Ray-caster: pass spheres in through uniforms
Keep the hard-coded spheres for comparison.
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206a2df480
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4 changed files with 103 additions and 29 deletions
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@ -4,6 +4,29 @@ precision highp float;
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out vec4 outColor;
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// --- inversive geometry ---
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struct vecInv {
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vec3 sp;
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vec2 lt;
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};
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vecInv sphere(vec3 center, float radius) {
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return vecInv(
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center / radius,
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vec2(
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0.5 / radius,
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0.5 * (dot(center, center) / radius - radius)
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)
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);
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}
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// --- uniforms ---
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// construction
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const int SPHERE_MAX = 256;
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uniform vecInv sphere_list[SPHERE_MAX];
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// view
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uniform vec2 resolution;
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uniform float shortdim;
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@ -14,6 +37,7 @@ uniform vec2 radius;
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uniform float opacity;
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uniform float highlight;
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uniform int layer_threshold;
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uniform bool use_test_construction;
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// light and camera
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const float focal_slope = 0.3;
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@ -46,23 +70,6 @@ vec3 sRGB(vec3 color) {
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return vec3(sRGB(color.r), sRGB(color.g), sRGB(color.b));
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}
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// --- inversive geometry ---
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struct vecInv {
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vec3 sp;
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vec2 lt;
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};
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vecInv sphere(vec3 center, float radius) {
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return vecInv(
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center / radius,
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vec2(
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0.5 / radius,
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0.5 * (dot(center, center) / radius - radius)
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)
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);
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}
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// --- shading ---
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struct taggedFrag {
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@ -127,10 +134,21 @@ void main() {
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vec3 dir = vec3(focal_slope * scr, -1.);
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// initialize two spheres
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vecInv sphere_list [sphere_cnt];
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sphere_list[0] = sphere(vec3(0.5, 0.5, -5. + ctrl.x), radius.x);
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sphere_list[1] = sphere(vec3(-0.5, -0.5, -5. + ctrl.y), radius.y);
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sphere_list[2] = sphere(vec3(-0.5, 0.5, -5.), 0.75);
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vecInv sphere_list_internal [sphere_cnt];
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if (use_test_construction) {
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/* DEBUG */
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// spheres 0 and 1 are identical in the test construction hard-coded
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// here and the construction passed in through uniforms. sphere 2 has
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// a different radius in the construction; we can use that to show that
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// the switch is working
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sphere_list_internal[0] = sphere(vec3(0.5, 0.5, -5. + ctrl.x), radius.x);
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sphere_list_internal[1] = sphere(vec3(-0.5, -0.5, -5. + ctrl.y), radius.y);
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sphere_list_internal[2] = sphere(vec3(-0.5, 0.5, -5.), 0.5);
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} else {
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for (int i = 0; i < sphere_cnt; ++i) {
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sphere_list_internal[i] = sphere_list[i];
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}
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}
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vec3 color_list [sphere_cnt];
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color_list[0] = vec3(1., 0.25, 0.);
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color_list[1] = vec3(0., 0.25, 1.);
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@ -141,13 +159,13 @@ void main() {
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taggedFrag frags [2*sphere_cnt];
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int frag_cnt = 0;
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for (int i = 0; i < sphere_cnt; ++i) {
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vec2 hit_depths = sphere_cast(sphere_list[i], dir);
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vec2 hit_depths = sphere_cast(sphere_list_internal[i], dir);
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if (!isnan(hit_depths[0])) {
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frags[frag_cnt] = sphere_shading(sphere_list[i], hit_depths[0] * dir, color_list[i], i);
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frags[frag_cnt] = sphere_shading(sphere_list_internal[i], hit_depths[0] * dir, color_list[i], i);
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++frag_cnt;
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}
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if (!isnan(hit_depths[1])) {
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frags[frag_cnt] = sphere_shading(sphere_list[i], hit_depths[1] * dir, color_list[i], i);
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frags[frag_cnt] = sphere_shading(sphere_list_internal[i], hit_depths[1] * dir, color_list[i], i);
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++frag_cnt;
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}
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}
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@ -182,7 +200,7 @@ void main() {
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// cusps
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float cusp_cos = abs(dot(dir, frag0.normal));
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float cusp_threshold = 2.*sqrt(ixn_threshold * sphere_list[frag0.id].lt.s);
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float cusp_threshold = 2.*sqrt(ixn_threshold * sphere_list_internal[frag0.id].lt.s);
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float cusp_highlight = highlight * (1. - smoothstep(2./3.*cusp_threshold, 1.5*cusp_threshold, cusp_cos));
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frags[i].color = mix(frags[i].color, vec4(1.), cusp_highlight);
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}
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