Created
January 27, 2013 13:46
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Distance function with texture mapping.
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#version 120 | |
// === vertex shader | |
// | |
// When you use OpenGL Shader Builder to execute shader programs, | |
// * select plane as geometry | |
// * set resolution to 640x480 | |
// * set scale_factor to 2.5 | |
uniform vec2 resolution; | |
const float scale_factor = 2.5; | |
void main() | |
{ | |
float aspect = resolution.y/resolution.x; | |
vec2 v = vec2(scale_factor*gl_Vertex.x, aspect*scale_factor*gl_Vertex.y); | |
gl_Position = gl_ModelViewProjectionMatrix * vec4(v.x, v.y, 0.0, 1.0); | |
} |
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#version 120 | |
// === fragment shader | |
// | |
// reference | |
// * http://www.iquilezles.org/www/articles/raymarchingdf/raymarchingdf.htm | |
// * http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm | |
uniform float time; | |
uniform vec2 resolution; | |
uniform vec4 light_position; | |
uniform float shiness; | |
uniform sampler2D tex; | |
const float PI = 3.14159265; | |
const float HALF_PI = 0.5*PI; | |
const float TWO_PI = 2.0*PI; | |
const float INV_PI = 1.0/PI; | |
const float INV_TWO_PI = 1.0/TWO_PI; | |
const float EPSILON = 1.0e-4; | |
const int ITERATION_MAX = 48; | |
float sdSphere( vec3 p, float s ) | |
{ | |
return length(p)-s; | |
} | |
float udRoundBox( vec3 p, vec3 b, float r ) | |
{ | |
return length(max(abs(p)-b,0.0))-r; | |
} | |
float sdTorus( vec3 p, vec2 t ) | |
{ | |
vec2 q = vec2(length(p.xz)-t.x,p.y); | |
return length(q)-t.y; | |
} | |
float sdCylinder( vec3 p, vec3 c ) | |
{ | |
return length(p.xz-c.xy)-c.z; | |
} | |
float opU( float d1, float d2 ) | |
{ | |
return min(d1,d2); | |
} | |
float opS( float d1, float d2 ) | |
{ | |
return max(-d1,d2); | |
} | |
float opI( float d1, float d2 ) | |
{ | |
return max(d1,d2); | |
} | |
mat4 translate_matrix(float x, float y, float z) | |
{ | |
mat4 m = mat4(1.0); | |
m[3][0] = x; | |
m[3][1] = y; | |
m[3][2] = z; | |
return m; | |
} | |
mat4 scale_matrix(float x, float y, float z) | |
{ | |
mat4 m = mat4(1.0); | |
m[0][0] = x; | |
m[1][1] = y; | |
m[2][2] = z; | |
return m; | |
} | |
mat4 rotate_matrix(vec3 n, float theta) | |
{ | |
float c = cos(theta); | |
float s = sin(theta); | |
mat4 m = mat4(1.0); | |
m[0][0] = n.x*n.x*(1.0 - c) + c; | |
m[1][0] = n.x*n.y*(1.0 - c) + n.z*s; | |
m[2][0] = n.z*n.x*(1.0 - c) - n.y*s; | |
m[0][1] = n.x*n.y*(1.0 - c) - n.z*s; | |
m[1][1] = n.y*n.y*(1.0 - c) + c; | |
m[2][1] = n.y*n.z*(1.0 - c) + n.x*s; | |
m[0][2] = n.z*n.x*(1.0 - c) + n.y*s; | |
m[1][2] = n.y*n.z*(1.0 - c) - n.x*s; | |
m[2][2] = n.z*n.z*(1.0 - c) + c; | |
return m; | |
} | |
float compute_distance(vec3 position) | |
{ | |
/* | |
float d1 = sdSphere(position, 1.0); | |
float d2 = sdTorus(position, vec2(2.0, 1.2)); | |
return opU(d1, d2); | |
*/ | |
float d1 = sdSphere(position, 2.0); | |
float d2 = udRoundBox(position, vec3(1.4), 0.1); | |
return opU(d1, d2); | |
} | |
vec3 estimate_normal(vec3 p) | |
{ | |
float dx = compute_distance(vec3(p.x + EPSILON, p.y, p.z)) - compute_distance(vec3(p.x - EPSILON, p.y, p.z)); | |
float dy = compute_distance(vec3(p.x, p.y + EPSILON, p.z)) - compute_distance(vec3(p.x, p.y - EPSILON, p.z)); | |
float dz = compute_distance(vec3(p.x, p.y, p.z + EPSILON)) - compute_distance(vec3(p.x, p.y, p.z - EPSILON)); | |
return normalize(vec3(dx, dy, dz)); | |
} | |
// 'p' must be normalized | |
vec2 compute_texcoord(vec3 p) | |
{ | |
float phi = atan(p.y, p.x); | |
float theta = acos(p.z); | |
float s = phi*INV_TWO_PI; | |
float t = theta*INV_PI; | |
return vec2(s, t); | |
} | |
vec4 shade(vec3 E, vec3 N, vec3 L, vec2 st) | |
{ | |
float kd = clamp(dot(N, L), 0.0, 1.0); | |
vec3 H = normalize(E + L); | |
float ks = pow(clamp(dot(N, H), 0.0, 1.0), shiness); | |
vec4 texel = texture2D(tex, 3.0*st); | |
vec3 color = kd*texel.xyz + ks*vec3(0.8); | |
return vec4(color, 1.0); | |
} | |
void main() | |
{ | |
float aspect = resolution.y/resolution.x; | |
vec2 uv = 2.0*gl_FragCoord.xy/resolution - 1.0; | |
uv.y = aspect*uv.y; | |
vec3 ray_origin = vec3(0.0, 0.0, 5.0); | |
vec3 ray_direction = normalize(vec3(uv - ray_origin.xy, -1.0)); | |
mat4 M = rotate_matrix(vec3(1.0, 0.0, 0.0), HALF_PI) * rotate_matrix(vec3(0.0, 1.0, 0.0), time) * scale_matrix(1.0, 1.0, 1.0) * translate_matrix(0.0, 0.0, 1.0); | |
vec3 P = vec3(0.0); | |
vec3 E = vec3(0.0); | |
vec3 L = vec3(0.0); | |
vec3 N = vec3(0.0); | |
vec2 st = vec2(0.0); | |
float t = 0.0; | |
bool hit = false; | |
for (int i = 0; i < ITERATION_MAX; i++) { | |
P = ( M * vec4(ray_origin + t*ray_direction, 1.0) ).xyz; | |
float d = compute_distance(P); | |
if (d < EPSILON) { | |
N = estimate_normal( P ); | |
L = normalize((M * light_position).xyz - P); | |
E = normalize( P ); | |
st = compute_texcoord(E); | |
hit = true; | |
break; | |
} | |
t += d; | |
} | |
if (hit) { | |
gl_FragColor = shade(E, N, L, st); | |
} else { | |
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); | |
} | |
} |
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