materials, brick and nodes structure, preparing for world generation

This commit is contained in:
Piotrek
2021-04-24 17:06:44 +02:00
parent 829ae1ddb6
commit 97ece7a823
13 changed files with 311 additions and 244 deletions
+6 -30
View File
@@ -1,28 +1,9 @@
/*
point: Hit point
view: View vector (camera ray)
normal: Normal vector
*/
vec3 solve(vec3 hitPoint, vec3 view, vec3 normal)
{
// Lighting
vec3 light_color = vec3(1.0, 1.0, 1.0);
vec3 light_dir = normalize(hitPoint-vec3(0.0, 1.5, 4.0));
vec3 ambient = light_color * 0.1;
vec3 diffuse = light_color * max(1.0-dot(normal, light_dir), 0.0);
vec3 specular = light_color * pow(max(dot(view, reflect(-light_dir, normal)), 0.0), 32);
// Combine colors
vec3 object_color = vec3(0.0, 0.1, 0.5);
return (ambient + diffuse + specular) * object_color;
}
/*
* origin: Point hit on the node
* dir: Camera view direction (ray direction)
* addr: Number given by node, afaik brick offset in brick array
* incAxis: Last axis that was used to increment position
* addr: Number given by node, brick offset in brick array
*/
vec4 castBricks(vec3 origin, vec3 start, vec3 dir, vec3 incAxis, uint addr)
{
@@ -38,14 +19,12 @@ vec4 castBricks(vec3 origin, vec3 start, vec3 dir, vec3 incAxis, uint addr)
vec3 rayInv = 1.0/dir;
vec3 raySign = sign(dir);
vec3 dist = (pos-origin+0.5 + raySign*0.5) * rayInv;
ivec3 offset = ivec3(0, 0, (addr-1)*32);
vec3 tmp = abs(raySign);
for(int i=0;i<110;i++)
{
// Get brick
uint brick = texelFetch(bricksTexture, offset+ivec3(pos), 0).r;
uint brick = texelFetch(_BricksTexture, offset+ivec3(pos), 0).r;
if(brick != 0)
{
// Hit point
@@ -55,7 +34,7 @@ vec4 castBricks(vec3 origin, vec3 start, vec3 dir, vec3 incAxis, uint addr)
// Normal vector (negate previous increment axis and mult by sign)
vec3 normal = -incAxis * raySign;
return vec4(solve(hitPoint, dir, normal), 1.0);
return vec4(solve(hitPoint, dir, normal, brick-1), 1.0);
}
// Get new closest axis to increment
@@ -68,7 +47,7 @@ vec4 castBricks(vec3 origin, vec3 start, vec3 dir, vec3 incAxis, uint addr)
if(pos.x > 31 || pos.y > 31 || pos.z > 31) { break; }
}
return vec4(0.5,0.5,0.5, 0.0);
return vec4(1.0,0.0,0.5,0.0);
}
/*
@@ -93,16 +72,13 @@ vec3 castNodes(vec3 origin, vec3 dir)
for(int i=0;i<110;i++)
{
// Get node
uint node = texelFetch(nodesTexture, ivec3(pos), 0).r;
uint node = texelFetch(_NodesTexture, ivec3(pos), 0).r;
if(node != 0)
{
// Hit point
vec3 mini = (pos-origin+0.5 - raySign*0.5) * rayInv;
float len = max(0.0, max(mini.x, max(mini.y, mini.z)));
vec3 hitPoint = origin + dir * len;
// Normal vector (negate previous increment axis and mult by sign)
//vec3 normal = -incAxis * raySign;
//return solve(hitPoint, dir, normal);
// Cast brick
vec4 result = castBricks(pos, hitPoint, dir, incAxis, node);