diff --git a/shaders/lib/raymarching.glsl b/shaders/lib/raymarching.glsl index 645b294..21a574d 100644 --- a/shaders/lib/raymarching.glsl +++ b/shaders/lib/raymarching.glsl @@ -1,4 +1,5 @@ //! type library +//! include lib/utils.glsl vec2 RM_Map( in vec3 pos ); @@ -88,3 +89,60 @@ vec3 RM_Advanced( return vec3( cDist , -1 , steps ); } +float RM_TanPhi( + in vec2 uv , + in float pixelRadius ) +{ + // 1 / tan( FOV * PI / 360 ) + // u_NearPlane = 2 * tan( PI * ( 180 - FOV ) / 360 ); + // atan( u_NearPlane / 2 ) = PI * ( 180 - FOV ) / 360 + // = PI / 2 - PI * FOV / 360 + // atan( u_NearPlane / 2 ) - PI / 2 = - PI * FOV / 360 + // PI / 2 - atan( u_NearPlane / 2 ) = PI * FOV / 360 + // ... + // ... + // or we could just pass it as a fucking uniform + const float fov = PI * .5 - atan( u_NearPlane * .5 ); + + vec2 e = ( abs( uv.x ) > abs( uv.y ) ) + ? vec2( uv.x < 0 ? -1 : 1 , 0 ) + : vec2( 0 , uv.y < 0 ? -1 : 1 ); + + vec3 d = normalize( vec3( uv , -1 / tan( fov ) ) ) , + a = vec3( ( e + e.yx ) * pixelRadius + uv , + -1 / tan( fov ) ) , + b = vec3( ( e - e.yx ) * pixelRadius + uv , + -1 / tan( fov ) ) , + p2ca = a / dot( a , d ) , + p2cb = a / dot( b , d ) , + diff = p2cb - p2ca , + de = mix( p2ca , p2cb , M_Saturate( + dot( d - p2ca , diff ) / M_LengthSqr( diff ) ) ); + + float sinPhiSquared = M_LengthSqr( cross( d , normalize( de ) ) ); + return sqrt( sinPhiSquared / ( 1 - sinPhiSquared ) ); +} + +float RM_ErrFunc( + in vec3 origin , + in vec3 pos ) +{ + return 0; // FIXME +} + +vec3 RM_ReduceDiscontinuity( + in vec3 origin , + in vec3 rayDir , + in float hitDist , + in float tanPhi , + in int iterations ) +{ + vec3 hitPos = origin + hitDist * rayDir; + for ( int i = 0 ; i < iterations ; i ++ ) { + const float err = length( origin - hitPos ) * tanPhi; + hitPos = hitPos + rayDir * ( + RM_Map( hitPos ).x - tanPhi + ); + } + return hitPos; +} diff --git a/shaders/lib/utils.glsl b/shaders/lib/utils.glsl index 3ef367d..9d64c09 100644 --- a/shaders/lib/utils.glsl +++ b/shaders/lib/utils.glsl @@ -17,14 +17,28 @@ float M_Hash( // ----------------------------------------------------------------------------- float M_Luminosity( - in vec3 color ) + in vec3 color ) { return dot( color , vec3( .299 , .587 , .114 ) ); } vec3 M_NormalizeColor( - in vec3 color ) + in vec3 color ) { const float l = M_Luminosity( color ); return l > 0 ? ( color / l ) : vec3( 1 ); } + +// ----------------------------------------------------------------------------- + +float M_Saturate( + in float x ) +{ + return clamp( x , 0 , 1 ); +} + +float M_LengthSqr( + in vec3 x ) +{ + return dot( x , x ); +} diff --git a/shaders/scene.f.glsl b/shaders/scene.f.glsl index fd92d75..1609ed8 100644 --- a/shaders/scene.f.glsl +++ b/shaders/scene.f.glsl @@ -94,24 +94,26 @@ void main( ) + uv.x * side * u_Resolution.x / u_Resolution.y + uv.y * up ); + float tanPhi = RM_TanPhi( uv , u_Render.z ); + vec3 r = RM_Advanced( u_CamPos , rayDir , int( u_Render.x ) , u_Render.y , - u_Render.z , .001 , u_Render.w ); - vec3 hitPos = u_CamPos + rayDir * r.x; + /*u_Render.z */ tanPhi , .001 , u_Render.w ); const vec3 background = vec3( .005 ); vec3 bc = background; if ( r.y >= 0. ) { - const int midx = int( r.y ); + const vec3 hitPos = RM_ReduceDiscontinuity( + u_CamPos , rayDir , r.x , + tanPhi , 10 ); const vec3 normal = RM_GetNormal( hitPos ); + const int midx = int( r.y ); const vec3 sunlightDir = normalize( vec3( 0 , 1 , 1 ) ); const vec3 sunlightColor = vec3( 1 , 1 , .99 ) * .1; - const vec3 pl1Pos = vec3( 3 , 3 , 5 ); const vec3 pl1Color = vec3( 1 , .7 , .8 ); const float pl1Power = 20; - const vec3 pl2Pos = vec3( -3 , -3 , 5 ); const vec3 pl2Color = vec3( .6 , 1 , .8 ); const float pl2Power = 20;