Application prototype #14
@ -138,16 +138,34 @@ void main() {
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const int SPHERE_MAX_INTERNAL = 6;
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vec2 depth_pairs [SPHERE_MAX_INTERNAL];
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taggedFrag frags [2*SPHERE_MAX_INTERNAL];
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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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if (hit_depths[0] > 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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++frag_cnt;
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}
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if (hit_depths[1] > 0.) {
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frags[frag_cnt] = sphere_shading(sphere_list[i], hit_depths[1] * dir, color_list[i], i);
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++frag_cnt;
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int layer_cnt = 0;
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for (int id = 0; id < sphere_cnt; ++id) {
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// find out where the ray hits the sphere
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vec2 hit_depths = sphere_cast(sphere_list[id], dir);
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// insertion-sort the fragments we hit into the fragment list
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for (int side = 0; side < 2; ++side) {
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if (hit_depths[side] > 0.) {
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for (int layer = layer_cnt; layer >= 0; --layer) {
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if (layer < 1 || frags[layer-1].pt.z >= -hit_depths[side]) {
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// we're not as close to the screen as the fragment
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// before the empty slot, so insert here
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frags[layer] = sphere_shading(
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sphere_list[id],
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hit_depths[side] * dir,
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color_list[id],
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id
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);
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break;
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} else {
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// we're closer to the screen than the fragment before
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// the empty slot, so move that fragment into the empty
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// slot
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frags[layer] = frags[layer-1];
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}
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}
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++layer_cnt;
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}
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}
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}
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@ -156,29 +174,16 @@ void main() {
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if (debug_mode) {
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// at the bottom of the screen, show the color scale instead of the
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// layer count
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if (gl_FragCoord.y < 10.) frag_cnt = int(8. * gl_FragCoord.x / resolution.x);
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if (gl_FragCoord.y < 10.) layer_cnt = int(8. * gl_FragCoord.x / resolution.x);
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// convert number to color
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ivec3 bits = frag_cnt / ivec3(1, 2, 4);
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ivec3 bits = layer_cnt / ivec3(1, 2, 4);
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outColor = vec4(mod(vec3(bits), 2.), 1.);
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return;
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}
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// sort the fragments by depth, using an insertion sort
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for (int take = 1; take < frag_cnt; ++take) {
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taggedFrag pulled = frags[take];
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for (int put = take; put >= 0; --put) {
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if (put < 1 || frags[put-1].pt.z >= pulled.pt.z) {
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frags[put] = pulled;
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break;
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} else {
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frags[put] = frags[put-1];
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}
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}
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}
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// highlight intersections and cusps
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for (int i = frag_cnt-1; i >= 1; --i) {
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for (int i = layer_cnt-1; i >= 1; --i) {
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// intersections
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taggedFrag frag0 = frags[i];
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taggedFrag frag1 = frags[i-1];
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@ -201,7 +206,7 @@ void main() {
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// composite the sphere fragments
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vec3 color = vec3(0.);
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for (int i = frag_cnt-1; i >= layer_threshold; --i) {
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for (int i = layer_cnt-1; i >= layer_threshold; --i) {
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if (frags[i].pt.z < 0.) {
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vec4 frag_color = frags[i].color;
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color = mix(color, frag_color.rgb, frag_color.a);
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