Imported basic raymarcher code
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28088760b9
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3 changed files with 182 additions and 1 deletions
4
Makefile
4
Makefile
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@ -4,7 +4,9 @@ CPPFLAGS += -I. -Iimgui -Iglm \
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-DREAL_BUILD -DGLM_ENABLE_EXPERIMENTAL
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LIBS += $(shell sdl2-config --libs) -lGL -lGLEW -ldl
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FILEDUMPS =
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FILEDUMPS = \
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fd-raymarch-header.glsl.h \
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fd-raymarcher.glsl.h
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IMGUI = imgui.o imgui_demo.o imgui_draw.o
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DEMO = \
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22
raymarch-header.glsl
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22
raymarch-header.glsl
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@ -0,0 +1,22 @@
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#version 450
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layout( location = 0 ) uniform float u_Time;
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layout( location = 1 ) uniform vec2 u_Resolution;
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layout( location = 2 ) uniform vec3 u_CamPos;
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layout( location = 3 ) uniform vec3 u_LookAt;
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layout( location = 4 ) uniform vec3 u_CamUp;
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layout( location = 5 ) uniform float u_NearPlane;
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layout( location = 6 ) uniform vec3 u_LightDir;
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layout( location = 7 ) uniform vec4 u_Render;
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vec3 camPos , lookAt , camUp;
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float nearPlane;
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out vec4 color;
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void setCamFromUniforms( ) {
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camPos = u_CamPos;
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lookAt = u_LookAt;
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camUp = u_CamUp;
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nearPlane = u_NearPlane;
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}
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157
raymarcher.glsl
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157
raymarcher.glsl
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@ -0,0 +1,157 @@
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vec3 getNormal( vec3 pos )
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{
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vec2 v = vec2( .01 , 0 );
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return normalize( vec3(
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map( pos + v.xyy ).x - map( pos - v.xyy ).x ,
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map( pos + v.yxy ).x - map( pos - v.xyx ).x ,
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map( pos + v.yyx ).x - map( pos - v.yyx ).x ) );
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}
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// -----------------------------------------------------------------------------
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vec3 march( vec3 o , vec3 d , int steps , float factor )
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{
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int i = 0;
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float dist = .01 , mat = -1;
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for ( ; i < steps ; ++ i ) {
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vec2 res = map( o + d * dist );
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if ( abs( res.x ) < u_Render.z || dist > u_Render.w ) {
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break;
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}
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dist += res.x * factor;
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mat = res.y;
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}
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return vec3( dist , dist >= u_Render.w ? -1 : mat , i );
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}
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// -----------------------------------------------------------------------------
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/*
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float computeIsolines( in float value , in float dist )
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{
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float f0 = u_DebugPlaneLines.w , f1 = f0 * f0 , f2 = f1 * f0;
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vec3 iso = vec3(
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fract( value * f0 ) * 2 - 1 ,
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fract( value * f1 ) * 2 - 1 ,
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fract( value * f2 ) * 2 - 1 );
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iso = pow( abs( iso ) , 100 / vec3( f0 , f1 , f2 ) )
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* pow( 1 - dist * .02 , 8 );
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return mix( mix( iso.z , iso.y , step( 1 / f1 , value ) ) ,
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iso.x , step( 1 / f0 , value ) );
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}
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*/
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// -----------------------------------------------------------------------------
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void main( )
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{
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setCamFromUniforms( );
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int dispMode = ( u_DebugFeatures.x >> 3 ) & 3;
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vec2 uv = ( gl_FragCoord.xy / u_Resolution ) * 2 - 1;
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vec3 camDir = normalize( lookAt - camPos );
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vec3 side = normalize( cross( camUp , camDir ) );
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vec3 up = normalize( cross( camDir , side ) );
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vec3 rayDir = normalize( camDir * nearPlane
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+ uv.x * side * u_Resolution.x / u_Resolution.y
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+ uv.y * up );
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vec3 r = march( camPos , rayDir , int( u_Render.x ) , u_Render.y );
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vec3 hitPos = camPos + rayDir * r.x;
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vec3 bc = vec3( 1. );
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vec3 hvec = normalize( rayDir - u_LightDir ) ,
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norm = getNormal( hitPos );
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float ndotl = dot( norm , -normalize( u_LightDir ) ) ,
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ndoth = dot( norm , hvec );
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float si = pow( clamp( ndoth , 0 , 1 ) , 4 ) ,
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di = .6 + .3 * clamp( ndotl , 0 , 1 );
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bc = mix( bc * di , vec3( 1. ) , si );
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color = vec4( bc , 1 );
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/*
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if ( r.y == -2 ) {
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// Debug plane
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float v = map( hitPos ).x;
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vec3 pc = mix( mix( mix(
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vec3( .4 , .05 , .4 ) ,
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vec3( .6 , .2 , .2 ) ,
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smoothstep( 0 , 1 , v ) ) ,
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vec3( 1 , .8 , .4 ) ,
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smoothstep( 1 , 2 , v ) ) ,
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vec3( 1 ) , smoothstep( 2 , 3 , v ) );
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color = vec4( mix( pc , u_DebugPlaneLines.rgb ,
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computeIsolines( v , r.x ) ) , 1 );
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} else if ( r.y == -1 ) {
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color = vec4( 0 , 0 , 0 , 1 );
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} else {
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// Base color
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vec3 bc;
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if ( dispMode == 1 ) {
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// Single color mode
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bc = u_ObjColor;
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} else if ( dispMode == 2 ) {
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// Iterations
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bc = mix( u_ObjColor , u_ObjColor2 , r.z / u_Render.x );
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} else {
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// Distance
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bc = mix( u_ObjColor , u_ObjColor2 , r.x / u_Render.w );
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}
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// Grid
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if ( ( u_DebugFeatures.x & 0x04 ) != 0 ) {
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vec3 hpf = fract( hitPos / u_DebugGrid.x ) * 2 - 1;
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hpf = 1 - smoothstep( vec3( 1 - .01 / u_DebugGrid.x ) ,
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vec3( 1 ) , abs( hpf ) );
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bc = mix( u_DebugGrid.yzw , bc ,
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hpf.x * hpf.y * hpf.z );
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}
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if ( ( u_DebugFeatures & 0x20 ) != 0 ) {
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vec3 hvec = normalize( rayDir - u_LightDir ) ,
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norm = getNormal( hitPos );
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float ndotl = dot( norm , -normalize( u_LightDir ) ) ,
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ndoth = dot( norm , hvec );
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float si = pow( clamp( ndoth , 0 , 1 ) , 4 ) ,
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di = .6 + .3 * clamp( ndotl , 0 , 1 );
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bc = mix( bc * di , vec3( u_ObjColor ) , si );
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}
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color = vec4( bc , 1 );
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}
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*/
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// Translucent isolines
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/*
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if ( ( u_DebugFeatures.x & 3 ) == 2 ) {
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float pint = dot( rayDir , u_DebugPlane.xyz );
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if ( abs( pint ) > .0001 ) {
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float pdist = u_DebugPlane.w - .5 * u_DebugPlaneTrans.x * u_DebugPlaneTrans.y;
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float cpdotpn = dot( camPos , u_DebugPlane.xyz );
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int nbp = int( u_DebugPlaneTrans.x );
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for ( int i = 0 ; i < nbp ; i ++ ) {
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float t = ( pdist - cpdotpn ) / pint;
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if ( t > .0001 && ( t < r.x || r.y == -1. ) ) {
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float v = map( camPos + t * rayDir ).x;
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bool inside = v <= 0;
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vec3 col = inside
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? ( vec3(1) - u_DebugPlaneLines.rgb )
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: u_DebugPlaneLines.rgb;
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color.rgb += mix(
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vec3( .05 ) ,
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col * u_DebugPlaneTrans.w ,
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computeIsolines( v , t ) )
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* ( 1 - min( 1 , abs( v ) / u_DebugPlaneTrans.z ) );
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}
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pdist += u_DebugPlaneTrans.y;
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}
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}
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}
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*/
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}
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