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:
parent
033b54ea93
commit
b9bd4c3a3d
@ -8,52 +8,170 @@ func _get_category() -> String:
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return "RayMarching"
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func _get_description() -> String:
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return "A simple ray marcher."
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return "A simple ray marcher for primitive shapes."
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func _get_return_icon_type() -> PortType:
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return PORT_TYPE_SCALAR
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func _get_input_port_count() -> int:
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return 6
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var sdf_index: int = get_option_index(0)
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match sdf_index:
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2, 3, 4:
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return 9
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_:
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return 8
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func _get_input_port_name(port: int) -> String:
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match port:
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0:
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return "signed distance"
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1:
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return "ray origin"
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2:
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return "ray direction"
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3:
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return "max steps"
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4:
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return "max distance"
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var sdf_index: int = get_option_index(0)
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match sdf_index:
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0, 1:
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match port:
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0:
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return "ray origin"
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1:
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return "ray direction"
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2:
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return "max steps"
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3:
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return "max distance"
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4:
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return "distance threshold"
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5:
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return "cube pos" if sdf_index == 0 else "sphere pos"
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6:
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return "cube eulers" if sdf_index == 0 else "sphere eulers"
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_:
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return "cube scale" if sdf_index == 0 else "sphere scale"
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2, 3:
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match port:
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0:
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return "ray origin"
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1:
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return "ray direction"
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2:
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return "max steps"
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3:
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return "max distance"
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4:
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return "distance threshold"
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5:
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return "capsule pos" if sdf_index == 2 else "cylinder pos"
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6:
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return "capsule eulers" if sdf_index == 2 else "cylinder eulers"
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7:
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return "capsule height" if sdf_index == 2 else "cylinder height"
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_:
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return "capsule radius" if sdf_index == 2 else "cylinder radius"
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_:
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return "distance threshold"
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match port:
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0:
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return "ray origin"
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1:
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return "ray direction"
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2:
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return "max steps"
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3:
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return "max distance"
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4:
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return "distance threshold"
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5:
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return "torus pos"
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6:
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return "torus eulers"
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7:
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return "torus small radius"
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_:
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return "torus big radius"
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func _get_input_port_type(port: int) -> PortType:
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match port:
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1, 2:
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return PORT_TYPE_VECTOR_3D
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3:
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return PORT_TYPE_SCALAR_INT
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var sdf_index: int = get_option_index(0)
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match sdf_index:
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0, 1:
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match port:
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0, 1, 5, 6, 7:
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return PORT_TYPE_VECTOR_3D
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2:
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return PORT_TYPE_SCALAR_INT
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_:
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return PORT_TYPE_SCALAR
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2, 3:
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match port:
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0, 1, 5, 6:
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return PORT_TYPE_VECTOR_3D
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2:
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return PORT_TYPE_SCALAR_INT
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_:
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return PORT_TYPE_SCALAR
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_:
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return PORT_TYPE_SCALAR
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match port:
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0, 1, 5, 6:
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return PORT_TYPE_VECTOR_3D
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2:
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return PORT_TYPE_SCALAR_INT
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_:
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return PORT_TYPE_SCALAR
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func _get_input_port_default_value(port: int) -> Variant:
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match port:
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1:
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return Vector3(0, 0, -1)
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2:
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return Vector3(0 ,0 ,0)
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3:
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return 15
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4:
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return 15.0
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5:
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return 1e-2
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var sdf_index: int = get_option_index(0)
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match sdf_index:
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0, 1:
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match port:
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0, 5, 6:
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return Vector3(0, 0, 0)
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1:
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return Vector3(0 ,0 ,-1)
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2:
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return 15
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3:
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return 15.0
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7:
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return Vector3(0.3, 0.3, 0.3)
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_:
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return 1e-2
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2, 3:
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match port:
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0, 5, 6:
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return Vector3(0, 0, 0)
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1:
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return Vector3(0 ,0 ,-1)
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2:
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return 15
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3:
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return 15.0
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4:
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return 1e-2
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7:
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return .5 if sdf_index == 2 else 1.0
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_:
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return .3
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_:
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return null
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match port:
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0, 5, 6:
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return Vector3(0, 0, 0)
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1:
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return Vector3(0 ,0 ,-1)
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2:
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return 15
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3:
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return 15.0
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4:
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return 1e-2
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7:
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return 0.1
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_:
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return 0.4
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func _get_property_count() -> int:
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return 1
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func _get_property_default_index(index: int) -> int:
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return 0
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func _get_property_name(index: int) -> String:
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return "SDF"
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func _get_property_options(index: int) -> PackedStringArray:
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return ["SDBox", "SDSphere", "SDCapsule", "SDCylinder", "SDTorus"]
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func _get_output_port_count() -> int:
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return 1
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@ -65,19 +183,57 @@ func _get_output_port_type(port: int) -> PortType:
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return PORT_TYPE_SCALAR
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func _get_global_code(mode: Shader.Mode) -> String:
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var code: String = preload("RayMarch.gdshaderinc").code
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var code: String
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var sdf_index: int = get_option_index(0)
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code = preload("RayMarchRotation.gdshaderinc").code
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match sdf_index:
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0:
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code += preload("SDBox.gdshaderinc").code
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1:
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code += preload("SDSphere.gdshaderinc").code
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2:
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code += preload("SDCapsule.gdshaderinc").code
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3:
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code += preload("SDCylinder.gdshaderinc").code
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_:
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code += preload("SDTorus.gdshaderinc").code
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return code
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func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
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var signed_distance: String = "0.0"
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var sdf_index: int = get_option_index(0)
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var ray_origin: String = input_vars[0]
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var ray_direction: String = input_vars[1]
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var max_steps: String = input_vars[2]
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var max_dist: String = input_vars[3]
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var dist_threshold: String = input_vars[4]
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if input_vars[0]:
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signed_distance = input_vars[0]
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match sdf_index:
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0:
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var cube_pos: String = input_vars[5]
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var eulers: String = input_vars[6]
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var size: String = input_vars[7]
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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]
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1:
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var sphere_pos: String = input_vars[5]
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var eulers: String = input_vars[6]
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var scale: String = input_vars[7]
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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]
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2:
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var capsule_pos: String = input_vars[5]
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var capsule_eulers: String = input_vars[6]
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var capsule_height: String = input_vars[7]
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var capsule_radius: String = input_vars[8]
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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]
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3:
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var cylinder_pos: String = input_vars[5]
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var cylinder_eulers: String = input_vars[6]
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var cylinder_height: String = input_vars[7]
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var cylinder_radius: String = input_vars[8]
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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]
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_:
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var torus_pos: String = input_vars[5]
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var eulers: String = input_vars[6]
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var small_radius: String = input_vars[7]
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var big_radius: String = input_vars[8]
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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]
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var ray_origin: String = input_vars[1]
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var ray_direction: String = input_vars[2]
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var max_steps: String = input_vars[3]
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var max_dist: String = input_vars[4]
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var dist_threshold: String = input_vars[5]
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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 @@
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float ray_march(vec3 ray_origin, vec3 ray_dir, int max_steps, float max_dist, float dist_threshold, float signed_dist) {
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float sdf_custom(vec3 p) {
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// Basic example of Sphere SDF with radius of .3
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// Put your custom logic here
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float radius = .3;
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return length(p) - radius;
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}
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float ray_march_custom(vec3 ray_origin, vec3 ray_dir, int max_steps, float max_dist, float dist_threshold) {
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ray_dir = normalize(ray_dir);
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dist_threshold = abs(dist_threshold);
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float dist_from_origin = 0.;
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float dist_to_surface;
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for(int i = 0; i < max_steps; i++) {
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vec3 point = ray_origin + dist_from_origin * ray_dir;
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dist_to_surface = signed_dist;
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dist_to_surface = sdf_custom(point);
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dist_from_origin += dist_to_surface;
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if(dist_to_surface < dist_threshold || dist_to_surface > max_dist)
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break;
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@ -0,0 +1,7 @@
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mat2 rm_rotation(float angle) {
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angle = -angle * (3.1415926 / 180.);
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return mat2(
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vec2(cos(angle), -sin(angle)),
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vec2(sin(angle), cos(angle))
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);
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}
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21
addons/ShaderLib/RayMarching/SDBox.gdshaderinc
Normal file
21
addons/ShaderLib/RayMarching/SDBox.gdshaderinc
Normal file
@ -0,0 +1,21 @@
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float sd_box(vec3 point, vec3 size, vec3 eulers) {
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point.yz *= rm_rotation(eulers.x);
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point.xy *= rm_rotation(eulers.z);
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point.xz *= rm_rotation(-eulers.y);
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return length(max(abs(point) - size, vec3(0)));
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}
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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) {
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ray_dir = normalize(ray_dir);
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dist_threshold = abs(dist_threshold);
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float dist_from_origin = 0.;
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float dist_to_surface;
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for(int i = 0; i < max_steps; i++) {
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vec3 point = ray_origin + dist_from_origin * ray_dir;
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dist_to_surface = sd_box(point - cube_pos, size, eulers);
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dist_from_origin += dist_to_surface;
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if(dist_to_surface < dist_threshold || dist_to_surface > max_dist)
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break;
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}
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return dist_from_origin;
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}
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33
addons/ShaderLib/RayMarching/SDCapsule.gdshaderinc
Normal file
33
addons/ShaderLib/RayMarching/SDCapsule.gdshaderinc
Normal file
@ -0,0 +1,33 @@
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float sd_capsule(vec3 point, vec3 capsule_pos, float height, float radius, vec3 eulers) {
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vec3 orientation = vec3(0, 1, 0);
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orientation.yz *= rm_rotation(eulers.x);
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orientation.xy *= rm_rotation(eulers.z);
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orientation.xz *= rm_rotation(-eulers.y);
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vec3 top_point = point + orientation * (height * .5);
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vec3 bottom_point = point - orientation * (height * .5);
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vec3 height_vector = bottom_point - top_point;
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vec3 top_distance = capsule_pos - top_point;
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float t = dot(height_vector, top_distance) / dot(height_vector, height_vector);
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t = clamp(t, 0., 1.);
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vec3 hit_point = top_point + t * height_vector;
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return length(capsule_pos - hit_point) - radius;
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}
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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) {
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ray_dir = normalize(ray_dir);
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dist_threshold = abs(dist_threshold);
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float dist_from_origin = 0.;
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float dist_to_surface;
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for(int i = 0; i < max_steps; i++) {
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vec3 point = ray_origin + dist_from_origin * ray_dir;
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dist_to_surface = sd_capsule(point, capsule_pos, capsule_height, capsule_radius, eulers);
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dist_from_origin += dist_to_surface;
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if(dist_to_surface < dist_threshold || dist_to_surface > max_dist)
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break;
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}
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return dist_from_origin;
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}
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37
addons/ShaderLib/RayMarching/SDCylinder.gdshaderinc
Normal file
37
addons/ShaderLib/RayMarching/SDCylinder.gdshaderinc
Normal file
@ -0,0 +1,37 @@
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float sd_cylinder(vec3 point, vec3 cylinder_pos, float height, float radius, vec3 eulers) {
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vec3 orientation = vec3(0, 1, 0);
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orientation.yz *= rm_rotation(eulers.x);
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orientation.xy *= rm_rotation(eulers.z);
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orientation.xz *= rm_rotation(-eulers.y);
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vec3 top_point = point + orientation * (height * .5);
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vec3 bottom_point = point - orientation * (height * .5);
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vec3 height_vector = bottom_point - top_point;
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vec3 top_distance = cylinder_pos - top_point;
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float t = dot(height_vector, top_distance) / dot(height_vector, height_vector);
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vec3 hit_point = top_point + t * height_vector;
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float x = length(cylinder_pos - hit_point) - radius;
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float y = (abs(t - .5) - .5) * length(height_vector);
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float e = length(max(vec2(x, y), 0));
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float i = min(max(x, y), 0.);
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return e + i;
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}
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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) {
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ray_dir = normalize(ray_dir);
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dist_threshold = abs(dist_threshold);
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float dist_from_origin = 0.;
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float dist_to_surface;
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for(int i = 0; i < max_steps; i++) {
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vec3 point = ray_origin + dist_from_origin * ray_dir;
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dist_to_surface = sd_cylinder(point, cylinder_pos, cylinder_height, cylinder_radius, eulers);
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dist_from_origin += dist_to_surface;
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if(dist_to_surface < dist_threshold || dist_to_surface > max_dist)
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break;
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}
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return dist_from_origin;
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}
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23
addons/ShaderLib/RayMarching/SDSphere.gdshaderinc
Normal file
23
addons/ShaderLib/RayMarching/SDSphere.gdshaderinc
Normal file
@ -0,0 +1,23 @@
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float sd_sphere(vec3 point, vec3 eulers, vec3 scale) {
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float radius = 1.;
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point.yz *= rm_rotation(eulers.x);
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point.xy *= rm_rotation(eulers.z);
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point.xz *= rm_rotation(-eulers.y);
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point /= scale;
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return (length(point) - radius) * min(scale.x, min(scale.y, scale.z));
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}
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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) {
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ray_dir = normalize(ray_dir);
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dist_threshold = abs(dist_threshold);
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float dist_from_origin = 0.;
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float dist_to_surface;
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for(int i = 0; i < max_steps; i++) {
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vec3 point = ray_origin + dist_from_origin * ray_dir;
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dist_to_surface = sd_sphere(point - sphere_pos, eulers, scale);
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dist_from_origin += dist_to_surface;
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if(dist_to_surface < dist_threshold || dist_to_surface > max_dist)
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break;
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}
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return dist_from_origin;
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}
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21
addons/ShaderLib/RayMarching/SDTorus.gdshaderinc
Normal file
21
addons/ShaderLib/RayMarching/SDTorus.gdshaderinc
Normal file
@ -0,0 +1,21 @@
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float sd_torus(vec3 point, float small_radius, float big_radius, vec3 eulers) {
|
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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;
|
||||
}
|
@ -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>
|
||||
___
|
||||
|
Loading…
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Reference in New Issue
Block a user