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1de2dae223
| Author | SHA1 | Date | |
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| 1de2dae223 | |||
| fcbc6632e7 |
1
main.cpp
1
main.cpp
@@ -111,7 +111,6 @@ int main(int argc, char **argv) {
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glUseProgram(shaderProgramm);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindVertexArray(fsq.getVAO());
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glDrawArrays(GL_TRIANGLES, 0, 6);
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90
sdf.fs
90
sdf.fs
@@ -4,10 +4,10 @@ R"###(
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out vec4 FragColor;
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in vec2 texCoords;
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vec3 center = vec3(0.0f,0.0f,20.0f);
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float radius = 5.0f;
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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 = -7.0f;
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float planeHeight = -7.0;
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struct Ray {
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vec3 dir;
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@@ -25,52 +25,82 @@ Ray applyMin(Ray ray) {
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}
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Ray planeMin(Ray ray){
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ray.min = ray.pos.y - planeHeight;
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ray.color = vec3(1.0,1.0,1.0);
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return applyMin(ray);
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float planeMin(vec3 pos){
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return pos.y - planeHeight;
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}
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Ray sphereMin(Ray ray){
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ray.min = length(ray.pos - center) - radius;
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ray.color = vec3(1.0,0.0,0.0);
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return applyMin(ray);
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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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Ray sp = sphereMin(ray);
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Ray pl = planeMin(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.min < pl.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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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.x, texCoords.y,2.0f);
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dir = (dir - 0.5f) * 2;
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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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ray = minFn(ray);
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while( (ray.min < 100.0f) && (ray.min > 0.1f) ) {
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//ray.dir = normalize(ray.dir);
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ray = minFn(ray);
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//vec3 off = ray.dir * min;
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//ray.pos = ray.pos + off;
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}
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if(ray.min <= 0.2f){
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FragColor = vec4(ray.color, 1.0f);
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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(.0,0.0f,0.0f,1.0f);
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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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