Ray-caster: generalize depth sorting
Switch from a hard-coded sorting network for four fragments to an insertion sort, which should work for any number of fragments.
This commit is contained in:
parent
8798683d25
commit
c18cac642b
@ -137,29 +137,37 @@ void main() {
|
||||
// cast rays through the spheres
|
||||
vec2 depth_pairs [sphere_cnt];
|
||||
taggedFrag frags [2*sphere_cnt];
|
||||
for (int i = 0; i < sphere_cnt; i++) {
|
||||
int frag_cnt = 0;
|
||||
for (int i = 0; i < sphere_cnt; ++i) {
|
||||
vec2 hit_depths = sphere_cast(sphere_list[i], dir);
|
||||
frags[2*i] = sphere_shading(sphere_list[i], hit_depths[0] * dir, color_list[i], i);
|
||||
frags[2*i+1] = sphere_shading(sphere_list[i], hit_depths[1] * dir, color_list[i], i);
|
||||
if (!isnan(hit_depths[0])) {
|
||||
frags[frag_cnt] = sphere_shading(sphere_list[i], hit_depths[0] * dir, color_list[i], i);
|
||||
++frag_cnt;
|
||||
}
|
||||
if (!isnan(hit_depths[1])) {
|
||||
frags[frag_cnt] = sphere_shading(sphere_list[i], hit_depths[1] * dir, color_list[i], i);
|
||||
++frag_cnt;
|
||||
}
|
||||
}
|
||||
|
||||
// shade and depth-sort the impact points
|
||||
taggedFrag front_hits[2] = sort(frags[0], frags[2]);
|
||||
taggedFrag back_hits[2] = sort(frags[1], frags[3]);
|
||||
taggedFrag middle_frags[2] = sort(front_hits[1], back_hits[0]);
|
||||
|
||||
// finish depth sorting
|
||||
taggedFrag frags_by_depth[4];
|
||||
frags_by_depth[0] = front_hits[0];
|
||||
frags_by_depth[1] = middle_frags[0];
|
||||
frags_by_depth[2] = middle_frags[1];
|
||||
frags_by_depth[3] = back_hits[1];
|
||||
// sort the fragments by depth, using an insertion sort
|
||||
for (int take = 1; take < frag_cnt; ++take) {
|
||||
taggedFrag pulled = frags[take];
|
||||
for (int put = take; put >= 0; --put) {
|
||||
if (put < 1 || frags[put-1].pt.z >= pulled.pt.z) {
|
||||
frags[put] = pulled;
|
||||
break;
|
||||
} else {
|
||||
frags[put] = frags[put-1];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// highlight intersections and cusps
|
||||
for (int i = 3; i >= 1; --i) {
|
||||
for (int i = frag_cnt-1; i >= 1; --i) {
|
||||
// intersections
|
||||
taggedFrag frag0 = frags_by_depth[i];
|
||||
taggedFrag frag1 = frags_by_depth[i-1];
|
||||
taggedFrag frag0 = frags[i];
|
||||
taggedFrag frag1 = frags[i-1];
|
||||
float ixn_sin = length(cross(frag0.normal, frag1.normal));
|
||||
vec3 disp = frag0.pt - frag1.pt;
|
||||
float ixn_dist = max(
|
||||
@ -167,21 +175,21 @@ void main() {
|
||||
abs(dot(frag0.normal, disp))
|
||||
) / ixn_sin;
|
||||
float ixn_highlight = 0.5 * highlight * (1. - smoothstep(2./3.*ixn_threshold, 1.5*ixn_threshold, ixn_dist));
|
||||
frags_by_depth[i].color = mix(frags_by_depth[i].color, vec4(1.), ixn_highlight);
|
||||
frags_by_depth[i-1].color = mix(frags_by_depth[i-1].color, vec4(1.), ixn_highlight);
|
||||
frags[i].color = mix(frags[i].color, vec4(1.), ixn_highlight);
|
||||
frags[i-1].color = mix(frags[i-1].color, vec4(1.), ixn_highlight);
|
||||
|
||||
// cusps
|
||||
float cusp_cos = abs(dot(dir, frag0.normal));
|
||||
float cusp_threshold = 2.*sqrt(ixn_threshold * sphere_list[frag0.id].lt.s);
|
||||
float cusp_highlight = highlight * (1. - smoothstep(2./3.*cusp_threshold, 1.5*cusp_threshold, cusp_cos));
|
||||
frags_by_depth[i].color = mix(frags_by_depth[i].color, vec4(1.), cusp_highlight);
|
||||
frags[i].color = mix(frags[i].color, vec4(1.), cusp_highlight);
|
||||
}
|
||||
|
||||
// composite the sphere fragments
|
||||
vec3 color = vec3(0.);
|
||||
for (int i = 3; i >= layer_threshold; --i) {
|
||||
if (frags_by_depth[i].pt.z < 0.) {
|
||||
vec4 frag_color = frags_by_depth[i].color;
|
||||
for (int i = frag_cnt-1; i >= layer_threshold; --i) {
|
||||
if (frags[i].pt.z < 0.) {
|
||||
vec4 frag_color = frags[i].color;
|
||||
color = mix(color, frag_color.rgb, frag_color.a);
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user