säätöä
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@ -54,43 +54,7 @@ float hexPylon(vec3 p, vec2 h) {//float r, float ht){
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p.xz = vec2(p.x*.866025 + p.z*.5, p.z);
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// The ".015" is a subtle rounding factor. Zero gives sharp edges,
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// and larger numbers give a more rounded look.
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return length(max(abs(p) - b + .015, 0.)) - .015;
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}
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#define zclamp(a) max(a,0.0) //Clamp negative values at zero
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float DF_RoundedHex( vec3 p, vec2 h) //float width, float height)
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{
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float width = h.x;
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float height = h.y;
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//Modified version (smooth edges) of the exagon prism found here:
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//https://iquilezles.org/articles/distfunctions
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float smoothRadius = 0.05;
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width -= smoothRadius*2.0;
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//Hexagon prism constructed using X,Y,Z symmetry.
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//Only quadrant 1 needs to be solved, but the joining diagonal to quadrant IV is also
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//required for distance blending (see db).
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p = abs(p);
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//Hexagonal edge distances :
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//Note : [.8666,0.5] = [sin(PI/3,cos(PI/3)] -> Hexagon edges rotation coeff (60 degrees).
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float da = (p.x*0.866025+p.z*0.5)-width; //quadrant I diagonal edge distance
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float db = (p.x*0.866025-p.z*0.5)-width; //quadrant IV diagonal edge distance (needed for blending)
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float dc = p.z-width; //upper distance
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vec3 d = zclamp(vec3(da,db,dc));
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//Note: this is not an euclidian length, therefore this operation slightly distorts our distance field.
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//Yet, it is harmless to convergence, and does the smoothing job quite well.
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float dw = length(d)-smoothRadius; //hexagonal part smoothness (blending at 60 deg)
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float dh = p.y-height;
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//Now that we have xz distance(dw) and y distance (dh), we can compute the distance
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//for the given isovalue (the smoothing radius).
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//Note : internal distance (maxX,maxY,maxZ) is also used to genereate internal signed dist,
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// helping convergence when overstepping (very frequent with domain repetition).
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float externalDistance = length(zclamp(vec2(dh,dw)))-smoothRadius; //Smoothed, unsigned
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float internalDistance = max(max(da,dc),dh); //Sharp, signed.
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return min(externalDistance,internalDistance);
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return length(max(abs(p) - b + .15, 0.)) - .15;
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}
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// Return local coordinates inside hex AND axial ID
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@ -164,20 +128,18 @@ vec2 mapScene(in vec3 p) {
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vec3 hexpos = vec3(p.x, p.y - 2.5, p.z);
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HexData hex = hexTile(hexpos, 1.0);
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// Use axial coordinates as a stable hex ID
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float distFromCenter = hexDistance(hex.axial);
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int fftIndex = int(clamp(distFromCenter +1.0, 0.0, 511.0)); // tweak 15.0 to taste
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float fftVal = fft_output[fftIndex];
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float hexHeight = 1.0 + fftVal * 3.0;
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// Rotate individual hex tiles if needed
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vec3 r = hex.local;
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//r.yz *= rot2D(1.0);
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r.xz *= rot2D(0.5);
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r.xz *= rot2D(0.5);
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float d1 = fHexagonCircumcircle(vec3(r.x,(r.y-hexHeight/2),r.z), vec2(hexRadius, hexHeight/2));
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float d1 = hexPylon(vec3(r.x,(r.y-hexHeight/2),r.z), vec2(hexRadius, hexHeight/2));
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res = min(res, vec2(d1,0.));
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float gridSize2 = 16.;
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@ -211,22 +173,22 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
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vec3 d;
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float t = 0.,ad,tmax=400.; // total distance travelled
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const float tolerance = 0.001;
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const float Z_REPEAT_DIST = 1.;
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const float Z_REPEAT_DIST = 2.;
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vec2 res;
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// // Raymarching
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// for (int i = 0; i < 50; i++) {
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// pos = ro + rd * t;
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// res = mapScene(pos); // Get distance to objects
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// ad = abs(res.x);
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// mat = res.y;
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// if (t > tmax) break;
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// if (ad < tolerance*(t*0.125 + 1.0)) {
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// hit = 1.0;
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// break;
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// }
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// t += res.x; // "march" the ray
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// }
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// Raymarching
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for (int i = 0; i < 50; i++) {
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pos = ro + rd * t;
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res = mapScene(pos); // Get distance to objects
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ad = abs(res.x);
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mat = res.y;
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if (t > tmax) break;
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if (ad < tolerance*(t*0.0125 + 1.0)) {
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hit = 1.0;
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break;
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}
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t += res.x; // "march" the ray
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}
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// t -= Z_REPEAT_DIST*1.;
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//
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// for( int i=0; i<30; i++ )
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@ -249,20 +211,20 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
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// hit = 0.;
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//}
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//Reduced from 40 to 24 steps
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for(int i = 0; i < 30; i++) {
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pos = ro + rd * t;
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vec2 res = mapScene(pos);
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// Increase step size multiplier for faster marching
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t += res.x;
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mat = res.y;
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if(t > 400.) { // Reduced max distance
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break;
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}
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if(res.x < 0.00001 * (t*0.00125 + 1.0)) { // Less precise hit detection
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hit = 1.;
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break;
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}
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}
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// for(int i = 0; i < 30; i++) {
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// pos = ro + rd * t;
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// vec2 res = mapScene(pos);
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// // Increase step size multiplier for faster marching
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// t += res.x;
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// mat = res.y;
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// if(t > 400.) { // Reduced max distance
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// break;
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// }
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// if(res.x < 0.00001 * (t*0.00125 + 1.0)) { // Less precise hit detection
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// hit = 1.;
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// break;
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// }
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// }
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// This will break fog effect
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//if (t > 100.)
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// t = 0.;
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