Application prototype #14
@ -25,10 +25,10 @@ vecInv sphere(vec3 center, float radius) {
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// construction. the SPHERE_MAX array size seems to affect frame rate a lot,
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// even though we should only be using the first few elements of each array
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const int SPHERE_MAX_UNIFORM = 200;
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const int SPHERE_MAX = 200;
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uniform int sphere_cnt;
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uniform vecInv sphere_list[SPHERE_MAX_UNIFORM];
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uniform vec3 color_list[SPHERE_MAX_UNIFORM];
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uniform vecInv sphere_list[SPHERE_MAX];
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uniform vec3 color_list[SPHERE_MAX];
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// view
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uniform vec2 resolution;
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@ -135,8 +135,8 @@ void main() {
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vec3 dir = vec3(focal_slope * scr, -1.);
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// cast rays through the spheres
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const int SPHERE_MAX_INTERNAL = 6;
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taggedFrag frags [2*SPHERE_MAX_INTERNAL];
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const int LAYER_MAX = 12;
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taggedFrag frags [LAYER_MAX];
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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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@ -144,17 +144,20 @@ void main() {
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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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float hit_z = -hit_depths[side];
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if (0. > hit_z) {
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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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if (layer < 1 || frags[layer-1].pt.z >= hit_z) {
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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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if (layer < LAYER_MAX) {
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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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}
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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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@ -163,7 +166,7 @@ void main() {
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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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layer_cnt = min(layer_cnt + 1, LAYER_MAX);
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}
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}
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}
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