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18 Commits
1de2dae223
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master
| Author | SHA1 | Date | |
|---|---|---|---|
| 8c62ce6bce | |||
| 1e918d5370 | |||
| a2ba43fe79 | |||
| dbca360da2 | |||
| 627380e3e2 | |||
| 12315d2791 | |||
| 7cafe6544b | |||
| 545708571d | |||
| 4f71ecfd6d | |||
| 4a57bb1357 | |||
| a6cad08505 | |||
| b5f6758400 | |||
| 8349039167 | |||
| 053b13ed40 | |||
| c5b3c45d27 | |||
| e3df77e2ec | |||
| 8ae83ad7cd | |||
| 83fb5cd587 |
@@ -4,8 +4,13 @@ project(64kDemo VERSION 0.1
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DESCRIPTION "CPU SDF Renderer"
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LANGUAGES CXX)
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set (CMAKE_CXX_STANDARD 11)
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set(CMAKE_CXX_STANDARD_REQUIRED True)
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SET(CMAKE_CXX_FLAGS "-Os -s")
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add_executable(one main.cpp)
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target_link_libraries(one m glfw GLEW GL)
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find_package(glm REQUIRED)
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target_link_libraries(one m glfw GLEW GL glm::glm)
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40
PerformanceAnalyser.hpp
Normal file
40
PerformanceAnalyser.hpp
Normal file
@@ -0,0 +1,40 @@
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#include <GL/glew.h>
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#include <cmath>
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#include <iostream>
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class PerformanceAnalyser {
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private:
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double lastFrameTime = 0;
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int frameCount = 0;
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double timeAcc = 0;
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double lastFps = 0;
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public:
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PerformanceAnalyser(int framesToAcc = 10, bool autoPrint = true)
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: framesToAcc(framesToAcc), autoPrint(autoPrint) {};
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int framesToAcc;
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bool autoPrint;
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int getFPS() { return lastFps; }
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void update(float time) {
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timeAcc += (time - lastFrameTime);
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lastFrameTime = time;
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frameCount++;
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if (frameCount == framesToAcc) {
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lastFps = double(framesToAcc) / timeAcc;
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if (autoPrint) {
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std::cout << "Fps: " << std::round(lastFps * 10.0) * 0.1 << "\n"
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<< std::flush;
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}
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frameCount = 0;
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timeAcc = 0;
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}
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}
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};
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14
build.sh
Executable file
14
build.sh
Executable file
@@ -0,0 +1,14 @@
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#!/bin/bash
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cd build
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cmake --build .
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CMD="#!/bin/bash
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dd bs=1 skip=%s<\$0|unlzma>/tmp/C;chmod +x /tmp/C;trap '' HUP;/tmp/C&"
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COUNT=$(printf "$CMD" | wc -c)
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EXTRA=$(printf "$COUNT" | wc -c)
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COUNT=$((COUNT + EXTRA + 1))
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echo "$CMD" | sed 's/%s/'"$COUNT"'/' > two
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chmod +x two
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sstrip one
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lzma -9 one
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cat one.lzma >> two
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rm one.lzma
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25
main.cpp
25
main.cpp
@@ -1,20 +1,23 @@
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#include "FullScreenQuad.hpp"
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#include "PerformanceAnalyser.hpp"
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <cstdio>
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#include <iostream>
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const char *vertexShaderSource =
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#include "fsq.vs"
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#include "fsq.glsl"
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;
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const char *fragmentShaderSource =
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#include "sdf.fs"
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#include "sdf.glsl"
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;
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/*void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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glViewport(0, 0, wdth, height);
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}*/
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float aspect = 1.0;
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void processInput(GLFWwindow *window) {
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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@@ -70,6 +73,7 @@ unsigned int compShader() {
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void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
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glViewport(0, 0, width, height);
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aspect = float(width) / height;
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}
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int main(int argc, char **argv) {
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@@ -98,18 +102,31 @@ int main(int argc, char **argv) {
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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unsigned int shaderProgramm = compShader();
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unsigned int shaderProgram = compShader();
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FullScreenQuad fsq{};
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PerformanceAnalyser perf{};
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double time = glfwGetTime();
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while (!glfwWindowShouldClose(window)) {
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time = glfwGetTime();
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perf.update(time);
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processInput(window);
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/* Render here */
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(shaderProgramm);
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glUseProgram(shaderProgram);
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int aspectLocation = glGetUniformLocation(shaderProgram, "aspect");
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glUniform1f(aspectLocation, aspect);
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int timeLocation = glGetUniformLocation(shaderProgram, "t");
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glUniform1f(timeLocation, 2. * time);
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glBindVertexArray(fsq.getVAO());
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glDrawArrays(GL_TRIANGLES, 0, 6);
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@@ -8,6 +8,9 @@
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- [ ] Shader Management
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- [ ] Configure Preprocessor
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- [ ] Shader Storage
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- [x] Binary compression
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- [x] C++ Math Lib
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- [ ] SDF
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- [ ] Basic Shape Rendering
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@@ -25,7 +28,7 @@
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- [ ] Rounding
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- [ ] Boolean
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- [ ] Infinite
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- [ ] Displacement
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- [x] Displacement
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- [ ] Twist
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- [ ] Bend
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@@ -33,7 +36,7 @@
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- [ ] Renderer
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- [ ] Deferred lighting
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- [ ] Shadow Projection
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- [x] Shadow Projection
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- [ ] Setup Post Processing Pipeline
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- [ ] Post Processing Effects
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107
sdf.fs
107
sdf.fs
@@ -1,107 +0,0 @@
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R"###(
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#version 330 core
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out vec4 FragColor;
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in vec2 texCoords;
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vec3 center = vec3(0.0,0.0,20.0);
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float radius = 5.0;
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float planeHeight = -7.0;
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struct Ray {
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vec3 dir;
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vec3 pos;
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float min;
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float len;
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vec3 color;
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};
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Ray applyMin(Ray ray) {
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vec3 off = ray.dir * ray.min;
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ray.pos = ray.pos + off;
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ray.len = ray.len + ray.min;
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return ray;
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}
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float planeMin(vec3 pos){
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return pos.y - planeHeight;
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}
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float sphereMin(vec3 pos){
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return length(pos - center) - radius;
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}
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Ray minFn(Ray ray){
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float sp = sphereMin(ray.pos);
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float pl = planeMin(ray.pos);
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if (sp < pl){
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ray.color = vec3(1.0, 0.5, 0.2);
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ray.min = sp;
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} else {
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ray.color = vec3(1.,1.,1.);
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ray.min = pl;
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}
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return applyMin(ray);
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}
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float minFn(vec3 pos){
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float sp = sphereMin(pos);
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float pl = planeMin(pos);
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if (sp < pl){
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return sp;
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} else {
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return pl;
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}
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}
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Ray march(Ray ray){
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//ray.min = minFn(ray.pos);
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ray = minFn(ray);
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int c = 0;
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while(( c < 200) && (ray.min < 100.0f) && (ray.min > 0.1f) ) {
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ray = minFn(ray);
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c++;
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}
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return ray;
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}
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vec3 calcNormal(Ray ray){
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float h = 0.001;
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float m = sphereMin(ray.pos);
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vec3 n = vec3(
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minFn(ray.pos + vec3( h,.0,.0)) - minFn(ray.pos - vec3( h,.0,.0)),
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minFn(ray.pos + vec3(.0, h,.0)) - minFn(ray.pos - vec3(.0, h,.0)),
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minFn(ray.pos + vec3(.0,.0, h)) - minFn(ray.pos - vec3(.0,.0, h))
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);
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return normalize(n);
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}
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void main()
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{
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vec3 dir = vec3((texCoords - 0.5)*2,1.0);
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vec3 pos = dir;
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Ray ray = Ray(pos,normalize(dir),.0,.0,vec3(.0));
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ray = march(ray);
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vec3 normal = calcNormal(ray);
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vec3 lighDir = normalize(vec3(.5,-1.0,0.5));
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float light = (.5 - min(dot(normal,lighDir),0.0))*2.;
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if(ray.min <= 0.2){
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FragColor = vec4(ray.color * light, 1.0);
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} else {
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FragColor = vec4(.0,0.0,0.0,1.0);
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}
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}
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)###";
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158
sdf.glsl
Normal file
158
sdf.glsl
Normal file
@@ -0,0 +1,158 @@
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R"###(
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#version 330 core
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out vec4 FragColor;
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in vec2 texCoords;
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uniform float aspect;
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uniform float t;
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vec3 center = vec3(0.0,-4.0,20.0);
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float radius = 5.0;
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float planeHeight = -7.0;
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struct SmallHit {
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float min;
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float len;
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bool firstHP;
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};
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struct Ray {
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vec3 dir;
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vec3 pos;
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float min;
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float len;
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SmallHit small;
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vec3 color;
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};
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Ray createRay(vec3 dir, vec3 pos){
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return Ray(dir, pos, .0, .0, SmallHit(80.,0.,false), vec3(1.0));
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}
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Ray applyMin(Ray ray, float min) {
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vec3 off = ray.dir * min;
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ray.pos = ray.pos + off;
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ray.len = ray.len + min;
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if( (min < ray.min) && !ray.small.firstHP ){
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ray.small.firstHP = true;
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}
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ray.min = min;
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if((ray.min < ray.small.min) && ray.small.firstHP){
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ray.small.min = ray.min;
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ray.small.len = ray.len;
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}
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return ray;
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}
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float planeMin(vec3 pos){
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return pos.y - planeHeight+ 0.2*sin(5*pos.x+t)*sin(5*pos.y+t)*sin(5*pos.z+t);
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}
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float sphereMin(vec3 pos){
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return length(pos - center) - radius;
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}
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Ray minFn(Ray ray){
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float sp = sphereMin(ray.pos);
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float pl = planeMin(ray.pos);
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float min;
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if (sp < pl){
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ray.color = vec3(1.0, 0.5, 0.2);
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min = sp;
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} else {
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ray.color = vec3(0.2, 0.3, 0.3);
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min = pl;
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}
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return applyMin(ray,min);
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}
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float minFn(vec3 pos){
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float sp = sphereMin(pos);
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float pl = planeMin(pos);
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if (sp < pl){
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return sp;
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} else {
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return pl;
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}
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}
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Ray march(Ray ray){
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//ray.min = minFn(ray.pos);
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ray = minFn(ray);
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int c = 0;
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while(( c < 1000) && (ray.min < 100.0f) && (ray.min > 0.01f) ) {
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ray = minFn(ray);
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c++;
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}
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if(ray.min > 0.01){
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ray.color = vec3(1.0);
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}
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return ray;
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}
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vec3 calcNormal(Ray ray){
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float h = 0.001;
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float m = sphereMin(ray.pos);
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vec3 n = vec3(
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minFn(ray.pos + vec3( h,.0,.0)) - minFn(ray.pos - vec3( h,.0,.0)),
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minFn(ray.pos + vec3(.0, h,.0)) - minFn(ray.pos - vec3(.0, h,.0)),
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minFn(ray.pos + vec3(.0,.0, h)) - minFn(ray.pos - vec3(.0,.0, h))
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);
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return normalize(n);
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}
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void main()
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{
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vec3 dir = vec3((texCoords - 0.5)*2,1.0);
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dir.x *= aspect;
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vec3 pos = dir;
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Ray ray = createRay(normalize(dir),pos);
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ray = march(ray);
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vec3 normal = calcNormal(ray);
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vec3 lighDir = normalize(vec3(.5,-1.0,0.5));
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float light = (- min(dot(normal,lighDir),0.0))*0.85;
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float shLeve = 1.0;
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Ray shRay = createRay(lighDir * (-1.0), ray.pos + (-0.5)*lighDir);
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shRay = march(shRay);
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if( dot(lighDir,normal) < 0. ){
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if( shRay.len <80){
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shLeve = .0;//shRay.len*0.02 , 0.0;
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}
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else {
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shLeve = shRay.small.min / shRay.small.len;
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shLeve *= 9.0;
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//shLeve = pow(shLeve*10.0,0.5);
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}
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}
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shLeve = min(max(shLeve, 0.0),1.0);
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light *= shLeve;
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Ray reflectR = createRay(reflect(ray.dir,normal),ray.pos + 0.1* normal);
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reflectR = march(reflectR);
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if(ray.min <= 0.2){
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//FragColor = vec4(0,1,0,1.0);
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FragColor = vec4(mix(ray.color,reflectR.color,0.3) * (light+0.3), 1.0);
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} else {
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FragColor = vec4(ray.color,1.0);
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}
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}
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)###";
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Reference in New Issue
Block a user