X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=demo_prior;a=blobdiff_plain;f=sdr%2Fwhitted.p.glsl;h=368903d5a16748ac06e2cbd19a80bf9b51f10ed4;hp=fc197f67e42b429e3985da2b608e33ada9e37205;hb=44a7a61d2bec54ed741930572e63e5015326daca;hpb=ec776ad8bf37d25b9308e2c770d66247135b46ea diff --git a/sdr/whitted.p.glsl b/sdr/whitted.p.glsl index fc197f6..368903d 100644 --- a/sdr/whitted.p.glsl +++ b/sdr/whitted.p.glsl @@ -23,6 +23,11 @@ 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); +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); + void main() { vec3 rdir = normalize(v_rdir); @@ -39,7 +44,22 @@ void main() vec3 shade(in vec3 ro, in vec3 rd, in HitPoint hit) { - return (hit.norm * 0.5 + 0.5) * hit.mtl.diffuse; + HitPoint shadow_hit; + vec3 ldir = light_pos - hit.pos; + + vec3 col = vec3(0.03, 0.03, 0.03); // ambient + + if(!isect_scene(hit.pos + hit.norm * 0.01, ldir, shadow_hit) || shadow_hit.dist > 1.0) { + vec3 l = normalize(ldir); + vec3 v = normalize(-rd); + vec3 h = normalize(v + l); + float ndotl = max(dot(hit.norm, l), 0.0); + float ndoth = max(dot(hit.norm, h), 0.0); + + col += hit.mtl.diffuse * ndotl + hit.mtl.specular * pow(ndoth, hit.mtl.shin); + } + + return col; } #define M_PI 3.1415926 @@ -50,9 +70,6 @@ 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)); } -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); - bool isect_scene(in vec3 ro, in vec3 rd, out HitPoint hit_res) { HitPoint hit, nearest; @@ -77,15 +94,18 @@ 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) { - if(!isect_plane(ro, 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, -1.0), hit)) { return false; } float d = max(abs(hit.pos.x), abs(hit.pos.z)); if(d >= rad) return false; + hit.pos += FLOOR_OFFS; return true; } @@ -101,6 +121,10 @@ bool isect_plane(in vec3 ro, in vec3 rd, in vec4 plane, out HitPoint hit) vec3 pdir = pp - ro; float t = dot(pdir, plane.xyz) / ndotrd; + if(t < 1e-6) { + return false; + } + hit.dist = t; hit.pos = ro + rd * t; hit.norm = plane.xyz;