working bricks ray traversing
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@@ -4,11 +4,11 @@
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view: View vector (camera ray)
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normal: Normal vector
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*/
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vec3 solve(vec3 point, vec3 view, vec3 normal)
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vec3 solve(vec3 hitPoint, vec3 view, vec3 normal)
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{
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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 light_dir = normalize(hitPoint-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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@@ -19,11 +19,59 @@ vec3 solve(vec3 point, vec3 view, vec3 normal)
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return (ambient + diffuse + specular) * object_color;
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}
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vec3 castBricks(vec3 origin, vec3 dir)
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/*
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* origin: Point hit on the node
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* dir: Camera view direction (ray direction)
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* addr: Number given by node, afaik brick offset in brick array
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*/
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vec3 castBricks(vec3 origin, vec3 start, vec3 dir, uint addr)
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{
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// Change scale
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origin = start - origin;
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origin += dir*0.00001;
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origin *= 32;
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// Same as in casting nodes
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vec3 pos = floor(origin);
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vec3 rayInv = 1.0/dir;
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vec3 raySign = sign(dir);
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vec3 dist = (pos-origin+0.5 + raySign*0.5) * rayInv;
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ivec3 offset = ivec3(0, 0, (addr-1)*32);
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vec3 incAxis = vec3(0,0,0);
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for(int i=0;i<110;i++)
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{
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// Get brick
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uint brick = texelFetch(bricksTexture, offset+ivec3(pos), 0).r;
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if(brick != 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 hitPoint = (origin + dir * len) + start;
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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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return solve(hitPoint, dir, normal);
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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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// Outside bounds
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if(pos.x < 0 || pos.y < 0 || pos.z < 0) { break; }
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if(pos.x > 32 || pos.y > 32 || pos.z > 32) { break; }
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}
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return vec3(0.5,0.5,0.5);
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}
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/*
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* origin: Camera position
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* dir: Ray coming from camera position going through currently drawn pixel
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*/
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vec3 castNodes(vec3 origin, vec3 dir)
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{
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// Round input pos to nearest voxel
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@@ -38,8 +86,8 @@ vec3 castNodes(vec3 origin, vec3 dir)
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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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float level = 1;
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for(int i=0;i<50;i++)
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// Iterate
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for(int i=0;i<56;i++)
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{
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// Get node
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uint node = texelFetch(nodesTexture, ivec3(pos), 0).r;
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@@ -48,14 +96,13 @@ vec3 castNodes(vec3 origin, vec3 dir)
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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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vec3 hitPoint = 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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// Get subnode
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//return step(vec3(0.5, 0.5, 0.5), point - pos);
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//vec3 normal = -incAxis * raySign;
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//return solve(hitPoint, dir, normal);
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return solve(point, dir, normal);
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// Cast brick
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return castBricks(pos, hitPoint, dir, node); //todo: continue if not hit
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}
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// Get new closest axis to increment
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@@ -63,6 +110,7 @@ vec3 castNodes(vec3 origin, vec3 dir)
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dist += incAxis * raySign * rayInv;
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pos += incAxis * raySign;
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// Outside bounds
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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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