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December 16, 2015 16:27
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Port of hg_sdf ( http://mercury.sexy/hg_sdf/ ) to OpenGL ES 2.0 for compat with WebGL
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//////////////////////////////////////////////////////////////// | |
// | |
// HG_SDF | |
// | |
// GLSL LIBRARY FOR BUILDING SIGNED DISTANCE BOUNDS | |
// | |
// version 2015-12-15 (initial release) | |
// | |
// Check http://mercury.sexy/hg_sdf for updates | |
// and usage examples. Send feedback to [email protected]. | |
// | |
// Brought to you by MERCURY http://mercury.sexy | |
// | |
// | |
// | |
// Released as Creative Commons Attribution-NonCommercial (CC BY-NC) | |
// | |
//////////////////////////////////////////////////////////////// | |
// | |
// How to use this: | |
// | |
// 1. Build some system to #include glsl files in each other. | |
// Include this one at the very start. Or just paste everywhere. | |
// 2. Build a sphere tracer. See those papers: | |
// * "Sphere Tracing" http://graphics.cs.illinois.edu/sites/default/files/zeno.pdf | |
// * "Enhanced Sphere Tracing" http://lgdv.cs.fau.de/get/2234 | |
// The Raymnarching Toolbox Thread on pouet can be helpful as well | |
// http://www.pouet.net/topic.php?which=7931&page=1 | |
// and contains links to many more resources. | |
// 3. Use the tools in this library to build your distance bound f(). | |
// 4. ??? | |
// 5. Win a compo. | |
// | |
// (6. Buy us a beer or a good vodka or something, if you like.) | |
// | |
//////////////////////////////////////////////////////////////// | |
// | |
// Table of Contents: | |
// | |
// * Helper functions and macros | |
// * Collection of some primitive objects | |
// * Domain Manipulation operators | |
// * Object combination operators | |
// | |
//////////////////////////////////////////////////////////////// | |
// | |
// Why use this? | |
// | |
// The point of this lib is that everything is structured according | |
// to patterns that we ended up using when building geometry. | |
// It makes it more easy to write code that is reusable and that somebody | |
// else can actually understand. Especially code on Shadertoy (which seems | |
// to be what everybody else is looking at for "inspiration") tends to be | |
// really ugly. So we were forced to do something about the situation and | |
// release this lib ;) | |
// | |
// Everything in here can probably be done in some better way. | |
// Please experiment. We'd love some feedback, especially if you | |
// use it in a scene production. | |
// | |
// The main patterns for building geometry this way are: | |
// * Stay Lipschitz continuous. That means: don't have any distance | |
// gradient larger than 1. Try to be as close to 1 as possible - | |
// Distances are euclidean distances, don't fudge around. | |
// Underestimating distances will happen. That's why calling | |
// it a "distance bound" is more correct. Don't ever multiply | |
// distances by some value to "fix" a Lipschitz continuity | |
// violation. The invariant is: each fSomething() function returns | |
// a correct distance bound. | |
// * Use very few primitives and combine them as building blocks | |
// using combine opertors that preserve the invariant. | |
// * Multiply objects by repeating the domain (space). | |
// If you are using a loop inside your distance function, you are | |
// probably doing it wrong (or you are building boring fractals). | |
// * At right-angle intersections between objects, build a new local | |
// coordinate system from the two distances to combine them in | |
// interesting ways. | |
// * As usual, there are always times when it is best to not follow | |
// specific patterns. | |
// | |
//////////////////////////////////////////////////////////////// | |
// | |
// FAQ | |
// | |
// Q: Why is there no sphere tracing code in this lib? | |
// A: Because our system is way too complex and always changing. | |
// This is the constant part. Also we'd like everyone to | |
// explore for themselves. | |
// | |
// Q: This does not work when I paste it into Shadertoy!!!! | |
// A: Yes. It is GLSL, not GLSL ES. We like real OpenGL | |
// because it has way more features and is more likely | |
// to work compared to browser-based WebGL. We recommend | |
// you consider using OpenGL for your productions. Most | |
// of this can be ported easily though. | |
// | |
// Q: How do I material? | |
// A: We recommend something like this: | |
// Write a material ID, the distance and the local coordinate | |
// p into some global variables whenever an object's distance is | |
// smaller than the stored distance. Then, at the end, evaluate | |
// the material to get color, roughness, etc., and do the shading. | |
// | |
// Q: I found an error. Or I made some function that would fit in | |
// in this lib. Or I have some suggestion. | |
// A: Awesome! Drop us a mail at [email protected]. | |
// | |
// Q: Why is this not on github? | |
// A: Because we were too lazy. If we get bugged about it enough, | |
// we'll do it. | |
// | |
// Q: Your license sucks for me. | |
// A: Oh. What should we change it to? | |
// | |
// Q: I have trouble understanding what is going on with my distances. | |
// A: Some visualization of the distance field helps. Try drawing a | |
// plane that you can sweep through your scene with some color | |
// representation of the distance field at each point and/or iso | |
// lines at regular intervals. Visualizing the length of the | |
// gradient (or better: how much it deviates from being equal to 1) | |
// is immensely helpful for understanding which parts of the | |
// distance field are broken. | |
// | |
//////////////////////////////////////////////////////////////// | |
//////////////////////////////////////////////////////////////// | |
// | |
// HELPER FUNCTIONS/MACROS | |
// | |
//////////////////////////////////////////////////////////////// | |
#define PI (3.14159265) | |
#define TAU (2.*PI) | |
#define PHI (sqrt(5.)*0.5 + 0.5) | |
// Clamp to [0,1] - this operation is free under certain circumstances. | |
// For further information see | |
// http://www.humus.name/Articles/Persson_LowLevelThinking.pdf and | |
// http://www.humus.name/Articles/Persson_LowlevelShaderOptimization.pdf | |
#define saturate(x) clamp(x, 0., 1.) | |
// Sign function that doesn't return 0 | |
float sgn(float x) { | |
return (x<0.)?-1.:1.; | |
} | |
float square (float x) { | |
return x*x; | |
} | |
vec2 square (vec2 x) { | |
return x*x; | |
} | |
vec3 square (vec3 x) { | |
return x*x; | |
} | |
float lengthSqr(vec3 x) { | |
return dot(x, x); | |
} | |
// Maximum/minumum elements of a vector | |
float vmax(vec2 v) { | |
return max(v.x, v.y); | |
} | |
float vmax(vec3 v) { | |
return max(max(v.x, v.y), v.z); | |
} | |
float vmax(vec4 v) { | |
return max(max(v.x, v.y), max(v.z, v.w)); | |
} | |
float vmin(vec2 v) { | |
return min(v.x, v.y); | |
} | |
float vmin(vec3 v) { | |
return min(min(v.x, v.y), v.z); | |
} | |
float vmin(vec4 v) { | |
return min(min(v.x, v.y), min(v.z, v.w)); | |
} | |
//////////////////////////////////////////////////////////////// | |
// | |
// PRIMITIVE DISTANCE FUNCTIONS | |
// | |
//////////////////////////////////////////////////////////////// | |
// | |
// Conventions: | |
// | |
// Everything that is a distance function is called fSomething. | |
// The first argument is always a point in 2 or 3-space called <p>. | |
// Unless otherwise noted, (if the object has an intrinsic "up" | |
// side or direction) the y axis is "up" and the object is | |
// centered at the origin. | |
// | |
//////////////////////////////////////////////////////////////// | |
float fSphere(vec3 p, float r) { | |
return length(p) - r; | |
} | |
// Plane with normal n (n is normalized) at some distance from the origin | |
float fPlane(vec3 p, vec3 n, float distanceFromOrigin) { | |
return dot(p, n) + distanceFromOrigin; | |
} | |
// Cheap Box: distance to corners is overestimated | |
float fBoxCheap(vec3 p, vec3 b) { //cheap box | |
return vmax(abs(p) - b); | |
} | |
// Box: correct distance to corners | |
float fBox(vec3 p, vec3 b) { | |
vec3 d = abs(p) - b; | |
return length(max(d, vec3(0))) + vmax(min(d, vec3(0))); | |
} | |
// Same as above, but in two dimensions (an endless box) | |
float fBox2Cheap(vec2 p, vec2 b) { | |
return vmax(abs(p)-b); | |
} | |
float fBox2(vec2 p, vec2 b) { | |
vec2 d = abs(p) - b; | |
return length(max(d, vec2(0))) + vmax(min(d, vec2(0))); | |
} | |
// Endless "corner" | |
float fCorner (vec2 p) { | |
return length(max(p, vec2(0))) + vmax(min(p, vec2(0))); | |
} | |
// Blobby ball object. You've probably seen it somewhere. This is not a correct distance bound, beware. | |
float fBlob(vec3 p) { | |
p = abs(p); | |
if (p.x < max(p.y, p.z)) p = p.yzx; | |
if (p.x < max(p.y, p.z)) p = p.yzx; | |
float b = max(max(max( | |
dot(p, normalize(vec3(1, 1, 1))), | |
dot(p.xz, normalize(vec2(PHI+1., 1.)))), | |
dot(p.yx, normalize(vec2(1., PHI)))), | |
dot(p.xz, normalize(vec2(1., PHI)))); | |
float l = length(p); | |
return l - 1.5 - 0.2 * (1.5 / 2.)* cos(min( | |
sqrt(1.01 - b / l) | |
* PI / 0.25, PI | |
)); | |
} | |
// Cylinder standing upright on the xz plane | |
float fCylinder(vec3 p, float r, float height) { | |
float d = length(p.xz) - r; | |
d = max(d, abs(p.y) - height); | |
return d; | |
} | |
// Capsule: A Cylinder with round caps on both sides | |
float fCapsule(vec3 p, float r, float c) { | |
return mix(length(p.xz) - r, length(vec3(p.x, abs(p.y) - c, p.z)) - r, step(c, abs(p.y))); | |
} | |
// Distance to line segment between <a> and <b>, used for fCapsule() version 2below | |
float fLineSegment(vec3 p, vec3 a, vec3 b) { | |
vec3 ab = b - a; | |
float t = saturate(dot(p - a, ab) / dot(ab, ab)); | |
return length((ab*t + a) - p); | |
} | |
// Capsule version 2: between two end points <a> and <b> with radius r | |
float fCapsule(vec3 p, vec3 a, vec3 b, float r) { | |
return fLineSegment(p, a, b) - r; | |
} | |
// Torus in the XZ-plane | |
float fTorus(vec3 p, float smallRadius, float largeRadius) { | |
return length(vec2(length(p.xz) - largeRadius, p.y)) - smallRadius; | |
} | |
// A circle line. Can also be used to make a torus by subtracting the smaller radius of the torus. | |
float fCircle(vec3 p, float r) { | |
float l = length(p.xz) - r; | |
return length(vec2(p.y, l)); | |
} | |
// A circular disc with no thickness (i.e. a cylinder with no height). | |
// Subtract some value to make a flat disc with rounded edge. | |
float fDisc(vec3 p, float r) { | |
float l = length(p.xz) - r; | |
return l < 0. ? abs(p.y) : length(vec2(p.y, l)); | |
} | |
// Hexagonal prism, circumcircle variant | |
float fHexagonCircumcircle(vec3 p, vec2 h) { | |
vec3 q = abs(p); | |
return max(q.y - h.y, max(q.x*sqrt(3.)*0.5 + q.z*0.5, q.z) - h.x); | |
//this is mathematically equivalent to this line, but less efficient: | |
//return max(q.y - h.y, max(dot(vec2(cos(PI/3), sin(PI/3)), q.zx), q.z) - h.x); | |
} | |
// Hexagonal prism, incircle variant | |
float fHexagonIncircle(vec3 p, vec2 h) { | |
return fHexagonCircumcircle(p, vec2(h.x*sqrt(3.)*0.5, h.y)); | |
} | |
// Cone with correct distances to tip and base circle. Y is up, 0 is in the middle of the base. | |
float fCone(vec3 p, float radius, float height) { | |
vec2 q = vec2(length(p.xz), p.y); | |
vec2 tip = q - vec2(0, height); | |
vec2 mantleDir = normalize(vec2(height, radius)); | |
float mantle = dot(tip, mantleDir); | |
float d = max(mantle, -q.y); | |
float projected = dot(tip, vec2(mantleDir.y, -mantleDir.x)); | |
// distance to tip | |
if ((q.y > height) && (projected < 0.)) { | |
d = max(d, length(tip)); | |
} | |
// distance to base ring | |
if ((q.x > radius) && (projected > length(vec2(height, radius)))) { | |
d = max(d, length(q - vec2(radius, 0.))); | |
} | |
return d; | |
} | |
// | |
// "Generalized Distance Functions" by Akleman and Chen. | |
// see the Paper at https://www.viz.tamu.edu/faculty/ergun/research/implicitmodeling/papers/sm99.pdf | |
// | |
// This set of constants is used to construct a large variety of geometric primitives. | |
// Indices are shifted by 1 compared to the paper because we start counting at Zero. | |
// Some of those are slow whenever a driver decides to not unroll the loop, | |
// which seems to happen for fIcosahedron und fTruncatedIcosahedron on nvidia 350.12 at least. | |
// Specialized implementations can well be faster in all cases. | |
// | |
const vec3 GDFVectors0 = normalize(vec3(1, 0, 0)); | |
const vec3 GDFVectors1 = normalize(vec3(0, 1, 0)); | |
const vec3 GDFVectors2 = normalize(vec3(0, 0, 1)); | |
const vec3 GDFVectors3 = normalize(vec3(1, 1, 1 )); | |
const vec3 GDFVectors4 = normalize(vec3(-1, 1, 1)); | |
const vec3 GDFVectors5 = normalize(vec3(1, -1, 1)); | |
const vec3 GDFVectors6 = normalize(vec3(1, 1, -1)); | |
const vec3 GDFVectors7 = normalize(vec3(0, 1, PHI+1.)); | |
const vec3 GDFVectors8 = normalize(vec3(0, -1, PHI+1.)); | |
const vec3 GDFVectors9 = normalize(vec3(PHI+1., 0, 1.)); | |
const vec3 GDFVectors10 = normalize(vec3(-PHI-1., 0, 1.)); | |
const vec3 GDFVectors11 = normalize(vec3(1, PHI+1., 0.)); | |
const vec3 GDFVectors12 = normalize(vec3(-1, PHI+1., 0.)); | |
const vec3 GDFVectors13 = normalize(vec3(0, PHI, 1)); | |
const vec3 GDFVectors14 = normalize(vec3(0, -PHI, 1)); | |
const vec3 GDFVectors15 = normalize(vec3(1, 0, PHI)); | |
const vec3 GDFVectors16 = normalize(vec3(-1, 0, PHI)); | |
const vec3 GDFVectors17 = normalize(vec3(PHI, 1, 0)); | |
const vec3 GDFVectors18 = normalize(vec3(-PHI, 1, 0)); | |
vec3 fGDFVector(int i) { | |
if (i == 0) { | |
return GDFVectors0; | |
} else if (i == 1) { | |
return GDFVectors1; | |
} else if (i == 2) { | |
return GDFVectors2; | |
} else if (i == 3) { | |
return GDFVectors3; | |
} else if (i == 4) { | |
return GDFVectors4; | |
} else if (i == 5) { | |
return GDFVectors5; | |
} else if (i == 6) { | |
return GDFVectors6; | |
} else if (i == 7) { | |
return GDFVectors7; | |
} else if (i == 8) { | |
return GDFVectors8; | |
} else if (i == 9) { | |
return GDFVectors9; | |
} else if (i == 10) { | |
return GDFVectors10; | |
} else if (i == 11) { | |
return GDFVectors11; | |
} else if (i == 12) { | |
return GDFVectors12; | |
} else if (i == 13) { | |
return GDFVectors13; | |
} else if (i == 14) { | |
return GDFVectors14; | |
} else if (i == 15) { | |
return GDFVectors15; | |
} else if (i == 16) { | |
return GDFVectors16; | |
} else if (i == 17) { | |
return GDFVectors17; | |
} else if (i == 18) { | |
return GDFVectors18; | |
} | |
} | |
// Primitives follow: | |
float fOctahedron(vec3 p, float r, float e) { | |
float d = 0.; | |
for (int i = 3; i <= 6; ++i) | |
d += pow(abs(dot(p, fGDFVector(i))), e); | |
return pow(d, 1./e) - r; | |
} | |
float fDodecahedron(vec3 p, float r, float e) { | |
float d = 0.; | |
for (int i = 13; i <= 18; ++i) | |
d += pow(abs(dot(p, fGDFVector(i))), e); | |
return pow(d, 1./e) - r; | |
} | |
float fIcosahedron(vec3 p, float r, float e) { | |
float d = 0.; | |
for (int i = 3; i <= 12; ++i) | |
d += pow(abs(dot(p, fGDFVector(i))), e); | |
return pow(d, 1./e) - r; | |
} | |
float fTruncatedOctahedron(vec3 p, float r, float e) { | |
float d = 0.; | |
for (int i = 0; i <= 6; ++i) | |
d += pow(abs(dot(p, fGDFVector(i))), e); | |
return pow(d, 1./e) - r; | |
} | |
float fTruncatedIcosahedron(vec3 p, float r, float e) { | |
float d = 0.; | |
for (int i = 3; i <= 18; ++i) | |
d += pow(abs(dot(p, fGDFVector(i))), e); | |
return pow(d, 1./e) - r; | |
} | |
float fOctahedron(vec3 p, float r) { | |
float d = 0.; | |
for (int i = 3; i <= 6; ++i) | |
d = max(d, abs(dot(p, fGDFVector(i)))); | |
return d - r; | |
} | |
float fDodecahedron(vec3 p, float r) { | |
float d = 0.; | |
for (int i = 13; i <= 18; ++i) | |
d = max(d, abs(dot(p, fGDFVector(i)))); | |
return d - r; | |
} | |
float fIcosahedron(vec3 p, float r) { | |
float d = 0.; | |
for (int i = 3; i <= 12; ++i) | |
d = max(d, abs(dot(p, fGDFVector(i)))); | |
return d - r; | |
} | |
float fTruncatedOctahedron(vec3 p, float r) { | |
float d = 0.; | |
for (int i = 0; i <= 6; ++i) | |
d = max(d, abs(dot(p, fGDFVector(i)))); | |
return d - r; | |
} | |
float fTruncatedIcosahedron(vec3 p, float r) { | |
float d = 0.; | |
for (int i = 3; i <= 18; ++i) | |
d = max(d, abs(dot(p, fGDFVector(i)))); | |
return d - r; | |
} | |
//////////////////////////////////////////////////////////////// | |
// | |
// DOMAIN MANIPULATION OPERATORS | |
// | |
//////////////////////////////////////////////////////////////// | |
// | |
// Conventions: | |
// | |
// Everything that modifies the domain is named pSomething. | |
// | |
// Many operate only on a subset of the three dimensions. For those, | |
// you must choose the dimensions that you want manipulated | |
// by supplying e.g. <p.x> or <p.zx> | |
// | |
// <inout p> is always the first argument and modified in place. | |
// | |
// Many of the operators partition space into cells. An identifier | |
// or cell index is returned, if possible. This return value is | |
// intended to be optionally used e.g. as a random seed to change | |
// parameters of the distance functions inside the cells. | |
// | |
// Unless stated otherwise, for cell index 0, <p> is unchanged and cells | |
// are centered on the origin so objects don't have to be moved to fit. | |
// | |
// | |
//////////////////////////////////////////////////////////////// | |
// Rotate around a coordinate axis (i.e. in a plane perpendicular to that axis) by angle <a>. | |
// Read like this: R(p.xz, a) rotates "x towards z". | |
// This is fast if <a> is a compile-time constant and slower (but still practical) if not. | |
void pR(inout vec2 p, float a) { | |
p = cos(a)*p + sin(a)*vec2(p.y, -p.x); | |
} | |
// Shortcut for 45-degrees rotation | |
void pR45(inout vec2 p) { | |
p = (p + vec2(p.y, -p.x))*sqrt(0.5); | |
} | |
// Repeat space along one axis. Use like this to repeat along the x axis: | |
// <float cell = pMod1(p.x,5);> - using the return value is optional. | |
float pMod1(inout float p, float size) { | |
float halfsize = size*0.5; | |
float c = floor((p + halfsize)/size); | |
p = mod(p + halfsize, size) - halfsize; | |
return c; | |
} | |
// Same, but mirror every second cell so they match at the boundaries | |
float pModMirror1(inout float p, float size) { | |
float halfsize = size*0.5; | |
float c = floor((p + halfsize)/size); | |
p = mod(p + halfsize,size) - halfsize; | |
p *= mod(c, 2.0)*2. - 1.; | |
return c; | |
} | |
// Repeat the domain only in positive direction. Everything in the negative half-space is unchanged. | |
float pModSingle1(inout float p, float size) { | |
float halfsize = size*0.5; | |
float c = floor((p + halfsize)/size); | |
if (p >= 0.) | |
p = mod(p + halfsize, size) - halfsize; | |
return c; | |
} | |
// Repeat only a few times: from indices <start> to <stop> (similar to above, but more flexible) | |
float pModInterval1(inout float p, float size, float start, float stop) { | |
float halfsize = size*0.5; | |
float c = floor((p + halfsize)/size); | |
p = mod(p+halfsize, size) - halfsize; | |
if (c > stop) { //yes, this might not be the best thing numerically. | |
p += size*(c - stop); | |
c = stop; | |
} | |
if (c <start) { | |
p += size*(c - start); | |
c = start; | |
} | |
return c; | |
} | |
// Repeat around the origin by a fixed angle. | |
// For easier use, num of repetitions is use to specify the angle. | |
float pModPolar(inout vec2 p, float repetitions) { | |
float angle = 2.*PI/repetitions; | |
float a = atan(p.y, p.x) + angle/2.; | |
float r = length(p); | |
float c = floor(a/angle); | |
a = mod(a,angle) - angle/2.; | |
p = vec2(cos(a), sin(a))*r; | |
// For an odd number of repetitions, fix cell index of the cell in -x direction | |
// (cell index would be e.g. -5 and 5 in the two halves of the cell): | |
if (abs(c) >= (repetitions/2.)) c = abs(c); | |
return c; | |
} | |
// Repeat in two dimensions | |
vec2 pMod2(inout vec2 p, vec2 size) { | |
vec2 c = floor((p + size*0.5)/size); | |
p = mod(p + size*0.5,size) - size*0.5; | |
return c; | |
} | |
// Same, but mirror every second cell so all boundaries match | |
vec2 pModMirror2(inout vec2 p, vec2 size) { | |
vec2 halfsize = size*0.5; | |
vec2 c = floor((p + halfsize)/size); | |
p = mod(p + halfsize, size) - halfsize; | |
p *= mod(c,vec2(2.))*2. - vec2(1.); | |
return c; | |
} | |
// Same, but mirror every second cell at the diagonal as well | |
vec2 pModGrid2(inout vec2 p, vec2 size) { | |
vec2 c = floor((p + size*0.5)/size); | |
p = mod(p + size*0.5, size) - size*0.5; | |
p *= mod(c,vec2(2))*2. - vec2(1); | |
p -= size/2.; | |
if (p.x > p.y) p.xy = p.yx; | |
return floor(c/2.); | |
} | |
// Repeat in three dimensions | |
vec3 pMod3(inout vec3 p, vec3 size) { | |
vec3 c = floor((p + size*0.5)/size); | |
p = mod(p + size*0.5, size) - size*0.5; | |
return c; | |
} | |
// Mirror at an axis-aligned plane which is at a specified distance <dist> from the origin. | |
float pMirror (inout float p, float dist) { | |
float s = sign(p); | |
p = abs(p)-dist; | |
return s; | |
} | |
// Mirror in both dimensions and at the diagonal, yielding one eighth of the space. | |
// translate by dist before mirroring. | |
vec2 pMirrorOctant (inout vec2 p, vec2 dist) { | |
vec2 s = sign(p); | |
pMirror(p.x, dist.x); | |
pMirror(p.y, dist.y); | |
if (p.y > p.x) | |
p.xy = p.yx; | |
return s; | |
} | |
// Reflect space at a plane | |
float pReflect(inout vec3 p, vec3 planeNormal, float offset) { | |
float t = dot(p, planeNormal)+offset; | |
if (t < 0.) { | |
p = p - (2.*t)*planeNormal; | |
} | |
return sign(t); | |
} | |
//////////////////////////////////////////////////////////////// | |
// | |
// OBJECT COMBINATION OPERATORS | |
// | |
//////////////////////////////////////////////////////////////// | |
// | |
// We usually need the following boolean operators to combine two objects: | |
// Union: OR(a,b) | |
// Intersection: AND(a,b) | |
// Difference: AND(a,!b) | |
// (a and b being the distances to the objects). | |
// | |
// The trivial implementations are min(a,b) for union, max(a,b) for intersection | |
// and max(a,-b) for difference. To combine objects in more interesting ways to | |
// produce rounded edges, chamfers, stairs, etc. instead of plain sharp edges we | |
// can use combination operators. It is common to use some kind of "smooth minimum" | |
// instead of min(), but we don't like that because it does not preserve Lipschitz | |
// continuity in many cases. | |
// | |
// Naming convention: since they return a distance, they are called fOpSomething. | |
// The different flavours usually implement all the boolean operators above | |
// and are called fOpUnionRound, fOpIntersectionRound, etc. | |
// | |
// The basic idea: Assume the object surfaces intersect at a right angle. The two | |
// distances <a> and <b> constitute a new local two-dimensional coordinate system | |
// with the actual intersection as the origin. In this coordinate system, we can | |
// evaluate any 2D distance function we want in order to shape the edge. | |
// | |
// The operators below are just those that we found useful or interesting and should | |
// be seen as examples. There are infinitely more possible operators. | |
// | |
// They are designed to actually produce correct distances or distance bounds, unlike | |
// popular "smooth minimum" operators, on the condition that the gradients of the two | |
// SDFs are at right angles. When they are off by more than 30 degrees or so, the | |
// Lipschitz condition will no longer hold (i.e. you might get artifacts). The worst | |
// case is parallel surfaces that are close to each other. | |
// | |
// Most have a float argument <r> to specify the radius of the feature they represent. | |
// This should be much smaller than the object size. | |
// | |
// Some of them have checks like "if ((-a < r) && (-b < r))" that restrict | |
// their influence (and computation cost) to a certain area. You might | |
// want to lift that restriction or enforce it. We have left it as comments | |
// in some cases. | |
// | |
// usage example: | |
// | |
// float fTwoBoxes(vec3 p) { | |
// float box0 = fBox(p, vec3(1)); | |
// float box1 = fBox(p-vec3(1), vec3(1)); | |
// return fOpUnionChamfer(box0, box1, 0.2); | |
// } | |
// | |
//////////////////////////////////////////////////////////////// | |
// The "Chamfer" flavour makes a 45-degree chamfered edge (the diagonal of a square of size <r>): | |
float fOpUnionChamfer(float a, float b, float r) { | |
float m = min(a, b); | |
//if ((a < r) && (b < r)) { | |
return min(m, (a - r + b)*sqrt(0.5)); | |
//} else { | |
return m; | |
//} | |
} | |
// Intersection has to deal with what is normally the inside of the resulting object | |
// when using union, which we normally don't care about too much. Thus, intersection | |
// implementations sometimes differ from union implementations. | |
float fOpIntersectionChamfer(float a, float b, float r) { | |
float m = max(a, b); | |
if (r <= 0.) return m; | |
if (((-a < r) && (-b < r)) || (m < 0.)) { | |
return max(m, (a + r + b)*sqrt(0.5)); | |
} else { | |
return m; | |
} | |
} | |
// Difference can be built from Intersection or Union: | |
float fOpDifferenceChamfer (float a, float b, float r) { | |
return fOpIntersectionChamfer(a, -b, r); | |
} | |
// The "Round" variant uses a quarter-circle to join the two objects smoothly: | |
float fOpUnionRound(float a, float b, float r) { | |
float m = min(a, b); | |
if ((a < r) && (b < r) ) { | |
return min(m, r - sqrt((r-a)*(r-a) + (r-b)*(r-b))); | |
} else { | |
return m; | |
} | |
} | |
float fOpIntersectionRound(float a, float b, float r) { | |
float m = max(a, b); | |
if ((-a < r) && (-b < r)) { | |
return max(m, -(r - sqrt((r+a)*(r+a) + (r+b)*(r+b)))); | |
} else { | |
return m; | |
} | |
} | |
float fOpDifferenceRound (float a, float b, float r) { | |
return fOpIntersectionRound(a, -b, r); | |
} | |
// The "Columns" flavour makes n-1 circular columns at a 45 degree angle: | |
float fOpUnionColumns(float a, float b, float r, float n) { | |
if ((a < r) && (b < r)) { | |
vec2 p = vec2(a, b); | |
float columnradius = r*sqrt(2.)/((n-1.)*2.+sqrt(2.)); | |
pR45(p); | |
p.x -= sqrt(2.)/2.*r; | |
p.x += columnradius*sqrt(2.); | |
if (mod(n,2.) == 1.) { | |
p.y += columnradius; | |
} | |
// At this point, we have turned 45 degrees and moved at a point on the | |
// diagonal that we want to place the columns on. | |
// Now, repeat the domain along this direction and place a circle. | |
pMod1(p.y, columnradius*2.); | |
float result = length(p) - columnradius; | |
result = min(result, p.x); | |
result = min(result, a); | |
return min(result, b); | |
} else { | |
return min(a, b); | |
} | |
} | |
float fOpDifferenceColumns(float a, float b, float r, float n) { | |
a = -a; | |
float m = min(a, b); | |
//avoid the expensive computation where not needed (produces discontinuity though) | |
if ((a < r) && (b < r)) { | |
vec2 p = vec2(a, b); | |
float columnradius = r*sqrt(2.)/n/2.0; | |
columnradius = r*sqrt(2.)/((n-1.)*2.+sqrt(2.)); | |
pR45(p); | |
p.y += columnradius; | |
p.x -= sqrt(2.)/2.*r; | |
p.x += -columnradius*sqrt(2.)/2.; | |
if (mod(n,2.) == 1.) { | |
p.y += columnradius; | |
} | |
pMod1(p.y,columnradius*2.); | |
float result = -length(p) + columnradius; | |
result = max(result, p.x); | |
result = min(result, a); | |
return -min(result, b); | |
} else { | |
return -m; | |
} | |
} | |
float fOpIntersectionColumns(float a, float b, float r, float n) { | |
return fOpDifferenceColumns(a,-b,r, n); | |
} | |
// The "Stairs" flavour produces n-1 steps of a staircase: | |
float fOpUnionStairs(float a, float b, float r, float n) { | |
float d = min(a, b); | |
vec2 p = vec2(a, b); | |
pR45(p); | |
p = p.yx - vec2((r-r/n)*0.5*sqrt(2.)); | |
p.x += 0.5*sqrt(2.)*r/n; | |
float x = r*sqrt(2.)/n; | |
pMod1(p.x, x); | |
d = min(d, p.y); | |
pR45(p); | |
return min(d, vmax(p -vec2(0.5*r/n))); | |
} | |
// We can just call Union since stairs are symmetric. | |
float fOpIntersectionStairs(float a, float b, float r, float n) { | |
return -fOpUnionStairs(-a, -b, r, n); | |
} | |
float fOpDifferenceStairs(float a, float b, float r, float n) { | |
return -fOpUnionStairs(-a, b, r, n); | |
} | |
// This produces a cylindical pipe that runs along the intersection. | |
// No objects remain, only the pipe. This is not a boolean operator. | |
float fOpPipe(float a, float b, float r) { | |
return length(vec2(a, b)) - r; | |
} |
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