rendaus artefactien korjausta

This commit is contained in:
2025-08-01 12:24:49 +03:00
parent 2b9b576f78
commit 7d79c75aa6

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@ -107,34 +107,106 @@ vec2 opU(vec2 d1, vec2 d2) {
return (d1.x < d2.x) ? d1 : d2;
}
vec2 mapScene(in vec3 p) {
#define PI 3.14159265
#define TAU 6.2831853
#define HEX_SIZE 1.0
#define PYLON_HEIGHT 4.0
float res = p.y;
float mat = 0.;
float hexRadius = 0.83;
vec3 hexpos = vec3(p.x, p.y - 2.5, p.z);
HexData hex = hexTile(hexpos, 1.1);
float distFromCenter = hexDistance(hex.axial);
int fftIndex = int(cl(distFromCenter + 1.0, 0.0, 511.0));
float fftVal = fft_output[fftIndex];
float noise = mix(noise(hex.axial+1., 0.1), noise(hex.axial+1., 0.2), sin(syncs[0] * 4.));
float hexHeight = clamp(1.0 + fftVal * 5.0 + noise, 0., 15.);;
// Rotate individual hex tiles if needed
vec3 r = hex.local;
// r.yz *= rot2D(PI * 0.5);
r.xz *= rot2D(0.5);
//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));
res = (d1 < res) ? d1 : res;
return vec2(res, mat);
// Rotate 2D vector
vec2 rotate(vec2 p, float a) {
float s = sin(a), c = cos(a);
return vec2(c*p.x - s*p.y, s*p.x + c*p.y);
}
// Hexagonal tiling
vec2 hex(vec2 p) {
vec2 q = vec2(
p.x * 2.0 / 3.0,
(-p.x + sqrt(3.0) * p.y) / 3.0
);
return q;
}
// Signed distance function for pylon
float pylon(vec3 p) {
float radius = 0.5;
float d = length(p.xz) - radius;
d = max(d, -p.y);
d = max(d, p.y - PYLON_HEIGHT);
return d;
}
// Scene mapping with occlusion-aware SDF blending
vec2 mapScene(vec3 p) {
//vec2 h = hex(p.xz / HEX_SIZE);
//vec2 id = floor(h);
//vec2 f = fract(h);
float dist = 20.;
int repeat = 0;
if((length(p.xz)) < 2*dist){
repeat = 2;
}
if((length(p.xz)) < 1.5*dist){
repeat = 3;
}
if((length(p.xz)) < dist){
repeat = 5;
}
//int repeat = 2;
// mitigate neighbor occlusion with anti-bleed blending
float minDist = 1e9;
for (int dx = -repeat; dx <= repeat; ++dx) {
for (int dy = -repeat; dy <= repeat; ++dy) {
vec2 offset = vec2(dx, dy);
vec3 hexpos = vec3(p.x-dx, p.y - 2.5, p.z-dy);
HexData hex = hexTile(hexpos, 1.1);
float distFromCenter = hexDistance(hex.axial);
int fftIndex = int(cl(distFromCenter + 1.0, 0.0, 511.0));
float fftVal = fft_output[fftIndex];
float noise = mix(noise(hex.axial+1., 0.1), noise(hex.axial+1., 0.2), sin(syncs[0] * 4.));
float hexHeight = clamp(1.0 + fftVal * 5.0 + noise, 0., 15.);
vec3 r = vec3(hex.local.x + offset.x,hex.local.y,hex.local.z+offset.y);
// r.yz *= rot2D(PI * 0.5);
r.xz *= rot2D(0.5);
vec3 cellPos = r;
float d = fHexagonCircumcircle(cellPos, vec2(0.85, hexHeight));
minDist = min(minDist, d);
}
}
return vec2(minDist,0.);
}
//vec2 mapScene(in vec3 p) {
//
// float res = p.y;
// float mat = 0.;
//
// float hexRadius = 0.83;
// vec3 hexpos = vec3(p.x, p.y - 2.5, p.z);
// HexData hex = hexTile(hexpos, 1.1);
//
// float distFromCenter = hexDistance(hex.axial);
// int fftIndex = int(cl(distFromCenter + 1.0, 0.0, 511.0));
// float fftVal = fft_output[fftIndex];
// float noise = mix(noise(hex.axial+1., 0.1), noise(hex.axial+1., 0.2), sin(syncs[0] * 4.));
// float hexHeight = clamp(1.0 + fftVal * 5.0 + noise, 0., 15.);;
//
// // Rotate individual hex tiles if needed
// vec3 r = hex.local;
// // r.yz *= rot2D(PI * 0.5);
// r.xz *= rot2D(0.5);
//
// //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));
//
// res = (d1 < res) ? d1 : res;
//
// return vec2(res, mat);
//}
////////////////
// RAYCAST //
////////////////
@ -142,29 +214,72 @@ vec2 mapScene(in vec3 p) {
vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
float mat = 0.;
float hit = 0.;
float t = 0.;
vec3 d;
float t = 0.,ad,tmax=200.; // total distance travelled
const float tolerance = 0.0001;
const float Z_REPEAT_DIST = 1.5;
vec2 res;
// Raymarching
for(int i = 0; i < 40; i++) {
for (int i = 0; i < 50; i++) {
pos = ro + rd * t;
res = mapScene(pos); // Get distance to objects, x = dist, y = material
res = mapScene(pos); // Get distance to objects
ad = abs(res.x);
mat = res.y;
t += res.x; // "march" the ray
// if(abs(t) < tolerance * (t * 0.0125 + 1.0)) {
if(abs(res.x) < 0.0001) {
hit = 1.;
if (t > tmax) break;
if (ad < tolerance*(t*0.00125 + 1.0)) {
hit = 1.0;
break;
}
if(t > 200)
break;
t += res.x; // "march" the ray
}
// t -= Z_REPEAT_DIST/2.0;
//
// for( int i=0; i<20; i++ )
// {
// vec3 pos2 = ro + rd * t;
// res = mapScene(pos2); // get distance to objects
// ad = abs(res.x);
// mat = res.y;
// if (ad < (tolerance))
// {
// hit = 1.0;
// pos = pos2;
// break;
// }
// if (t > tmax) break;
// t += min(d.x, Z_REPEAT_DIST/5.0); // "march" the ray
// }
return vec3(t, mat, hit);
}
//vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
// float mat = 0.;
// float hit = 0.;
// float t = 0.;
// vec2 res;
//
// // Raymarching
// for(int i = 0; i < 50; i++) {
// pos = ro + rd * t;
// res = mapScene(pos); // Get distance to objects, x = dist, y = material
// mat = res.y;
// t += res.x; // "march" the ray
//
// // if(abs(t) < tolerance * (t * 0.0125 + 1.0)) {
// if(abs(res.x) < 0.001) {
// hit = 1.;
// break;
// }
// if(t > 300)
// break;
//
// }
//
// return vec3(t, mat, hit);
//}
////////////////
// SHADING //
////////////////