Application prototype #14
@ -63,15 +63,13 @@ vec3 sRGB(vec3 color) {
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// --- shading ---
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// --- shading ---
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struct taggedFrag {
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struct Fragment {
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int id;
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vec4 color;
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float highlight;
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vec3 pt;
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vec3 pt;
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vec3 normal;
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vec3 normal;
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vec4 color;
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};
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};
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taggedFrag sphere_shading(vecInv v, vec3 pt, vec3 base_color, float highlight, int id) {
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Fragment sphere_shading(vecInv v, vec3 pt, vec3 base_color) {
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// the expression for normal needs to be checked. it's supposed to give the
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// the expression for normal needs to be checked. it's supposed to give the
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// negative gradient of the lorentz product between the impact point vector
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// negative gradient of the lorentz product between the impact point vector
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// and the sphere vector with respect to the coordinates of the impact
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// and the sphere vector with respect to the coordinates of the impact
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@ -81,11 +79,26 @@ taggedFrag sphere_shading(vecInv v, vec3 pt, vec3 base_color, float highlight, i
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float incidence = dot(normal, light_dir);
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float incidence = dot(normal, light_dir);
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float illum = mix(0.4, 1.0, max(incidence, 0.0));
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float illum = mix(0.4, 1.0, max(incidence, 0.0));
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return taggedFrag(id, vec4(illum * base_color, opacity), highlight, pt, normal);
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return Fragment(pt, normal, vec4(illum * base_color, opacity));
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}
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float intersection_dist(Fragment a, Fragment b) {
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float intersection_sin = length(cross(a.normal, b.normal));
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vec3 disp = a.pt - b.pt;
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return max(
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abs(dot(a.normal, disp)),
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abs(dot(b.normal, disp))
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) / intersection_sin;
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}
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}
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// --- ray-casting ---
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// --- ray-casting ---
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struct TaggedDepth {
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float depth;
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float dimming;
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int id;
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};
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// if `a/b` is less than this threshold, we approximate `a*u^2 + b*u + c` by
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// if `a/b` is less than this threshold, we approximate `a*u^2 + b*u + c` by
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// the linear function `b*u + c`
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// the linear function `b*u + c`
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const float DEG_THRESHOLD = 1e-9;
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const float DEG_THRESHOLD = 1e-9;
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@ -127,36 +140,29 @@ void main() {
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// cast rays through the spheres
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// cast rays through the spheres
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const int LAYER_MAX = 12;
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const int LAYER_MAX = 12;
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taggedFrag frags [LAYER_MAX];
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TaggedDepth top_hits [LAYER_MAX];
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int layer_cnt = 0;
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int layer_cnt = 0;
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for (int id = 0; id < sphere_cnt; ++id) {
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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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// 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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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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// insertion-sort the points we hit into the hit list
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float dimming = 1.;
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float dimming = 1.;
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for (int side = 0; side < 2; ++side) {
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for (int side = 0; side < 2; ++side) {
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float hit_z = -hit_depths[side];
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float depth = hit_depths[side];
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if (0. > hit_z) {
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if (depth > 0.) {
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for (int layer = layer_cnt; layer >= 0; --layer) {
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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_z) {
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if (layer < 1 || top_hits[layer-1].depth <= depth) {
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// we're not as close to the screen as the fragment
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// we're not as close to the screen as the hit before
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// before the empty slot, so insert here
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// the empty slot, so insert here
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if (layer < LAYER_MAX) {
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if (layer < LAYER_MAX) {
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frags[layer] = sphere_shading(
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top_hits[layer] = TaggedDepth(depth, dimming, id);
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sphere_list[id],
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hit_depths[side] * dir,
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dimming * color_list[id],
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highlight_list[id],
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id
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);
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}
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}
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break;
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break;
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} else {
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} else {
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// we're closer to the screen than the fragment before
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// we're closer to the screen than the hit before the
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// the empty slot, so move that fragment into the empty
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// empty slot, so move that hit into the empty slot
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// slot
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top_hits[layer] = top_hits[layer-1];
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frags[layer] = frags[layer-1];
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}
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}
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}
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}
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layer_cnt = min(layer_cnt + 1, LAYER_MAX);
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layer_cnt = min(layer_cnt + 1, LAYER_MAX);
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@ -182,35 +188,22 @@ void main() {
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return;
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return;
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}
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}
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// highlight intersections and cusps
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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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float ixn_sin = length(cross(frag0.normal, frag1.normal));
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vec3 disp = frag0.pt - frag1.pt;
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float ixn_dist = max(
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abs(dot(frag1.normal, disp)),
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abs(dot(frag0.normal, disp))
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) / ixn_sin;
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float max_highlight = max(frags[i].highlight, frags[i-1].highlight);
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float ixn_highlight = 0.5 * max_highlight * (1. - smoothstep(2./3.*ixn_threshold, 1.5*ixn_threshold, ixn_dist));
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frags[i].color = mix(frags[i].color, vec4(1.), ixn_highlight);
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frags[i-1].color = mix(frags[i-1].color, vec4(1.), ixn_highlight);
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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 highlight = frags[i].highlight;
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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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// composite the sphere fragments
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// composite the sphere fragments
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vec3 color = vec3(0.);
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vec3 color = vec3(0.);
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for (int i = layer_cnt-1; i >= layer_threshold; --i) {
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int layer = layer_cnt - 1;
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vec4 frag_color = frags[i].color;
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TaggedDepth hit;
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color = mix(color, frag_color.rgb, frag_color.a);
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for (; layer >= layer_threshold; --layer) {
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// shade the current fragment
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hit = top_hits[layer];
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Fragment frag = sphere_shading(
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sphere_list[hit.id],
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hit.depth * dir,
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hit.dimming * color_list[hit.id]
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);
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float highlight = highlight_list[hit.id];
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// composite the current fragment
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color = mix(color, frag.color.rgb, frag.color.a);
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}
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}
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outColor = vec4(sRGB(color), 1.);
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outColor = vec4(sRGB(color), 1.);
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}
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}
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