Got soft subtract kinda working
This commit is contained in:
parent
8b08b92494
commit
679589554e
|
@ -71,8 +71,6 @@ struct NormalEstimationData
|
||||||
GLSLPrimitive secondClosestPrimitive;
|
GLSLPrimitive secondClosestPrimitive;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
float sphereSDF(vec3 p, vec3 center, float r)
|
float sphereSDF(vec3 p, vec3 center, float r)
|
||||||
{
|
{
|
||||||
return length(p - center) - r;
|
return length(p - center) - r;
|
||||||
|
@ -148,97 +146,141 @@ float sdf(vec3 pos, GLSLPrimitive prim)
|
||||||
|
|
||||||
float smoothMinSDF(float d1, float d2, float k)
|
float smoothMinSDF(float d1, float d2, float k)
|
||||||
{
|
{
|
||||||
if (k == 0.0) k = 0.000001;
|
if (k == 0.0) return min(d1, d2);
|
||||||
float h = max(k - abs(d1 - d2), 0) / k;
|
float h = max(k - abs(d1 - d2), 0.0) / k;
|
||||||
return min(d1, d2) - h * h * h * k * 1.0 / 6.0;
|
return min(d1, d2) - h * h * h * k * 1.0 / 6.0;
|
||||||
}
|
}
|
||||||
|
|
||||||
float smoothMaxSDF(float d1, float d2, float k)
|
float smoothMaxSDF(float d1, float d2, float k)
|
||||||
{
|
{
|
||||||
if (k == 0.0) k = 0.000001;
|
if (k == 0.0) return max(d1, d2);
|
||||||
float h = min(k - abs(d1 - d2), 0) / k;
|
float h = max(k - abs(d1 - d2), 0.0) / k;
|
||||||
return min(d1, d2) - h * h * h * k * 1.0 / 6.0;
|
return max(d1, d2) - h * h * k * 0.25;
|
||||||
}
|
}
|
||||||
|
|
||||||
void estimateSmoothNormals(vec3 p, float smoothness, float epsilon, inout vec3 normals)
|
float opSmoothSubtraction(float d1, float d2, float k)
|
||||||
{
|
{
|
||||||
float d, nx, ny, nz;
|
float h = clamp(0.5 - 0.5 * (d2 + d1) / k, 0.0, 1.0);
|
||||||
|
return mix(d2, -d1, h) + k * h * (1.0 - h);
|
||||||
for (int i = 0; i < primitives.length(); i++)
|
|
||||||
{
|
|
||||||
if (primitives[i].subtract == 1) continue;
|
|
||||||
if (i == 0)
|
|
||||||
{
|
|
||||||
d = sdf(p, primitives[0]);
|
|
||||||
nx = sdf(vec3(p.x + epsilon, p.y, p.z), primitives[0]);
|
|
||||||
ny = sdf(vec3(p.x, p.y + epsilon, p.z), primitives[0]);
|
|
||||||
nz = sdf(vec3(p.x, p.y, p.z + epsilon), primitives[0]);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
d = smoothMinSDF(d, sdf(p, primitives[i]), smoothness);
|
|
||||||
nx = smoothMinSDF(nx, sdf(vec3(p.x + epsilon, p.y, p.z), primitives[i]), smoothness);
|
|
||||||
ny = smoothMinSDF(ny, sdf(vec3(p.x, p.y + epsilon, p.z), primitives[i]), smoothness);
|
|
||||||
nz = smoothMinSDF(nz, sdf(vec3(p.x, p.y, p.z + epsilon), primitives[i]), smoothness);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
for (int i = 0; i < primitives.length(); i++)
|
//void estimateSmoothNormals(vec3 p, float smoothness, float epsilon, inout vec3 normals)
|
||||||
{
|
//{
|
||||||
if (primitives[i].subtract == 1)
|
// float d, nx, ny, nz;
|
||||||
{
|
//
|
||||||
d = max(d, -sdf(p, primitives[i]));
|
// for (int i = 0; i < primitives.length(); i++)
|
||||||
nx = max(nx, -sdf(vec3(p.x + epsilon, p.y, p.z), primitives[i]));
|
// {
|
||||||
ny = max(ny, -sdf(vec3(p.x, p.y + epsilon, p.z), primitives[i]));
|
// if (i == 0)
|
||||||
nz = max(nz, -sdf(vec3(p.x, p.y, p.z + epsilon), primitives[i]));
|
// {
|
||||||
}
|
// d = sdf(p, primitives[0]);
|
||||||
}
|
// nx = sdf(vec3(p.x + epsilon, p.y, p.z), primitives[0]);
|
||||||
|
// ny = sdf(vec3(p.x, p.y + epsilon, p.z), primitives[0]);
|
||||||
nx -= d;
|
// nz = sdf(vec3(p.x, p.y, p.z + epsilon), primitives[0]);
|
||||||
ny -= d;
|
|
||||||
nz -= d;
|
|
||||||
|
|
||||||
normals = normalize(vec3(nx, ny, nz));
|
|
||||||
}
|
|
||||||
|
|
||||||
void estimateSmoothNormalsMax(vec3 p, float smoothness, float epsilon, inout vec3 normals)
|
|
||||||
{
|
|
||||||
float d = sdf(p, primitives[0]);
|
|
||||||
float nx = sdf(vec3(p.x + epsilon, p.y, p.z), primitives[0]);
|
|
||||||
float ny = sdf(vec3(p.x, p.y + epsilon, p.z), primitives[0]);
|
|
||||||
float nz = sdf(vec3(p.x, p.y, p.z + epsilon), primitives[0]);
|
|
||||||
|
|
||||||
|
|
||||||
for (int i = 0; i < primitives.length(); i++)
|
|
||||||
{
|
|
||||||
d = smoothMaxSDF(d, sdf(p, primitives[i]), smoothness);
|
|
||||||
nx = smoothMaxSDF(nx, sdf(vec3(p.x + epsilon, p.y, p.z), primitives[i]), smoothness);
|
|
||||||
ny = smoothMaxSDF(ny, sdf(vec3(p.x, p.y + epsilon, p.z), primitives[i]), smoothness);
|
|
||||||
nz = smoothMaxSDF(nz, sdf(vec3(p.x, p.y, p.z + epsilon), primitives[i]), smoothness);
|
|
||||||
}
|
|
||||||
nx -= d;
|
|
||||||
ny -= d;
|
|
||||||
nz -= d;
|
|
||||||
|
|
||||||
normals = normalize(vec3(nx, ny, nz));
|
|
||||||
}
|
|
||||||
|
|
||||||
vec3 estimateNormals(vec3 p, GLSLPrimitive prim, float epsilon)
|
|
||||||
{
|
|
||||||
float x = sdf(vec3(p.x + epsilon, p.y, p.z), prim) - sdf(vec3(p.x - epsilon, p.y, p.z), prim);
|
|
||||||
float y = sdf(vec3(p.x, p.y + epsilon, p.z), prim) - sdf(vec3(p.x, p.y - epsilon, p.z), prim);
|
|
||||||
float z = sdf(vec3(p.x, p.y, p.z + epsilon), prim) - sdf(vec3(p.x, p.y, p.z - epsilon), prim);
|
|
||||||
return normalize(vec3(x, y, z));
|
|
||||||
}
|
|
||||||
|
|
||||||
//vec3 estimateNormalsMax(vec3 p, float smoothness) {
|
|
||||||
// float epsilon = 0.001;
|
|
||||||
// float d = max(torusSDF(p, torus.center, torus.R, torus.r), sphereSDF(p, sphere.center, sphere.r));
|
|
||||||
// float nx = max(torusSDF(vec3(p.x + epsilon, p.y, p.z), torus.center, torus.R, torus.r), sphereSDF(vec3(p.x + epsilon, p.y, p.z), sphere.center, sphere.r)) - d;
|
|
||||||
// float ny = max(torusSDF(vec3(p.x, p.y + epsilon, p.z), torus.center, torus.R, torus.r), sphereSDF(vec3(p.x, p.y + epsilon, p.z), sphere.center, sphere.r)) - d;
|
|
||||||
// float nz = max(torusSDF(vec3(p.x, p.y, p.z + epsilon), torus.center, torus.R, torus.r), sphereSDF(vec3(p.x, p.y, p.z + epsilon), sphere.center, sphere.r)) - d;
|
|
||||||
// return normalize(vec3(nx, ny, nz));
|
|
||||||
// }
|
// }
|
||||||
|
// if (primitives[i].subtract == 1) continue;
|
||||||
|
// else
|
||||||
|
// {
|
||||||
|
// d = smoothMinSDF(d, sdf(p, primitives[i]), smoothness);
|
||||||
|
// nx = smoothMinSDF(nx, sdf(vec3(p.x + epsilon, p.y, p.z), primitives[i]), smoothness);
|
||||||
|
// ny = smoothMinSDF(ny, sdf(vec3(p.x, p.y + epsilon, p.z), primitives[i]), smoothness);
|
||||||
|
// nz = smoothMinSDF(nz, sdf(vec3(p.x, p.y, p.z + epsilon), primitives[i]), smoothness);
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
//
|
||||||
|
// for (int i = 0; i < primitives.length(); i++)
|
||||||
|
// {
|
||||||
|
// if (primitives[i].subtract == 1)
|
||||||
|
// {
|
||||||
|
// d = smoothMaxSDF(d, -sdf(p, primitives[i]), smoothness);
|
||||||
|
// nx = smoothMaxSDF(nx, -sdf(vec3(p.x + epsilon, p.y, p.z), primitives[i]), smoothness);
|
||||||
|
// ny = smoothMaxSDF(ny, -sdf(vec3(p.x, p.y + epsilon, p.z), primitives[i]), smoothness);
|
||||||
|
// nz = smoothMaxSDF(nz, -sdf(vec3(p.x, p.y, p.z + epsilon), primitives[i]), smoothness);
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
//
|
||||||
|
// nx -= d;
|
||||||
|
// ny -= d;
|
||||||
|
// nz -= d;
|
||||||
|
//
|
||||||
|
// normals = normalize(vec3(nx, ny, nz));
|
||||||
|
//}
|
||||||
|
|
||||||
|
//void estimateSmoothNormalsMax(vec3 p, float smoothness, float epsilon, inout vec3 normals)
|
||||||
|
//{
|
||||||
|
// float d = sdf(p, primitives[0]);
|
||||||
|
// float nx = sdf(vec3(p.x + epsilon, p.y, p.z), primitives[0]);
|
||||||
|
// float ny = sdf(vec3(p.x, p.y + epsilon, p.z), primitives[0]);
|
||||||
|
// float nz = sdf(vec3(p.x, p.y, p.z + epsilon), primitives[0]);
|
||||||
|
//
|
||||||
|
//
|
||||||
|
// for (int i = 0; i < primitives.length(); i++)
|
||||||
|
// {
|
||||||
|
// d = smoothMaxSDF(d, sdf(p, primitives[i]), smoothness);
|
||||||
|
// nx = smoothMaxSDF(nx, sdf(vec3(p.x + epsilon, p.y, p.z), primitives[i]), smoothness);
|
||||||
|
// ny = smoothMaxSDF(ny, sdf(vec3(p.x, p.y + epsilon, p.z), primitives[i]), smoothness);
|
||||||
|
// nz = smoothMaxSDF(nz, sdf(vec3(p.x, p.y, p.z + epsilon), primitives[i]), smoothness);
|
||||||
|
// }
|
||||||
|
// nx -= d;
|
||||||
|
// ny -= d;
|
||||||
|
// nz -= d;
|
||||||
|
//
|
||||||
|
// normals = normalize(vec3(nx, ny, nz));
|
||||||
|
//}
|
||||||
|
|
||||||
|
float calcDist(vec3 pos, inout float dist)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < primitives.length(); i++)
|
||||||
|
{
|
||||||
|
float newDist = sdf(pos, primitives[i]);
|
||||||
|
|
||||||
|
if (primitives[i].subtract == 0)
|
||||||
|
dist = smoothMinSDF(dist, newDist, smoothing);
|
||||||
|
else
|
||||||
|
dist = opSmoothSubtraction(newDist, dist, smoothing);
|
||||||
|
}
|
||||||
|
|
||||||
|
return dist;
|
||||||
|
}
|
||||||
|
|
||||||
|
float calcDist2(vec3 pos)
|
||||||
|
{
|
||||||
|
float dist = 999999.0;
|
||||||
|
|
||||||
|
for (int i = 0; i < primitives.length(); i++)
|
||||||
|
{
|
||||||
|
float newDist = sdf(pos, primitives[i]);
|
||||||
|
|
||||||
|
if (primitives[i].subtract == 0)
|
||||||
|
dist = smoothMinSDF(newDist, dist, smoothing);
|
||||||
|
else
|
||||||
|
dist = opSmoothSubtraction(newDist, dist, smoothing);
|
||||||
|
}
|
||||||
|
|
||||||
|
return dist;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 estimateNormals(vec3 p, float epsilon)
|
||||||
|
{
|
||||||
|
/*float d1 = 99999.0;
|
||||||
|
float d2 = 99999.0;
|
||||||
|
|
||||||
|
float x = calcDist(vec3(p.x + epsilon, p.y, p.z), d1) - calcDist(vec3(p.x - epsilon, p.y, p.z), d2);
|
||||||
|
|
||||||
|
d1 = 99999.0;
|
||||||
|
d2 = 99999.0;
|
||||||
|
float y = calcDist(vec3(p.x, p.y + epsilon, p.z), d1) - calcDist(vec3(p.x, p.y - epsilon, p.z), d2);
|
||||||
|
|
||||||
|
d1 = 99999.0;
|
||||||
|
d2 = 99999.0;
|
||||||
|
float z = calcDist(vec3(p.x, p.y, p.z + epsilon), d1) - calcDist(vec3(p.x, p.y, p.z - epsilon), d2);
|
||||||
|
return normalize(vec3(x, y, z));*/
|
||||||
|
|
||||||
|
vec2 e = vec2(1.0, -1.0) * 0.5773;
|
||||||
|
return normalize(e.xyy * calcDist2(p + e.xyy * epsilon) +
|
||||||
|
e.yyx * calcDist2(p + e.yyx * epsilon) +
|
||||||
|
e.yxy * calcDist2(p + e.yxy * epsilon) +
|
||||||
|
e.xxx * calcDist2(p + e.xxx * epsilon));
|
||||||
|
}
|
||||||
|
|
||||||
vec4 blendColors(vec4 color1, vec4 color2, float blendFactor)
|
vec4 blendColors(vec4 color1, vec4 color2, float blendFactor)
|
||||||
{
|
{
|
||||||
|
@ -317,27 +359,12 @@ void main(void)
|
||||||
{
|
{
|
||||||
steps++;
|
steps++;
|
||||||
float minDist = 999999.0;
|
float minDist = 999999.0;
|
||||||
float maxDist = 0.0;
|
|
||||||
|
|
||||||
|
calcDist(ray_pos.xyz, minDist);
|
||||||
|
|
||||||
for (int i = 0; i < primitives.length(); i++)
|
for (int i = 0; i < primitives.length(); i++)
|
||||||
{
|
{
|
||||||
if (primitives[i].subtract == 1) {
|
float weight = weightFunction(minDist, smoothing, epsilon);
|
||||||
continue;
|
|
||||||
}
|
|
||||||
float dist = sdf(ray_pos.xyz, primitives[i]);
|
|
||||||
float weight = weightFunction(dist, smoothing, epsilon);
|
|
||||||
if (dist < sdf(ray_pos.xyz, primitives[closestIndex]))
|
|
||||||
{
|
|
||||||
closestIndex = i;
|
|
||||||
}
|
|
||||||
minDist = smoothMinSDF(minDist, dist, k);
|
|
||||||
//minDist = smoothMaxSDF(maxDist, dist, k);
|
|
||||||
//minDist = max(-minDist, dist);
|
|
||||||
//minDist = min(minDist, dist);
|
|
||||||
/*if(i == 3)
|
|
||||||
minDist = max(-minDist, dist);*/
|
|
||||||
|
|
||||||
accumulatedDiffuse += primitives[i].diffuse_color * weight;
|
accumulatedDiffuse += primitives[i].diffuse_color * weight;
|
||||||
accumulatedSpecular += primitives[i].specular_color * weight;
|
accumulatedSpecular += primitives[i].specular_color * weight;
|
||||||
accumulatedAmbient += primitives[i].ambient_color * weight;
|
accumulatedAmbient += primitives[i].ambient_color * weight;
|
||||||
|
@ -345,14 +372,6 @@ void main(void)
|
||||||
totalWeight += weight;
|
totalWeight += weight;
|
||||||
}
|
}
|
||||||
|
|
||||||
for (int i = 0; i < primitives.length(); i++)
|
|
||||||
{
|
|
||||||
if (primitives[i].subtract == 1) {
|
|
||||||
float dist = sdf(ray_pos.xyz, primitives[i]);
|
|
||||||
minDist = max(minDist, -dist);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (minDist <= epsilon)
|
if (minDist <= epsilon)
|
||||||
{
|
{
|
||||||
if (totalWeight > 0.0) {
|
if (totalWeight > 0.0) {
|
||||||
|
@ -370,8 +389,7 @@ void main(void)
|
||||||
vec3 lw;
|
vec3 lw;
|
||||||
ambient_color = vec4(accumulatedAmbient.rgb, 1.0);
|
ambient_color = vec4(accumulatedAmbient.rgb, 1.0);
|
||||||
diffuse_color = vec4(accumulatedDiffuse.rgb, 1.0);
|
diffuse_color = vec4(accumulatedDiffuse.rgb, 1.0);
|
||||||
estimateSmoothNormals(ray_pos.xyz, k, epsilon, normals);
|
normals = estimateNormals(ray_pos.xyz, epsilon);
|
||||||
//normals = estimateNormals(ray_pos.xyz, primitives[closestIndex], 0.001);
|
|
||||||
|
|
||||||
for (int i = 0; i < lights.length(); i++)
|
for (int i = 0; i < lights.length(); i++)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in New Issue