mirror of
https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git
synced 2025-01-07 01:43:35 +08:00
150 lines
5.5 KiB
Plaintext
150 lines
5.5 KiB
Plaintext
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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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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vec3 box_distances = abs(point) - size;
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float external_dist = length(max(box_distances, 0));
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float internal_dist = min(max(box_distances.x, max(box_distances.y, box_distances.z)), 0);
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return external_dist + internal_dist;
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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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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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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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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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float sd_torus(vec3 point, float small_radius, float big_radius, 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(vec2(length(point.xz) - big_radius, point.y)) - small_radius;
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}
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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) {
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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_torus(point - torus_pos, small_radius, big_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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} |