From c18cac642b23e0daeac65bb9b7b493a7749b16d7 Mon Sep 17 00:00:00 2001 From: Aaron Fenyes Date: Sun, 25 Aug 2024 00:47:36 -0700 Subject: [PATCH] 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. --- .../inversive-display/src/inversive.frag | 54 +++++++++++-------- 1 file changed, 31 insertions(+), 23 deletions(-) diff --git a/app-proto/inversive-display/src/inversive.frag b/app-proto/inversive-display/src/inversive.frag index 12b4129..93bdde4 100644 --- a/app-proto/inversive-display/src/inversive.frag +++ b/app-proto/inversive-display/src/inversive.frag @@ -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); } }