basic phong lighting
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@@ -2,7 +2,7 @@
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pub const DATA: &[u32] = &[
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// z0
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1,0,
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0,0,
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0,1,
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// z1
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0,0,
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0,0,
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@@ -0,0 +1,54 @@
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vec3 raycast(vec3 origin, vec3 dir)
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{
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// Round input pos to nearest voxel
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vec3 pos = floor(origin);
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// Inverse ray direction
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vec3 rayInv = 1.0/dir;
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// Sign of the ray direction, to know where to increment pos
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vec3 raySign = sign(dir);
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// Distance to next voxel in grid
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vec3 dist = (pos-origin+0.5 + raySign*0.5) * rayInv;
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// Closest axis to increment in grid will be stored here (x=1 or y=1 or z=1)
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vec3 incAxis = vec3(0,0,0);
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for(int i=0;i<50;i++)
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{
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// Get node
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uint node = texelFetch(diffuseTex, ivec3(pos), 0).r;
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if(node != 0)
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{
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// Hit point
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vec3 mini = (pos-origin+0.5 - raySign*0.5) * rayInv;
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float len = max(mini.x, max(mini.y, mini.z));
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vec3 point = origin + dir * len;
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// Normal vector (negate previous increment axis and mult by sign)
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vec3 normal = -incAxis * raySign;
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// Lighting
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vec3 light_color = vec3(1.0, 1.0, 1.0);
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vec3 light_dir = normalize(point-vec3(0.0, 1.5, 4.0));
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vec3 ambient = light_color * 0.1;
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vec3 diffuse = light_color * max(1.0-dot(normal, light_dir), 0.0);
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vec3 specular = light_color * pow(max(dot(dir, reflect(-light_dir, normal)), 0.0), 32);
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// Object color
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vec3 object_color = vec3(0.0, 0.1, 0.5);
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return (ambient + diffuse + specular) * object_color;
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}
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// Get new closest axis to increment
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incAxis = step(dist.xyz, dist.yzx) * step(dist.xyz, dist.zxy);
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dist += incAxis * raySign * rayInv;
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pos += incAxis * raySign;
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// if(pos.x < 0 || pos.y < 0 || pos.z < 0) { break; }
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// if(pos.x > 1 || pos.y > 1 || pos.z > 1) { break; }
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}
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// Not found
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return vec3(0.0, 0.0, 0.0);
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}
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+6
-11
@@ -24,19 +24,14 @@ layout(set=1,binding=0) uniform usampler3D diffuseTex;
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// Include
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#include "shapes.cginc"
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#include "raymarching.cginc"
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#include "raycasting.cginc"
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void main()
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{
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// Test
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uint node = texelFetch(diffuseTex, ivec3(0, 0, 0), 0).r;
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if(node == 4294967295) out_color = vec4(0.0, 0.5, 1.0, 1.0);
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else out_color = vec4(1.0, 0.1, 0.0, 1.0);
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// Calculate ray direction
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// vec3 view_dir = (proj_matrix_inv * vec4(vert_uv, 0, 1)).xyz;
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// vec3 ray_dir = normalize(view_matrix * vec4(view_dir,0)).xyz;
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// // Calculate color
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// out_color = vec4(raymarch(cam_pos, ray_dir), 1);
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vec3 view_dir = (proj_matrix_inv * vec4(vert_uv, 0, 1)).xyz;
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vec3 ray_dir = normalize(view_matrix * vec4(view_dir,0)).xyz;
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// Raycast
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out_color = vec4(raycast(cam_pos, ray_dir), 1.0);
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}
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