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mirror of https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git synced 2025-01-05 00:53:36 +08:00

Ray marching node finalized

This commit is contained in:
Digvijaysinh Gohil 2024-03-27 11:23:17 +05:30
parent 033b54ea93
commit b9bd4c3a3d
9 changed files with 354 additions and 49 deletions

View File

@ -8,52 +8,170 @@ func _get_category() -> String:
return "RayMarching"
func _get_description() -> String:
return "A simple ray marcher."
return "A simple ray marcher for primitive shapes."
func _get_return_icon_type() -> PortType:
return PORT_TYPE_SCALAR
func _get_input_port_count() -> int:
return 6
var sdf_index: int = get_option_index(0)
match sdf_index:
2, 3, 4:
return 9
_:
return 8
func _get_input_port_name(port: int) -> String:
match port:
0:
return "signed distance"
1:
return "ray origin"
2:
return "ray direction"
3:
return "max steps"
4:
return "max distance"
var sdf_index: int = get_option_index(0)
match sdf_index:
0, 1:
match port:
0:
return "ray origin"
1:
return "ray direction"
2:
return "max steps"
3:
return "max distance"
4:
return "distance threshold"
5:
return "cube pos" if sdf_index == 0 else "sphere pos"
6:
return "cube eulers" if sdf_index == 0 else "sphere eulers"
_:
return "cube scale" if sdf_index == 0 else "sphere scale"
2, 3:
match port:
0:
return "ray origin"
1:
return "ray direction"
2:
return "max steps"
3:
return "max distance"
4:
return "distance threshold"
5:
return "capsule pos" if sdf_index == 2 else "cylinder pos"
6:
return "capsule eulers" if sdf_index == 2 else "cylinder eulers"
7:
return "capsule height" if sdf_index == 2 else "cylinder height"
_:
return "capsule radius" if sdf_index == 2 else "cylinder radius"
_:
return "distance threshold"
match port:
0:
return "ray origin"
1:
return "ray direction"
2:
return "max steps"
3:
return "max distance"
4:
return "distance threshold"
5:
return "torus pos"
6:
return "torus eulers"
7:
return "torus small radius"
_:
return "torus big radius"
func _get_input_port_type(port: int) -> PortType:
match port:
1, 2:
return PORT_TYPE_VECTOR_3D
3:
return PORT_TYPE_SCALAR_INT
var sdf_index: int = get_option_index(0)
match sdf_index:
0, 1:
match port:
0, 1, 5, 6, 7:
return PORT_TYPE_VECTOR_3D
2:
return PORT_TYPE_SCALAR_INT
_:
return PORT_TYPE_SCALAR
2, 3:
match port:
0, 1, 5, 6:
return PORT_TYPE_VECTOR_3D
2:
return PORT_TYPE_SCALAR_INT
_:
return PORT_TYPE_SCALAR
_:
return PORT_TYPE_SCALAR
match port:
0, 1, 5, 6:
return PORT_TYPE_VECTOR_3D
2:
return PORT_TYPE_SCALAR_INT
_:
return PORT_TYPE_SCALAR
func _get_input_port_default_value(port: int) -> Variant:
match port:
1:
return Vector3(0, 0, -1)
2:
return Vector3(0 ,0 ,0)
3:
return 15
4:
return 15.0
5:
return 1e-2
var sdf_index: int = get_option_index(0)
match sdf_index:
0, 1:
match port:
0, 5, 6:
return Vector3(0, 0, 0)
1:
return Vector3(0 ,0 ,-1)
2:
return 15
3:
return 15.0
7:
return Vector3(0.3, 0.3, 0.3)
_:
return 1e-2
2, 3:
match port:
0, 5, 6:
return Vector3(0, 0, 0)
1:
return Vector3(0 ,0 ,-1)
2:
return 15
3:
return 15.0
4:
return 1e-2
7:
return .5 if sdf_index == 2 else 1.0
_:
return .3
_:
return null
match port:
0, 5, 6:
return Vector3(0, 0, 0)
1:
return Vector3(0 ,0 ,-1)
2:
return 15
3:
return 15.0
4:
return 1e-2
7:
return 0.1
_:
return 0.4
func _get_property_count() -> int:
return 1
func _get_property_default_index(index: int) -> int:
return 0
func _get_property_name(index: int) -> String:
return "SDF"
func _get_property_options(index: int) -> PackedStringArray:
return ["SDBox", "SDSphere", "SDCapsule", "SDCylinder", "SDTorus"]
func _get_output_port_count() -> int:
return 1
@ -65,19 +183,57 @@ func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String:
var code: String = preload("RayMarch.gdshaderinc").code
var code: String
var sdf_index: int = get_option_index(0)
code = preload("RayMarchRotation.gdshaderinc").code
match sdf_index:
0:
code += preload("SDBox.gdshaderinc").code
1:
code += preload("SDSphere.gdshaderinc").code
2:
code += preload("SDCapsule.gdshaderinc").code
3:
code += preload("SDCylinder.gdshaderinc").code
_:
code += preload("SDTorus.gdshaderinc").code
return code
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var signed_distance: String = "0.0"
var sdf_index: int = get_option_index(0)
var ray_origin: String = input_vars[0]
var ray_direction: String = input_vars[1]
var max_steps: String = input_vars[2]
var max_dist: String = input_vars[3]
var dist_threshold: String = input_vars[4]
if input_vars[0]:
signed_distance = input_vars[0]
match sdf_index:
0:
var cube_pos: String = input_vars[5]
var eulers: String = input_vars[6]
var size: String = input_vars[7]
return output_vars[0] + " = ray_march_sd_box(%s, %s, %s, %s, %s, %s, %s, %s);" % [ray_origin, ray_direction, max_steps, max_dist, dist_threshold, cube_pos, eulers, size]
1:
var sphere_pos: String = input_vars[5]
var eulers: String = input_vars[6]
var scale: String = input_vars[7]
return output_vars[0] + " = ray_march_sd_sphere(%s, %s, %s, %s, %s, %s, %s, %s);" % [ray_origin, ray_direction, max_steps, max_dist, dist_threshold, sphere_pos, eulers, scale]
2:
var capsule_pos: String = input_vars[5]
var capsule_eulers: String = input_vars[6]
var capsule_height: String = input_vars[7]
var capsule_radius: String = input_vars[8]
return output_vars[0] + " = ray_march_sd_capsule(%s, %s, %s, %s, %s, %s, %s, %s, %s);" % [ray_origin, ray_direction, max_steps, max_dist, dist_threshold, capsule_pos, capsule_height, capsule_radius, capsule_eulers]
3:
var cylinder_pos: String = input_vars[5]
var cylinder_eulers: String = input_vars[6]
var cylinder_height: String = input_vars[7]
var cylinder_radius: String = input_vars[8]
return output_vars[0] + " = ray_march_sd_cylinder(%s, %s, %s, %s, %s, %s, %s, %s, %s);" % [ray_origin, ray_direction, max_steps, max_dist, dist_threshold, cylinder_pos, cylinder_height, cylinder_radius, cylinder_eulers]
_:
var torus_pos: String = input_vars[5]
var eulers: String = input_vars[6]
var small_radius: String = input_vars[7]
var big_radius: String = input_vars[8]
return output_vars[0] + " = ray_march_sd_torus(%s, %s, %s, %s, %s, %s, %s, %s, %s);" % [ray_origin, ray_direction, max_steps, max_dist, dist_threshold, torus_pos, eulers, small_radius, big_radius]
var ray_origin: String = input_vars[1]
var ray_direction: String = input_vars[2]
var max_steps: String = input_vars[3]
var max_dist: String = input_vars[4]
var dist_threshold: String = input_vars[5]
return output_vars[0] + " = ray_march(%s, %s, %s, %s, %s, %s);" % [ray_origin, ray_direction, max_steps, max_dist, dist_threshold, signed_distance]

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@ -1,11 +1,18 @@
float ray_march(vec3 ray_origin, vec3 ray_dir, int max_steps, float max_dist, float dist_threshold, float signed_dist) {
float sdf_custom(vec3 p) {
// Basic example of Sphere SDF with radius of .3
// Put your custom logic here
float radius = .3;
return length(p) - radius;
}
float ray_march_custom(vec3 ray_origin, vec3 ray_dir, int max_steps, float max_dist, float dist_threshold) {
ray_dir = normalize(ray_dir);
dist_threshold = abs(dist_threshold);
float dist_from_origin = 0.;
float dist_to_surface;
for(int i = 0; i < max_steps; i++) {
vec3 point = ray_origin + dist_from_origin * ray_dir;
dist_to_surface = signed_dist;
dist_to_surface = sdf_custom(point);
dist_from_origin += dist_to_surface;
if(dist_to_surface < dist_threshold || dist_to_surface > max_dist)
break;

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@ -0,0 +1,7 @@
mat2 rm_rotation(float angle) {
angle = -angle * (3.1415926 / 180.);
return mat2(
vec2(cos(angle), -sin(angle)),
vec2(sin(angle), cos(angle))
);
}

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@ -0,0 +1,21 @@
float sd_box(vec3 point, vec3 size, vec3 eulers) {
point.yz *= rm_rotation(eulers.x);
point.xy *= rm_rotation(eulers.z);
point.xz *= rm_rotation(-eulers.y);
return length(max(abs(point) - size, vec3(0)));
}
float ray_march_sd_box(vec3 ray_origin, vec3 ray_dir, int max_steps, float max_dist, float dist_threshold, vec3 cube_pos, vec3 eulers, vec3 size) {
ray_dir = normalize(ray_dir);
dist_threshold = abs(dist_threshold);
float dist_from_origin = 0.;
float dist_to_surface;
for(int i = 0; i < max_steps; i++) {
vec3 point = ray_origin + dist_from_origin * ray_dir;
dist_to_surface = sd_box(point - cube_pos, size, eulers);
dist_from_origin += dist_to_surface;
if(dist_to_surface < dist_threshold || dist_to_surface > max_dist)
break;
}
return dist_from_origin;
}

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@ -0,0 +1,33 @@
float sd_capsule(vec3 point, vec3 capsule_pos, float height, float radius, vec3 eulers) {
vec3 orientation = vec3(0, 1, 0);
orientation.yz *= rm_rotation(eulers.x);
orientation.xy *= rm_rotation(eulers.z);
orientation.xz *= rm_rotation(-eulers.y);
vec3 top_point = point + orientation * (height * .5);
vec3 bottom_point = point - orientation * (height * .5);
vec3 height_vector = bottom_point - top_point;
vec3 top_distance = capsule_pos - top_point;
float t = dot(height_vector, top_distance) / dot(height_vector, height_vector);
t = clamp(t, 0., 1.);
vec3 hit_point = top_point + t * height_vector;
return length(capsule_pos - hit_point) - radius;
}
float ray_march_sd_capsule(vec3 ray_origin, vec3 ray_dir, int max_steps, float max_dist, float dist_threshold, vec3 capsule_pos, float capsule_height, float capsule_radius, vec3 eulers) {
ray_dir = normalize(ray_dir);
dist_threshold = abs(dist_threshold);
float dist_from_origin = 0.;
float dist_to_surface;
for(int i = 0; i < max_steps; i++) {
vec3 point = ray_origin + dist_from_origin * ray_dir;
dist_to_surface = sd_capsule(point, capsule_pos, capsule_height, capsule_radius, eulers);
dist_from_origin += dist_to_surface;
if(dist_to_surface < dist_threshold || dist_to_surface > max_dist)
break;
}
return dist_from_origin;
}

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@ -0,0 +1,37 @@
float sd_cylinder(vec3 point, vec3 cylinder_pos, float height, float radius, vec3 eulers) {
vec3 orientation = vec3(0, 1, 0);
orientation.yz *= rm_rotation(eulers.x);
orientation.xy *= rm_rotation(eulers.z);
orientation.xz *= rm_rotation(-eulers.y);
vec3 top_point = point + orientation * (height * .5);
vec3 bottom_point = point - orientation * (height * .5);
vec3 height_vector = bottom_point - top_point;
vec3 top_distance = cylinder_pos - top_point;
float t = dot(height_vector, top_distance) / dot(height_vector, height_vector);
vec3 hit_point = top_point + t * height_vector;
float x = length(cylinder_pos - hit_point) - radius;
float y = (abs(t - .5) - .5) * length(height_vector);
float e = length(max(vec2(x, y), 0));
float i = min(max(x, y), 0.);
return e + i;
}
float ray_march_sd_cylinder(vec3 ray_origin, vec3 ray_dir, int max_steps, float max_dist, float dist_threshold, vec3 cylinder_pos, float cylinder_height, float cylinder_radius, vec3 eulers) {
ray_dir = normalize(ray_dir);
dist_threshold = abs(dist_threshold);
float dist_from_origin = 0.;
float dist_to_surface;
for(int i = 0; i < max_steps; i++) {
vec3 point = ray_origin + dist_from_origin * ray_dir;
dist_to_surface = sd_cylinder(point, cylinder_pos, cylinder_height, cylinder_radius, eulers);
dist_from_origin += dist_to_surface;
if(dist_to_surface < dist_threshold || dist_to_surface > max_dist)
break;
}
return dist_from_origin;
}

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@ -0,0 +1,23 @@
float sd_sphere(vec3 point, vec3 eulers, vec3 scale) {
float radius = 1.;
point.yz *= rm_rotation(eulers.x);
point.xy *= rm_rotation(eulers.z);
point.xz *= rm_rotation(-eulers.y);
point /= scale;
return (length(point) - radius) * min(scale.x, min(scale.y, scale.z));
}
float ray_march_sd_sphere(vec3 ray_origin, vec3 ray_dir, int max_steps, float max_dist, float dist_threshold, vec3 sphere_pos, vec3 eulers, vec3 scale) {
ray_dir = normalize(ray_dir);
dist_threshold = abs(dist_threshold);
float dist_from_origin = 0.;
float dist_to_surface;
for(int i = 0; i < max_steps; i++) {
vec3 point = ray_origin + dist_from_origin * ray_dir;
dist_to_surface = sd_sphere(point - sphere_pos, eulers, scale);
dist_from_origin += dist_to_surface;
if(dist_to_surface < dist_threshold || dist_to_surface > max_dist)
break;
}
return dist_from_origin;
}

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@ -0,0 +1,21 @@
float sd_torus(vec3 point, float small_radius, float big_radius, vec3 eulers) {
point.yz *= rm_rotation(eulers.x);
point.xy *= rm_rotation(eulers.z);
point.xz *= rm_rotation(-eulers.y);
return length(vec2(length(point.xz) - big_radius, point.y)) - small_radius;
}
float ray_march_sd_torus(vec3 ray_origin, vec3 ray_dir, int max_steps, float max_dist, float dist_threshold, vec3 torus_pos, vec3 eulers, float small_radius, float big_radius) {
ray_dir = normalize(ray_dir);
dist_threshold = abs(dist_threshold);
float dist_from_origin = 0.;
float dist_to_surface;
for(int i = 0; i < max_steps; i++) {
vec3 point = ray_origin + dist_from_origin * ray_dir;
dist_to_surface = sd_torus(point - torus_pos, small_radius, big_radius, eulers);
dist_from_origin += dist_to_surface;
if(dist_to_surface < dist_threshold || dist_to_surface > max_dist)
break;
}
return dist_from_origin;
}

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@ -52,8 +52,8 @@ This node is only simple ray marching example, the true power of raymarching can
The default location can be found at<br>
`res://addons/ShaderLib/RayMarching/RayMarchCustom.gdshaderinc`
You can copy the code from `RayMarchCustom.gdshaderinc` and then create a <b><i>Global Expression/i></b> node and paste it in your visual shader.<br>
![Global Expression Node](GlobalExpression.jpg)<br>
Lastly you also need to create an <b><i>Expression/i></b> node, define required input and output parameters and call the custom ray marching function as below.<br>
![Expression Node](Expression.jpg)
You can copy the code from `RayMarchCustom.gdshaderinc` and then create a <b><i>Global Expression</i></b> node and paste it in your visual shader.<br><br>
![Global Expression Node](GlobalExpression.jpg)<br><br>
Lastly you also need to create an <b><i>Expression</i></b> node, define required input and output parameters and call the custom ray marching function as below.<br><br>
![Expression Node](Expression.jpg)<br>
___