per-object coloring
parent
b0b0a9e421
commit
3c96e9eb44
|
@ -9,6 +9,10 @@ uniform vec3 u_camup;
|
|||
|
||||
out vec4 FragColor;
|
||||
|
||||
vec3 sphere1Color = vec3(1.0, 0.0, 0.0);
|
||||
vec3 box1Color = vec3(0.0, 1.0, 0.0);
|
||||
vec3 box2Color = vec3(0.0, 0.0, 1.0);
|
||||
|
||||
// START OF SDFs
|
||||
float sdfSphere(in vec3 point, in vec3 center, float r)
|
||||
{
|
||||
|
@ -20,19 +24,29 @@ float sdfBox(in vec3 point, in vec3 center, in vec3 b){
|
|||
return length(max(q,0.0)) + min(max(q.x,max(q.y,q.z)),0.0);
|
||||
}
|
||||
|
||||
float opUnion( float d1, float d2 ) { return min(d1,d2); }
|
||||
vec4 opUnion( vec4 d1, vec4 d2 ) {
|
||||
if(d1.w < d2.w) return d1;
|
||||
else return d2;
|
||||
}
|
||||
|
||||
float sdfScene(in vec3 p){
|
||||
return opUnion(opUnion( sdfSphere(p, vec3(0.0), 1), sdfBox(p, vec3(2.0, 0.0, 0.0), vec3(0.8))), sdfBox(p, vec3(-5.0, 0.0, 0.0), vec3(2.0, 1.0, 0.5)));
|
||||
vec4 sdfScene(in vec3 p){
|
||||
return opUnion(
|
||||
opUnion(
|
||||
vec4(sphere1Color, sdfSphere(p, vec3(0.0), 1)),
|
||||
vec4(box1Color, sdfBox(p, vec3(2.0, 0.0, 0.0), vec3(0.8)))
|
||||
),
|
||||
vec4(box2Color, sdfBox(p, vec3(-5.0, 0.0, 0.0), vec3(2.0, 1.0, 0.5)))
|
||||
);
|
||||
}
|
||||
// END OF SDFs
|
||||
|
||||
vec3 sceneNormal(in vec3 p){
|
||||
vec3 smallstep = vec3(0.00001, 0.0, 0.0);
|
||||
float sdf = sdfScene(p).w;
|
||||
|
||||
float gradient_x = sdfScene(p.xyz + smallstep.xyy) - sdfScene(p.xyz - smallstep.xyy);
|
||||
float gradient_y = sdfScene(p.xyz + smallstep.yxy) - sdfScene(p.xyz - smallstep.yxy);
|
||||
float gradient_z = sdfScene(p.xyz + smallstep.yyx) - sdfScene(p.xyz - smallstep.yyx);
|
||||
float gradient_x = sdfScene(p.xyz + smallstep.xyy).w - sdf;
|
||||
float gradient_y = sdfScene(p.xyz + smallstep.yxy).w - sdf;
|
||||
float gradient_z = sdfScene(p.xyz + smallstep.yyx).w - sdf;
|
||||
|
||||
return normalize(vec3(gradient_x, gradient_y, gradient_z));
|
||||
}
|
||||
|
@ -51,15 +65,15 @@ vec3 ray_march(in vec3 ro, in vec3 rd)
|
|||
float total_dist = 0.0;
|
||||
vec3 pos;
|
||||
|
||||
for(int i = 0; i < 35; i++){
|
||||
for(int i = 0; i < 100; i++){
|
||||
// incrementally travel following the ray
|
||||
pos = ro + rd * total_dist;
|
||||
|
||||
// calculate distance from scene
|
||||
float dist = sdfScene(pos);
|
||||
vec4 dist = sdfScene(pos);
|
||||
|
||||
// if close to the scene, color the pixel as needed
|
||||
if(dist <= 0.001){
|
||||
if(dist.w <= 0.001){
|
||||
// Basic Phong illumination
|
||||
// diffuse
|
||||
lightDir = normalize(lightPos - pos);
|
||||
|
@ -73,11 +87,11 @@ vec3 ray_march(in vec3 ro, in vec3 rd)
|
|||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
|
||||
vec3 specular = specularStrength * spec * lightColor;
|
||||
|
||||
return (ambient + diffuse + specular) * vec3(1.0, 0.0, 0.0);
|
||||
return (ambient + diffuse + specular) * dist.xyz;
|
||||
}
|
||||
|
||||
// increment distance by the highest possible value (sphere marching)
|
||||
total_dist += dist;
|
||||
total_dist += dist.w;
|
||||
|
||||
// if too far out, bail out
|
||||
if(total_dist > 1000) break;
|
||||
|
|
Loading…
Reference in New Issue