-
Notifications
You must be signed in to change notification settings - Fork 0
/
fragment.glsl
435 lines (384 loc) · 9.37 KB
/
fragment.glsl
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
#version 330
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define float4x4 mat4
#define float3x3 mat3
#define EPS_DER 0.000001
#define EPS_HIT 0.0001
#define EPS_DOT 0.0
#define NUM 2
#define NUMO 8
#define REFLECTION_DEP 3
in float2 fragmentTexCoord;
layout(location = 0) out vec4 fragColor;
uniform float3 g_bBoxMin = float3(-1,-2,-1);
uniform float3 g_bBoxMax = float3(+1,+2,+1);
uniform float4x4 g_rayMatrix;
uniform int g_fog;
uniform int g_reflection;
uniform float4 g_bgColor = float4(0,0,1,1);
float rid;
vec3 amb; // ambient
struct OBJ
{
float mat_kd;
float mat_ks;
float mat_shiness;
float reflection;
vec3 color;
};
/*-------- global array of light sourсes: --------*/
vec3 light_s[NUM] = vec3[NUM](vec3(3.3,5.5,3.4), vec3(-5.7,5.5,3.5)) ;
/*-----------------------------------------------------------
global array of obj's
-------------------------------------------------------------*/
OBJ objects[NUMO] = OBJ[NUMO](
OBJ(0.0,0.0,0.0,0.0,vec3(0.0,0.0,0.0)),
OBJ(50.1,30.9,5.3,0.0,vec3(0.25,0.05,0.0)), // sphere
OBJ(0.7,3.246,10.4,2.0,vec3(0.0,0.12,0.05)), // ploskost
OBJ(0.7,26.0,10.4,0.0,vec3(1.5,1.0,0.0)), // cube
OBJ(10.0,20.0,2.0,0.0,vec3(0.0,0.1,0.2)), // fractal Cube
OBJ(10.0,20.0,25.0,0.0,vec3(0.12,0.1,0.0)), // fractal Julia
OBJ(20.0,20.0,10.0,0.0,vec3(25.0,0.0,255.0)), // Bublik primitive
OBJ(40.0,10.0,10.0,0.0,vec3(0.01,0.6,0.05)) // Another Fractal
);
struct HIT
{
bool Ex;
vec3 normal;
int obj;
};
struct PULL
{
float dist;
int obj;
};
struct RAY
{
vec3 p;
vec3 d;
};
struct FILL
{
float shiness;
float kd;
float ks;
};
float3 EyeRayDir(float x, float y, float w, float h)
{
float fov = 3.141592654f/(2.0f);
float3 ray_dir;
ray_dir.x = x+0.5f - (w/2.0f);
ray_dir.y = y+0.5f - (h/2.0f);
ray_dir.z = -(w)/tan(fov/2.0f);
return normalize(ray_dir);
}
/*------primitives-------*/
float Bublik(vec3 p)
{
vec3 c = vec3(4.2,0.0,-1.4);
p = p - c;
vec2 t = float2(0.4,0.4);
vec2 q = vec2(length(p.xz)-t.x-0.2,p.y);
return length(q)-t.y;
}
float Sur(vec3 p)
{
return p.y + 1.0;
}
float Sphere(vec3 p)
{
vec3 c = vec3(2.0,-0.2,-3.0);
float s = 0.8;
return length(p-c)-s;
}
float Box( vec3 p)
{
vec3 c = vec3(0.0,-0.4,0.0);
p -= c;
vec3 b = vec3(0.5, 0.5, 0.5);
return length(max(abs(p)-b,0.0));
}
/*------fractals and help functions------*/
float maxcomp(vec3 p) { return max(p.x,max(p.y,p.z));}
float sdBox(vec3 p)
{
vec3 b = float3(1.0,1.0,1.0);
vec3 di = abs(p) - b;
float mc = maxcomp(di);
return min(mc,length(max(di,0.0)));
}
float Fractal3 (vec3 p)
{
vec3 c = vec3(1.0,0.0,3.0);
p -= c;
const mat3 ma = mat3( 0.60, 0.00, 0.80,
0.00, 1.00, 0.00,
-0.80, 0.00, 0.60 );
float d = sdBox(p);
float ani = 1.0;
float off = 0.0;
float s = 1.0;
int numIterations = 4;
for( int m = 0; m < numIterations; m++)
{
vec3 a = mod( p*s, 2.0 )-1.0;
s *= 3.0;
vec3 r = abs(1.0 - 3.0*abs(a));
float da = max(r.x,r.y);
float db = max(r.y,r.z);
float dc = max(r.z,r.x);
float c = (min(da,min(db,dc))-1.0)/s;
if (c > d)
d = c;
}
return d;
}
vec4 qsqr( vec4 a )
{
return vec4( a.x*a.x - a.y*a.y - a.z*a.z - a.w*a.w,
2.0*a.x*a.y,
2.0*a.x*a.z,
2.0*a.x*a.w );
}
const int j_Iterations = 11;
float FracJulia(vec3 p)
{
vec3 c = vec3(3.0,0.0,1.0);
p -= c;
vec4 z = vec4(p, 0.0);
float md2 = 1.0;
float mz2 = dot(z, z);
vec4 trap = vec4(abs(z.xyz), mz2);
for( int i = 0; i < j_Iterations; i++)
{
md2 *= 4.0*mz2;
z = qsqr(z) + 0.45*cos( vec4(0.5,3.5,1.4,1.1) + 2.5*vec4(1.2,1.7,1.0,2.5) ) - vec4(0.3,0.0,0.0,0.0);
mz2 = dot(z,z);
if (mz2 > 4.0)
break;
}
return 0.25*sqrt(mz2/md2)*log(mz2);
}
vec2 cmul( vec2 a, vec2 b ) { return vec2( a.x*b.x - a.y*b.y, a.x*b.y + a.y*b.x ); }
vec2 csqr( vec2 a ) { return vec2( a.x*a.x - a.y*a.y, 2.*a.x*a.y ); }
vec3 dmul( vec3 a, vec3 b ) {
float r = length(a);
b.xy=cmul(normalize(a.xy), b.xy);
b.yz=cmul(normalize(a.yz), b.yz);
b.xz=cmul(normalize(a.xz), b.xz);
return r*b;
}
float AnotherFractal( vec3 p)
{
vec3 center = vec3(-2.0,0.0,2.0);
p -= center;
float dr = 1.0;
float r2;
vec3 c = p;
int Iterations = 5;
for (int i=0; i < Iterations; i++)
{
r2 = sqrt(dot(p, p));
if (r2>4.0)
continue;
dr = 2.0*r2*dr + 1.0;
p = dmul(p, p) + c;
}
float l = length(p);
float d =.5*l*log(l)/dr;
return d;
}
PULL Draw(vec3 p)
{
float D1,D2,D3,D4,D5,D6,D7;
PULL pull;
D1 = Sphere(p);
D2 = Sur(p);
D3 = Fractal3(p);
D4 = FracJulia(p);
D5 = Bublik(p);
D6 = AnotherFractal(p);
D7 = Box(p);
float k = min(min(min(min(min(min(D1,D2), D3), D4), D5), D6), D7);
pull.dist = k;
if (k == D1)
{
pull.obj = 1;
}
else
if (k == D2)
{
pull.obj = 2;
}
else
if (k == D3)
{
pull.obj = 4;
}
else
if (k == D4)
{
pull.obj = 5;
}
else
if (k == D5)
{
pull.obj = 6;
}
else
if (k == D6)
{
pull.obj = 7;
}
else
if (k == D7)
{
pull.obj = 3;
}
return pull;
}
float3 Normal(float3 z)
{
vec3 z1 = z + vec3(EPS_DER, 0, 0);
vec3 z2 = z - vec3(EPS_DER, 0, 0);
vec3 z3 = z + vec3(0, EPS_DER, 0);
vec3 z4 = z - vec3(0, EPS_DER, 0);
vec3 z5 = z + vec3(0, 0, EPS_DER);
vec3 z6 = z - vec3(0, 0, EPS_DER);
float dx = Draw(z1).dist - Draw(z2).dist;
float dy = Draw(z3).dist - Draw(z4).dist;
float dz = Draw(z5).dist - Draw(z6).dist;
return normalize(vec3(dx, dy, dz) / (2.0*EPS_DER));
}
HIT Hitting(RAY ray)
{
float step = 0.0;
HIT hit;
hit.Ex = false;
hit.obj = 0;
vec3 eye;
for( int k = 0; k < 200; k++)
{
eye = ray.p + ray.d*step;
PULL pull = Draw(eye);
float h = pull.dist;
if( h < EPS_HIT)
{
hit.obj = pull.obj;
hit.Ex = true;
rid = step;
return hit;
}
step += h;
}
return hit;
}
bool Visible(vec3 position, vec3 sourse, int obj)
{
vec3 stat = position - sourse;
RAY ray;
ray.p = sourse;
ray.d = normalize(stat);
HIT hit = Hitting(ray);
if (obj == hit.obj)
{
return true;
}
return false;
}
float distance(vec3 a, vec3 b)
{
vec3 d = a - b;
return length(d);
}
float3 Shade(RAY ray, vec3 position, OBJ obj, vec3 sourse_pos)
{
vec3 N = Normal(position);
vec3 Ds = normalize(sourse_pos - position);
vec3 Dr = normalize(ray.p - position);
float LdotN = max(0, dot(Ds,N));
float diffuse = obj.mat_kd * LdotN;
float D = distance(sourse_pos, position);
float att = 1.0 /D /D ;
vec3 H = normalize(Ds + Dr);
float RdotV = dot(H, Dr);
float specular = 0.0;
if((RdotV >= 0.0) && (LdotN >= 0.0))
{
specular = obj.mat_ks * pow(max(0, RdotV),obj.mat_shiness);
}
float light = att * diffuse + att * specular;
return vec3(light,light,light);
}
vec3 SomeFog(vec3 rgb, float distance, vec3 rayDir, vec3 SunDir)
{
float b = 0.2;
float fogAmount = 1.0 - exp(-distance*b);
float sunAmount = max(dot(rayDir,SunDir), 0.0);
vec3 fogColor = mix( vec3(0.5,0.6,0.7), vec3(1.0,0.9,0.7), pow(sunAmount, 2.0));
return mix( rgb, fogColor, fogAmount );
}
RAY Reflect(vec3 eyedir,vec3 point)
{
float3 normal = Normal(point);
float3 Dir = normalize(reflect(eyedir,normal));
RAY ray;
ray.p = Dir.x*normal.x + Dir.y*normal.y + Dir.z*normal.z < 0 ? point - normal*1e-3 : point + normal*1e-3;
ray.d = Dir;
return ray;
}
vec4 Trace(RAY ray)
{
amb = float3(0.0,0.0,0.0); // global
float alpha = 1.0;
float A = 1.0;
vec3 help;
int refl_dep;
float3 int_color = vec3(0.0);
for (int j=0; j < REFLECTION_DEP; j++) {
HIT hit = Hitting(ray);
if (!hit.Ex) {
if (g_fog==1)
help = SomeFog(vec3(0.0,0.2,0.1) ,3.5, ray.p, ray.d);
else
help = vec3(0.0,0.2,0.1);
return vec4(help, 0.0);
}
vec3 color = objects[hit.obj].color;
vec3 hit_point = ray.p + ray.d*rid;
for( int i = 0; i<NUM ; i++) {
if(Visible(hit_point, light_s[i], hit.obj))
color += Shade(ray,hit_point, objects[hit.obj],light_s[i]);
}
color += amb; // amb (ambient) - global
int_color = A*color;
/*---------reflection for objects-------------------------------*/
/*--------------------------------------------------------------*/
if (objects[hit.obj].reflection > 0.0 && g_reflection == 1)
{
A *= objects[hit.obj].reflection;
ray = Reflect(ray.d,hit_point);
}
else
{
if (g_fog==1) color = SomeFog(color, 3.3, ray.p, ray.d);
return vec4(color,alpha);
}
}
}
void main(void)
{
float w = float(512);
float h = float(512);
float x = fragmentTexCoord.x*w;
float y = fragmentTexCoord.y*h;
RAY eye;
eye.p = float3(0.0);
eye.d = EyeRayDir(x,y,w,h);
eye.p = (g_rayMatrix*float4(eye.p,1)).xyz;
eye.d = float3x3(g_rayMatrix)*eye.d;
float4 color = Trace(eye);
fragColor = clamp(color,0,1);
}