X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=demo_prior;a=blobdiff_plain;f=sdr%2Fwhitted.p.glsl;h=0124f1bfd1e4f0effac1732bf67ebcdb025c89e6;hp=368903d5a16748ac06e2cbd19a80bf9b51f10ed4;hb=3a9f6854df479d81442273c9d0b133c49c5c8f66;hpb=0b24071f728b7c8550daa1b7aa7c4012cb70ef4c diff --git a/sdr/whitted.p.glsl b/sdr/whitted.p.glsl index 368903d..0124f1b 100644 --- a/sdr/whitted.p.glsl +++ b/sdr/whitted.p.glsl @@ -18,15 +18,16 @@ vec3 backdrop(in vec3 dir); bool isect_scene(in vec3 ro, in vec3 rd, out HitPoint hit); -bool isect_floor(in vec3 ro, in vec3 rd, float rad, out HitPoint hit); +bool isect_floor(in vec3 ro, in vec3 rd, in vec2 sz, out HitPoint hit); bool isect_plane(in vec3 ro, in vec3 rd, in vec4 plane, out HitPoint hit); bool isect_sphere(in vec3 ro, in vec3 rd, in vec3 pos, float rad, out HitPoint hit); +vec3 tex_chess(in vec3 col1, in vec3 col2, in vec2 spos); const Material mtl_sph = Material(vec3(1.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0), 80.0); const Material mtl_floor = Material(vec3(0.5, 0.5, 0.5), vec3(0.0, 0.0, 0.0), 1.0); -const vec3 light_pos = vec3(-20, 20, 30); +const vec3 light_pos = vec3(-10, 50, 30); void main() { @@ -70,20 +71,24 @@ vec3 backdrop(in vec3 dir) return mix(vec3(0.8, 0.3, 0.2), vec3(0.2, 0.3, 0.8), smoothstep(-0.1, 0.1, dir.y)); } +#define FLOOR_OFFS vec3(3.0, 0.0, 0.0) +#define FLOOR_SIZE vec2(5.5, 15.0) + bool isect_scene(in vec3 ro, in vec3 rd, out HitPoint hit_res) { HitPoint hit, nearest; nearest.dist = 10000.0; - if(isect_sphere(ro, rd, vec3(0.0, 0.0, 0.0), 1.0, hit)) { + if(isect_sphere(ro, rd, vec3(1.0, 0.0, 0.0), 1.0, hit)) { nearest = hit; nearest.mtl = mtl_sph; } - if(isect_floor(ro, rd, 5.0, hit) && hit.dist < nearest.dist) { + if(isect_floor(ro, rd, FLOOR_SIZE, hit) && hit.dist < nearest.dist) { nearest = hit; nearest.mtl = mtl_floor; + nearest.mtl.diffuse = tex_chess(vec3(1.0, 0.0, 0.0), vec3(1.0, 1.0, 0.0), hit.surfpos); } if(nearest.dist >= 10000.0) { @@ -94,18 +99,18 @@ bool isect_scene(in vec3 ro, in vec3 rd, out HitPoint hit_res) return true; } -#define FLOOR_OFFS vec3(2.0, 0.0, 0.0) - -bool isect_floor(in vec3 ro, in vec3 rd, float rad, out HitPoint hit) +bool isect_floor(in vec3 ro, in vec3 rd, in vec2 sz, out HitPoint hit) { - if(!isect_plane(ro - FLOOR_OFFS, rd, vec4(0.0, 1.0, 0.0, -1.0), hit)) { + if(!isect_plane(ro - FLOOR_OFFS, rd, vec4(0.0, 1.0, 0.0, -1.8), hit)) { return false; } - float d = max(abs(hit.pos.x), abs(hit.pos.z)); - if(d >= rad) return false; + if(abs(hit.pos.x) >= sz.x || abs(hit.pos.z) >= sz.y) { + return false; + } hit.pos += FLOOR_OFFS; + hit.surfpos /= sz * 2.0; return true; } @@ -161,3 +166,13 @@ bool isect_sphere(in vec3 ro, in vec3 rd, in vec3 pos, float rad, out HitPoint h hit.surfpos.y = acos(hit.norm.y); return true; } + +vec3 tex_chess(in vec3 col1, in vec3 col2, in vec2 spos) +{ + float foo = step(0.5, mod(spos.x * 8.0, 1.0)) * 2.0 - 1.0; + float bar = step(0.5, mod(spos.y * 24.0, 1.0)) * 2.0 - 1.0; + + float xor = (foo * bar) * 0.5 + 0.5; + + return mix(col1, col2, xor); +}