jotain pientä aloitettu

This commit is contained in:
Teemu Järvisalo
2025-07-20 00:04:25 +03:00
parent be7398cc91
commit 3f3b84b15c
2 changed files with 162 additions and 162 deletions

View File

@ -13,10 +13,31 @@ vec2 getUV() {
return gl_FragCoord.xy * scale - 1.0;
}
mat2 rot2D(float angle) {
float s = sin(angle);
float c = cos(angle);
return mat2(c, -s, s, c);
}
float noise(in vec2 xy, in float seed) {
return fract(tan(distance(xy * PHI, xy) * seed) * xy.x);
}
float getScaledFFT(int index, float scale, float offset) {
// Clamp index to valid range
index = clamp(index, 0, 511);
// Get raw FFT value
float raw = fft_output[index];
// Apply logarithmic scaling: log(1 + value * scale) + offset
return log(1.0 + raw * scale) + offset;
}
/////////////////
// GEOMETRY //
/////////////////
// Hexagonal prism, circumcircle variant
float fHexagonCircumcircle(vec3 p, vec2 h) {
vec3 q = abs(p);
@ -30,20 +51,27 @@ float sdHex(vec3 pos, float i, float angle) {
return d1;
}
float getScaledFFT(int index, float scale, float offset) {
// Clamp index to valid range
index = clamp(index, 0, 511);
// Get raw FFT value
float raw = fft_output[index];
// Apply logarithmic scaling: log(1 + value * scale) + offset
return log(1.0 + raw * scale) + offset;
float sdSphere(vec3 p, float r){
return length(p) -r;
}
// Modify your mapScene function
//////////////
// SCENE //
//////////////
// instructions -> opU( { float to union with } , vec2( {put shape here}, {put material here} ) )
vec2 opU( vec2 d1, vec2 d2 )
{
return (d1.x<d2.x) ? d1 : d2;
}
float opU( float d1, float d2 ) { return -max( -d1, -d2 ); }
vec2 mapScene(in vec3 p) {
float mat = 0.;
vec2 res = vec2( p.y, 0.0 );
float mat = 1.;
float d = 1e9;
float a = 0.;
@ -56,7 +84,7 @@ vec2 mapScene(in vec3 p) {
float hexGap = 0.2;
for(float j = 0.; j < 16.; j++) {
vec3 po = p;
vec3 po = p-vec3(-2.0,-5., 0.0);
po += vec3((1.6 + hexGap) * 8, -5., -(1.88 + hexGap) * 10);
po += vec3(0, 0., (1.88 + hexGap) * j);
@ -78,17 +106,25 @@ vec2 mapScene(in vec3 p) {
//float hexSize = fft_output[hexDist] * 5.0;
float hexSize = getScaledFFT(hexDist, 15.0, 0.0) * 2.0; // Adjusted multiplier
a = sdHex(po, 1. + hexSize, 0.);
d = min(d, a);
if(d == a) {
mat = 1.;
}
//d = min(d, a);
res = opU(res, vec2(a, 2.));
}
}
return vec2(d, mat);
res = opU( res, vec2( sdSphere(p-vec3(-2.0,4., 0.0), 2. ), 1.));
return res;
}
////////////////
// RAYCAST //
////////////////
vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
float t = 0.;
float mat = 0.;
@ -114,6 +150,10 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
return vec3(t, mat, hit);
}
////////////////
// SHADING //
////////////////
float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) {
float res = 1.0;
float t = mint;
@ -188,18 +228,6 @@ vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPo
}
*/
float getAmbientOcc(vec3 p, vec3 n) {
float occ = 0.;
float weight = 1.;
for(int i = 0; i < 8; i++) {
float len = 0.01 + 0.02 * float(i * i);
float dist = mapScene(p + n * len).x;
occ += (len - dist) * weight;
weight *= 0.85;
}
return 1.0 - clamp(0.6 * occ, 0., 1.);
}
vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
float shininess = 0.01;
@ -226,9 +254,11 @@ vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
}
vec3 lights = vec3(0.);
lights += addPointLight(vec3(-10., 10.0, 0.), vec3(0.77, 0.26, 0.73), 3.0, v, dir, n, shininess);
lights += addPointLight(vec3(0., 10.0, -5.0), vec3(0.08, 0.62, 0.75), 3.0, v, dir, n, shininess);
lights += addPointLight(vec3(0., 25.0, 0.0), vec3(0.5137, 0.1961, 0.7725), 3.0, v, dir, n, shininess);
lights += addPointLight(vec3(0., 40.0, -10.), vec3(0.77, 0.26, 0.73), 3.0, v, dir, n, shininess);
lights += addPointLight(vec3(0., 2.0, -5.0), vec3(0.08, 0.62, 0.75), 3.0, v, dir, n, shininess);
//lights += addPointLight(vec3(0., 25.0, 0.0), vec3(0.5137, 0.1961, 0.7725), 3.0, v, dir, n, shininess);
lights += addPointLight(vec3(0., 20.0, 15.), vec3(0.77, 0.26, 0.73), 3.0, v, dir, n, shininess);
vec3 lightDir = vec3(0., 1., -3);
//float sun_dif = clamp(dot(n, lightDir), 0., 1.);
@ -272,63 +302,31 @@ vec3 postProcess(vec3 col) {
return col;
}
vec3 getCameraRay(vec2 uv, vec3 camPos, vec3 camTarget, float fov) {
// Calculate camera's orthonormal basis
vec3 camForward = normalize(camTarget - camPos);
vec3 camRight = normalize(cross(vec3(0.0, 1.0, 0.0), camForward));
vec3 camUp = normalize(cross(camForward, camRight));
//////////////////
// RENDERING //
//////////////////
vec3 rayDir = normalize(uv.x * camRight + uv.y * camUp + camForward * fov);
return rayDir;
vec3 getCameraRayDir(vec2 uv, vec3 camPos, vec3 camTarget, float fov)
{
vec3 f = normalize(camTarget-camPos),
r = normalize(cross(vec3(0,1,0), f)),
u = cross(f,r),
c = f*fov,
i = c + uv.x*r + uv.y*u,
d = normalize(i);
return d;
}
// Camera positioning function
vec3 getCameraPosition(float time, int cameraMode) {
vec3 camPos;
camPos = vec3(0.0, 30.0, -10.0);
if(cameraMode == 1) {
// Orbiting camera
vec3 camTarget = vec3(0.0, 0.0, -20.0);
float orbitRadius = 20.0;
float orbitSpeed = 0.2;
float orbitHeight = 10.0;
float angle = time * orbitSpeed;
camPos = camTarget + vec3(cos(angle) * orbitRadius, orbitHeight + sin(time * 0.8) * 2.0, sin(angle) * orbitRadius);
} else if(cameraMode == 2) {
// Smooth camera movement
float t = time * 0.06;
camPos = vec3(sin(t) * 15.0, 30.0 + cos(t * 0.5) * 5.0, cos(t) * 15.0);
} else if(cameraMode == 3) {
// First person style movement
float walkSpeed = 2.0;
camPos = vec3(sin(time * walkSpeed) * 0.1, 8.0 + sin(time * walkSpeed * 2.0) * 0.05, time * 0.5);
}
return camPos;
}
// Main camera function that combines everything
vec3 setupCamera(vec2 uv, float time, int positionMode) {
vec3 camPos = getCameraPosition(time, positionMode);
vec3 camTarget = vec3(0.0, -1.0, 10.0); // Adjust target as needed
float fov = 1.;
return getCameraRay(uv, camPos, camTarget, fov);
}
// Simplified version of your render function using the new camera system
vec3 render(vec2 uv) {
// Choose camera modes:
// Position: 0=static, 1=orbit, 2=smooth, 3=walk
// Ray: 0=standard, 1=zoom, 2=dof
int positionMode = 2; // Static
vec3 rayDir = setupCamera(uv, u_time, positionMode);
vec3 camPos = getCameraPosition(u_time, positionMode);
vec3 camPos = vec3(0.0, 20.0, -10.0);
vec3 camTarget = vec3(0.0, -1.0, 10.0); // Adjust target as needed
float fov = 1.0;
vec3 rayDir = getCameraRayDir(uv, camPos, camTarget, fov);
vec3 col = vec3(0.); // background color
vec3 col = vec3(0.102, 0.2431, 0.3412);
vec3 hitPos = vec3(0);
vec3 t = castRay(camPos, rayDir, hitPos);
@ -341,11 +339,7 @@ vec3 render(vec2 uv) {
}
void main() {
vec3 finalColor = render(getUV());
//finalColor = postProcess(finalColor);
o = vec4(finalColor, 1.);
}

View File

@ -12,48 +12,57 @@ const char *fragment_frag =
"const float i=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
"layout(location=0)uniform float m[7];"
"layout(location=8)uniform float n[512];"
"float c=m[0];"
"float t(vec3 v,vec2 i)"
"{"
"v=abs(v);"
"return max(v.y-i.y,max(v.x*sqrt(3.)*.5+v.z*.5,v.z)-i.x);"
"}"
"float l=m[0];"
"float t(int v)"
"{"
"v=clamp(v,0,511);"
"float i=n[v];"
"return log(1.+i*15.);"
"}"
"float t(vec3 v,vec2 i)"
"{"
"v=abs(v);"
"return max(v.y-i.y,max(v.x*sqrt(3.)*.5+v.z*.5,v.z)-i.x);"
"}"
"vec2 t(vec2 v,vec2 i)"
"{"
"return v.x<i.x?"
"v:"
"i;"
"}"
"float t(float v,float i)"
"{"
"return-max(-v,-i);"
"}"
"vec2 t(vec3 v)"
"{"
"float i=0.,f=1e9,m=0.;"
"vec2 n=vec2(7);"
"vec2 f=vec2(v.y,0);"
"float i=0.;"
"vec2 m=vec2(7);"
"for(float r=0.;r<16.;r++)"
"{"
"vec3 c=v+vec3(1.8*8,-5,-2.08*10)+vec3(0,0,2.08*r);"
"vec3 l=v-vec3(-2,-5,0)+vec3(1.8*8,-5,-2.08*10)+vec3(0,0,2.08*r);"
"for(float v=0.;v<16.;v++)"
"{"
"c=mod(v,2.)==0.?"
"c-vec3(1.8,0,1):"
"c+vec3(-1.8,0,1);"
"int y=int(length(vec2(v,r)-n.xy));"
"m=t(c,vec2(.86,1.+t(y)*2.));"
"f=min(f,m);"
"if(f==m)"
"i=1.;"
"l=mod(v,2.)==0.?"
"l-vec3(1.8,0,1):"
"l+vec3(-1.8,0,1);"
"int y=int(length(vec2(v,r)-m.xy));"
"i=t(l,vec2(.86,1.+t(y)*2.));"
"f=t(f,vec2(i,2));"
"}"
"}"
"return vec2(f,i);"
"return t(f,vec2(length(v-vec3(-2,4,0))-2.,1));"
"}"
"vec3 t(vec3 v,vec3 i,inout vec3 f)"
"{"
"float r=0.,m=0.,y=0.;"
"for(int c=0;c<30;c++)"
"float r=0.,l=0.,y=0.;"
"for(int m=0;m<30;m++)"
"{"
"f=v+i*r;"
"vec2 n=t(f);"
"r+=n.x;"
"m=n.y;"
"l=n.y;"
"if(r>1e2)"
"break;"
"if(n.x<.001*r)"
@ -64,88 +73,85 @@ const char *fragment_frag =
"}"
"if(r>1e2)"
"r=0.;"
"return vec3(r,m,y);"
"return vec3(r,l,y);"
"}"
"float t(vec3 v,vec3 i,float y)"
"float t(vec3 v,vec3 i,float f)"
"{"
"float f=1.,r=.02;"
"for(int c=0;c<6;c++)"
"float r=1.,l=.02;"
"for(int m=0;m<6;m++)"
"{"
"if(r>y)"
"if(l>f)"
"break;"
"float m=t(v+r*i).x;"
"f=min(f,m/(4.*r));"
"r+=clamp(m,.1,.8);"
"if(f<-1.)"
"float n=t(v+l*i).x;"
"r=min(r,n/(4.*l));"
"l+=clamp(n,.1,.8);"
"if(r<-1.)"
"break;"
"}"
"f=max(f,-1.);"
"return.25*(1.+f)*(1.+f)*(2.-f);"
"r=max(r,-1.);"
"return.25*(1.+r)*(1.+r)*(2.-r);"
"}"
"vec3 e(vec3 v)"
"vec3 x(vec3 v)"
"{"
"vec2 i=vec2(.01,0);"
"return normalize(vec3(t(v+i.xyy).x-t(v-i.xyy).x,t(v+i.yxy).x-t(v-i.yxy).x,t(v+i.yyx).x-t(v-i.yyx).x));"
"v=vec3(t(v+i.xyy).x-t(v-i.xyy).x,t(v+i.yxy).x-t(v-i.yxy).x,t(v+i.yyx).x-t(v-i.yyx).x);"
"return normalize(v);"
"}"
"vec3 e(vec3 v,vec3 i,vec3 f,vec3 r,vec3 c,float m)"
"vec3 t(vec3 v,vec3 i,vec3 f,vec3 r,vec3 l,float y)"
"{"
"v-=f;"
"float y=length(v);"
"float m=length(v);"
"v=normalize(v);"
"float n=3./(1.+.09*y+.032*y*y),p=max(dot(c,v),0.);"
"float n=3./(1.+.09*m+.032*m*m),c=max(dot(l,v),0.);"
"r=normalize(v-r);"
"vec3 e=vec3(.04);"
"e+=(1.-e)*pow(clamp(1.-max(dot(r,v),0.),0.,1.),5.);"
"y=t(f+c*.01,v,y);"
"return(i*p*n+i*pow(max(dot(c,r),0.),mix(128.,8.,m))*n*e)*y;"
"m=t(f+l*.01,v,m);"
"return(i*c*n+i*pow(max(dot(l,r),0.),mix(128.,8.,y))*n*e)*m;"
"}"
"vec3 e(vec3 v,vec3 f,vec3 i,float y)"
"vec3 t(vec3 v,vec3 i,vec3 f,float r)"
"{"
"float m=.01;"
"vec3 c=vec3(0);"
"if(y==0.)"
"c=vec3(.8314,.2941,.2941),m=.1;"
"else if(y==1.)"
"c=vec3(.6196,.6118,.6118),m=.7;"
"else if(y==2.)"
"c=vec3(.3255,.4784,.3255),m=.2;"
"else if(y==3.)"
"c=vec3(.2471,.3059,.6314),m=1.;"
"else if(y==4.)"
"c=vec3(.9961,1,.9922),m=.1;"
"else if(y==5.)"
"c=vec3(.9961,1,.9922),m=.3;"
"v=vec3(0)+e(vec3(-10,10,0),vec3(.77,.26,.73),v,i,f,m)+e(vec3(0,10,-5),vec3(.08,.62,.75),v,i,f,m)+e(vec3(0,25,0),vec3(.5137,.1961,.7725),v,i,f,m)+vec3(.08,.62,.75)*clamp(dot(f,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;"
"return c*max(vec3(0),v);"
"vec3 l=vec3(0);"
"if(r==0.)"
"l=vec3(.8314,.2941,.2941),m=.1;"
"else if(r==1.)"
"l=vec3(.6196,.6118,.6118),m=.7;"
"else if(r==2.)"
"l=vec3(.3255,.4784,.3255),m=.2;"
"else if(r==3.)"
"l=vec3(.2471,.3059,.6314),m=1.;"
"else if(r==4.)"
"l=vec3(.9961,1,.9922),m=.1;"
"else if(r==5.)"
"l=vec3(.9961,1,.9922),m=.3;"
"vec3 y=vec3(0);"
"y+=t(vec3(0,40,-10),vec3(.77,.26,.73),v,f,i,m);"
"y+=t(vec3(0,2,-5),vec3(.08,.62,.75),v,f,i,m);"
"y+=t(vec3(0,20,15),vec3(.77,.26,.73),v,f,i,m);"
"y+=vec3(.08,.62,.75)*clamp(dot(i,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;"
"return l*max(vec3(0),y);"
"}"
"vec3 e(vec2 v,vec3 f)"
"vec3 t(vec2 i,vec3 v)"
"{"
"f=normalize(vec3(0,-1,10)-f);"
"vec3 m=normalize(cross(vec3(0,1,0),f));"
"return normalize(v.x*m+v.y*normalize(cross(f,m))+f);"
"v=normalize(vec3(0,-1,10)-v);"
"vec3 m=normalize(cross(vec3(0,1,0),v));"
"return normalize(v+i.x*m+i.y*cross(v,m));"
"}"
"vec3 e()"
"vec3 t(vec2 v)"
"{"
"vec3 f;"
"{"
"float v=c*.06;"
"f=vec3(sin(v)*15.,30.+cos(v*.5)*5.,cos(v)*15.);"
"}"
"return f;"
"}"
"vec3 e(vec2 v)"
"{"
"vec3 f=e(v,e()),m=vec3(.102,.2431,.3412),y=vec3(0),i=t(e(),f,y);"
"vec3 i=vec3(0,20,-10),m=t(v,i),f=vec3(0),r=vec3(0);"
"i=t(i,m,r);"
"if(i.x>0.)"
"{"
"vec3 v=e(y);"
"m=e(y,v,f,i.y);"
"vec3 v=x(r);"
"f=t(r,v,m,i.y);"
"}"
"return m;"
"return f;"
"}"
"void main()"
"{"
"vec3 v=e(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);"
"vec3 v=t(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);"
"f=vec4(v,1);"
"}";