uudet valot

This commit is contained in:
Teemu Järvisalo
2025-08-01 13:26:19 +03:00
parent 3f71dd30e0
commit 3a9737ce18

View File

@ -116,6 +116,10 @@ vec2 opU(vec2 d1, vec2 d2) {
return (d1.x < d2.x) ? d1 : d2; return (d1.x < d2.x) ? d1 : d2;
} }
float sdSphere(vec3 p, float r){
return length(p) -r;
}
vec2 mapScene(in vec3 p) { vec2 mapScene(in vec3 p) {
float res = p.y; float res = p.y;
@ -138,9 +142,33 @@ vec2 mapScene(in vec3 p) {
//float d1 = hexPylon(vec3(r.x, (r.y + hexHeight / 2), r.z), vec2(hexRadius, hexHeight / 2)); //float d1 = hexPylon(vec3(r.x, (r.y + hexHeight / 2), r.z), vec2(hexRadius, hexHeight / 2));
float d1 = hexPylon(vec3(r.x, r.y, r.z), vec2(hexRadius, hexHeight + 5)); float d1 = hexPylon(vec3(r.x, r.y, r.z), vec2(hexRadius, hexHeight + 5));
res = (d1 < res) ? d1 : res; res = (d1 < res) ? d1 : res;
// DEBUGGING --- LIGHT CHANGING WITH CIRCLE RADIUS
float maxRadius = 15.; // Circle radius
float particleHeight = 5. + (syncs[5] * 40.);
float particlePos = (syncs[0] * 0.5) + syncs[5];
// Map param to angle
float particleStartPos = particlePos * 2.0 * PI;
// Direction from center to initial circle position (in XY plane)
vec3 particleDir = normalize(vec3(cos(particleStartPos), 0.0, sin(particleStartPos))); // XZ direction
float rad = max(maxRadius - syncs[5], maxRadius);
vec3 particleOffset = vec3(0. , particleHeight, 0.); // particle offset
// Final object position = center (offset) + radial movement
vec3 center = particleOffset; // Circle center
vec3 objPos = center + particleDir * rad; // Object slides inward
//res = opU(res, vec2(sdSphere(p - objPos, sphereRadius), 1.));
d1 = sdSphere(p - objPos, 1.);
//res = opU(res, vec2(sdSphere(p - objPos, 0.4), 1.));
//res = (d1 < res) ? d1 : res;
return vec2(res, mat); return vec2(res, mat);
} }
@ -177,26 +205,51 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
//////////////// ////////////////
// SHADING // // SHADING //
//////////////// ////////////////
vec3 phongLighting(vec3 p, vec3 normal, vec3 lightPos, vec3 viewPos, vec3 lightColor, vec3 objectColor) { float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) {
vec3 lightDir = normalize(lightPos - p); float res = 1.0;
vec3 viewDir = normalize(viewPos - p); float t = mint;
vec3 reflectDir = reflect(-lightDir, normal); for(int i = 0; i < 6; i++) {
if(t > maxt)
break;
float h = mapScene(ro + t * rd).x;
res = min(res, h / (w * t));
t += clamp(h, 0.1, 0.80);
if(res < -1.0)
break;
}
res = max(res, -1.0);
return 0.25 * (1.0 + res) * (1.0 + res) * (2.0 - res);
}
// Ambient vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPos, vec3 viewDir, vec3 normal) {
float ambientStrength = 0.1; // Light vector from surface to light
vec3 ambient = ambientStrength * lightColor; float roughness = 1.0;
vec3 lightDir = lightPos - worldPos;
float lightDistance = length(lightDir);
lightDir = normalize(lightDir);
// Diffuse // Attenuation (quadratic falloff)
float diff = max(dot(normal, lightDir), 0.0); float attenuation = intensity / (1.0 + 0.09 * lightDistance + 0.032 * lightDistance * lightDistance);
vec3 diffuse = diff * lightColor;
// Specular // Diffuse lighting (Lambert)
float specularStrength = 13.5; float NdotL = max(dot(normal, lightDir), 0.0);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32.0); // shininess vec3 diffuse = lightColor * NdotL * attenuation;
vec3 specular = specularStrength * spec * lightColor;
// Combine // Specular lighting (Blinn-Phong)
return (ambient + diffuse + specular) * objectColor; vec3 halfDir = normalize(lightDir + (-viewDir));
float NdotH = max(dot(normal, halfDir), 0.0);
float shininess = mix(128.0, 8.0, roughness); // Convert roughness to shininess
vec3 specular = lightColor * pow(NdotH, shininess) * attenuation;
// Fresnel effect
vec3 F0 = vec3(0.04); // Base reflectance for dielectrics
vec3 fresnel = F0 + (1.0 - F0) * pow(clamp(1.0 - max(dot(halfDir, lightDir), 0.0), 0.0, 1.0), 5.0);
// Soft shadows
float shadow = softshadow(worldPos + normal * 0.01, lightDir, 0.02, lightDistance, 4.0);
// Combine diffuse and specular with shadow
return (diffuse + specular * fresnel) * shadow * shadow;
} }
vec3 calcNormal(vec3 pos) { vec3 calcNormal(vec3 pos) {
@ -236,7 +289,29 @@ vec3 shading(vec3 p, vec3 n, vec3 dir, vec3 camPos) {
vec3 lights = vec3(0.); vec3 lights = vec3(0.);
//lights += phongLighting(p, n, camPos, dir, vec3(0.51), outMaterial); //lights += phongLighting(p, n, camPos, dir, vec3(0.51), outMaterial);
lights += phongLighting(p, n, vec3(4., 4., -4.), dir, vec3(2.51), outMaterial); lights += addPointLight(vec3(0., 20.0, 0.), vec3(0.77, 0.26, 0.73), 30.0, p, dir, n);
// LIGHT CHANGING WITH CIRCLE RADIUS
float maxRadius = 25.; // Circle radius
float particleHeight = 15.; //(syncs[5] * 40.);
float particlePos = (syncs[0] * 0.5) + syncs[5];
// Map param to angle
float particleStartPos = particlePos * 2.0 * PI;
// Direction from center to initial circle position (in XY plane)
vec3 particleDir = normalize(vec3(cos(particleStartPos), 0.0, sin(particleStartPos))); // XZ direction
float r = max(maxRadius - 0.0, maxRadius);
vec3 particleOffset = vec3(0. , particleHeight, 0.); // particle offset
// Final object position = center (offset) + radial movement
vec3 center = particleOffset; // Circle center
vec3 objPos = center + particleDir * r; // Object slides inward
//res = opU(res, vec2(sdSphere(p - objPos, sphereRadius), 1.));
lights += addPointLight(objPos, vec3(0.33, 0.91, 0.93), 30.0, p, dir, n);
vec3 lightDir = vec3(0., 2., 3); vec3 lightDir = vec3(0., 2., 3);