||
HG_pR45(p);
|
||||
p.x -= sqrt(2)/2*r;
|
||||
p.x += columnradius*sqrt(2);
|
||||
if (mod(n,2) == 1) {
|
||||
p.y += columnradius;
|
||||
}
|
||||
// At this point, we have turned 45 degrees and moved at a point on the
|
||||
// diagonal that we want to place the columns on.
|
||||
// Now, repeat the domain along this direction and place a circle.
|
||||
HG_pMod1(p.y, columnradius*2);
|
||||
float result = length(p) - columnradius;
|
||||
result = min(result, p.x);
|
||||
result = min(result, a);
|
||||
return min(result, b);
|
||||
} else {
|
||||
return min(a, b);
|
||||
}
|
||||
}
|
||||
|
||||
float HG_fOpDifferenceColumns(float a, float b, float r, float n) {
|
||||
a = -a;
|
||||
float m = min(a, b);
|
||||
//avoid the expensive computation where not needed (produces discontinuity though)
|
||||
if ((a < r) && (b < r)) {
|
||||
vec2 p = vec2(a, b);
|
||||
float columnradius = r*sqrt(2)/n/2.0;
|
||||
columnradius = r*sqrt(2)/((n-1)*2+sqrt(2));
|
||||
|
||||
HG_pR45(p);
|
||||
p.y += columnradius;
|
||||
p.x -= sqrt(2)/2*r;
|
||||
p.x += -columnradius*sqrt(2)/2;
|
||||
|
||||
if (mod(n,2) == 1) {
|
||||
p.y += columnradius;
|
||||
}
|
||||
HG_pMod1(p.y,columnradius*2);
|
||||
|
||||
float result = -length(p) + columnradius;
|
||||
result = max(result, p.x);
|
||||
result = min(result, a);
|
||||
return -min(result, b);
|
||||
} else {
|
||||
return -m;
|
||||
}
|
||||
}
|
||||
|
||||
float fOpIntersectionColumns(float a, float b, float r, float n) {
|
||||
return HG_fOpDifferenceColumns(a,-b,r, n);
|
||||
}
|
||||
|
||||
// The "Stairs" flavour produces n-1 steps of a staircase:
|
||||
// much less stupid version by paniq
|
||||
float HG_fOpUnionStairs(float a, float b, float r, float n) {
|
||||
float s = r/n;
|
||||
float u = b-r;
|
||||
return min(min(a,b), 0.5 * (u + a + abs ((mod (u - a + s, 2 * s)) - s)));
|
||||
}
|
||||
|
||||
// We can just call Union since stairs are symmetric.
|
||||
float fOpIntersectionStairs(float a, float b, float r, float n) {
|
||||
return -HG_fOpUnionStairs(-a, -b, r, n);
|
||||
}
|
||||
|
||||
float fOpDifferenceStairs(float a, float b, float r, float n) {
|
||||
return -HG_fOpUnionStairs(-a, b, r, n);
|
||||
}
|
||||
|
||||
|
||||
// Similar to fOpUnionRound, but more lipschitz-y at acute angles
|
||||
// (and less so at 90 degrees). Useful when fudging around too much
|
||||
// by MediaMolecule, from Alex Evans' siggraph slides
|
||||
float HG_fOpUnionSoft(float a, float b, float r) {
|
||||
float e = max(r - abs(a - b), 0);
|
||||
return min(a, b) - e*e*0.25/r;
|
||||
}
|
||||
|
||||
|
||||
// produces a cylindical pipe that runs along the intersection.
|
||||
// No objects remain, only the pipe. This is not a boolean operator.
|
||||
float HG_fOpPipe(float a, float b, float r) {
|
||||
return length(vec2(a, b)) - r;
|
||||
}
|
||||
|
||||
// first object gets a v-shaped engraving where it intersect the second
|
||||
float HG_fOpEngrave(float a, float b, float r) {
|
||||
return max(a, (a + r - abs(b))*sqrt(0.5));
|
||||
}
|
||||
|
||||
// first object gets a capenter-style groove cut out
|
||||
float HG_fOpGroove(float a, float b, float ra, float rb) {
|
||||
return max(a, min(a + ra, rb - abs(b)));
|
||||
}
|
||||
|
||||
// first object gets a capenter-style tongue attached
|
||||
float HG_fOpTongue(float a, float b, float ra, float rb) {
|
||||
return min(a, max(a - ra, abs(b) - rb));
|
||||
}
|
|
@ -1,7 +1,9 @@
|
|||
//! type library
|
||||
|
||||
|
||||
const float PI = 3.14159265;
|
||||
const float PI = 3.1415926535;
|
||||
const float TAU = 2 * PI;
|
||||
const float PHI = sqrt( 5 ) * .5 + .5;
|
||||
|
||||
|
||||
// -----------------------------------------------------------------------------
|
||||
|
@ -42,3 +44,71 @@ float M_LengthSqr(
|
|||
{
|
||||
return dot( x , x );
|
||||
}
|
||||
|
||||
float M_Sqr(
|
||||
in float x )
|
||||
{
|
||||
return x * x;
|
||||
}
|
||||
|
||||
vec2 M_Sqr(
|
||||
in vec2 x )
|
||||
{
|
||||
return x * x;
|
||||
}
|
||||
|
||||
vec3 M_Sqr(
|
||||
in vec3 x )
|
||||
{
|
||||
return x * x;
|
||||
}
|
||||
|
||||
float M_Sign(
|
||||
in float x )
|
||||
{
|
||||
return ( x < 0 ) ? -1 : 1;
|
||||
}
|
||||
|
||||
vec2 M_Sign(
|
||||
in vec2 v )
|
||||
{
|
||||
return vec2( M_Sign( v.x ) , M_Sign( v.y ) );
|
||||
}
|
||||
|
||||
|
||||
float M_VecMax(
|
||||
in vec2 v )
|
||||
{
|
||||
return max( v.x , v.y );
|
||||
}
|
||||
|
||||
float M_VecMax(
|
||||
in vec3 v )
|
||||
{
|
||||
return max( M_VecMax( v.xy ) , v.z );
|
||||
}
|
||||
|
||||
float M_VecMax(
|
||||
in vec4 v )
|
||||
{
|
||||
return max( M_VecMax( v.xy ) , M_VecMax( v.zw ) );
|
||||
}
|
||||
|
||||
|
||||
float M_VecMin(
|
||||
in vec2 v )
|
||||
{
|
||||
return min( v.x , v.y );
|
||||
}
|
||||
|
||||
float M_VecMin(
|
||||
in vec3 v )
|
||||
{
|
||||
return min( M_VecMin( v.xy ) , v.z );
|
||||
}
|
||||
|
||||
float M_VecMin(
|
||||
in vec4 v )
|
||||
{
|
||||
return min( M_VecMin( v.xy ) , M_VecMin( v.zw ) );
|
||||
}
|
||||
|
|
|
@ -2,6 +2,8 @@
|
|||
//! type fragment
|
||||
|
||||
//! include chunks/raymarcher.glsl
|
||||
//! include lib/hg_sdf.glsl
|
||||
|
||||
//! include lib/shading-pbr.glsl
|
||||
//! include lib/shading-blinnphong.glsl
|
||||
//! include lib/fog.glsl
|
||||
|
|
Loading…
Reference in a new issue