mirror of
https://github.com/Creators-of-Create/Create.git
synced 2024-11-14 22:44:07 +01:00
Instruction parallel ray sphere intersection
This commit is contained in:
parent
e50590f6b7
commit
f75422f895
@ -11,6 +11,19 @@ public class ColorMatrices {
|
||||
public static final float lumaG = 0.6094f;
|
||||
public static final float lumaB = 0.0820f;
|
||||
|
||||
public static Matrix4f invert() {
|
||||
Matrix4f invert = new Matrix4f();
|
||||
invert.a00 = -1.0F;
|
||||
invert.a11 = -1.0F;
|
||||
invert.a22 = -1.0F;
|
||||
invert.a33 = -1.0F;
|
||||
invert.a30 = 1;
|
||||
invert.a31 = 1;
|
||||
invert.a32 = 1;
|
||||
|
||||
return invert;
|
||||
}
|
||||
|
||||
public static Matrix4f grayscale() {
|
||||
Matrix4f mat = new Matrix4f();
|
||||
|
||||
@ -78,14 +91,4 @@ public class ColorMatrices {
|
||||
|
||||
return mat;
|
||||
}
|
||||
|
||||
public static Matrix4f hueShiftHSV(float rot) {
|
||||
Matrix4f mat = new Matrix4f();
|
||||
|
||||
mat.loadIdentity();
|
||||
|
||||
//mat.a03 = 0.5f;
|
||||
|
||||
return mat;
|
||||
}
|
||||
}
|
||||
|
@ -111,14 +111,16 @@ public class EffectsHandler {
|
||||
|
||||
program.setCameraPos(cameraPos.inverse());
|
||||
|
||||
// int n = 20;
|
||||
// int n = 64;
|
||||
// double rad = 15;
|
||||
// for (int i = 0; i < n; i++) {
|
||||
// double angle = ((double) i) / n * Math.PI * 2;
|
||||
// program.addSphere(new SphereFilterProgram.FilterSphere()
|
||||
// .setCenter(pos1.subtract(cameraPos).add(Math.sin(angle) * rad, 0, Math.cos(angle) * rad))
|
||||
// .setRadius(10)
|
||||
// .setFeather(0f)
|
||||
// .setCenter(new Vector3d(852, 77, -204).subtract(cameraPos).add(Math.sin(angle) * rad, 0, Math.cos(angle) * rad))
|
||||
// .setRadius(15)
|
||||
// .setFeather(3f)
|
||||
// .setFade(1f)
|
||||
// .setDensity(0.5f)
|
||||
// .setFilter(ColorMatrices.hueShiftRGB((float) i / n * 360 + i / 2f)));
|
||||
// }
|
||||
|
||||
@ -130,31 +132,37 @@ public class EffectsHandler {
|
||||
.setDensity(1.3f)
|
||||
.setFilter(ColorMatrices.grayscale()));
|
||||
|
||||
Matrix4f test = ColorMatrices.sepia(1f);
|
||||
|
||||
|
||||
test.multiply(ColorMatrices.invert());
|
||||
|
||||
Matrix4f darken = new Matrix4f();
|
||||
darken.loadIdentity();
|
||||
darken.multiply(0.7f);
|
||||
darken.a03 = 0.7f;
|
||||
darken.a13 = 0.7f;
|
||||
darken.a23 = 0.7f;
|
||||
test.multiply(darken);
|
||||
|
||||
program.addSphere(new SphereFilterProgram.FilterSphere()
|
||||
.setCenter(new Vector3d(858.5, 88, -259.5).subtract(cameraPos))
|
||||
.setRadius(10f)
|
||||
.setFeather(3f)
|
||||
.setFade(1.8f)
|
||||
.setDensity(1.3f)
|
||||
.setDensity(0.5f)
|
||||
.setStrength(1f)
|
||||
.setFilter(ColorMatrices.sepia(1f)));
|
||||
.setFilter(test));
|
||||
|
||||
Matrix4f test = ColorMatrices.grayscale();
|
||||
Matrix4f colorize = new Matrix4f();
|
||||
colorize.a00 = 1f;
|
||||
colorize.a11 = 0.5f;
|
||||
colorize.a22 = 0.5f;
|
||||
colorize.a33 = 1f;
|
||||
test = colorize;
|
||||
|
||||
program.addSphere(new SphereFilterProgram.FilterSphere()
|
||||
.setCenter(new Vector3d(2310, 60, -954).subtract(cameraPos))
|
||||
.setRadius(8f)
|
||||
.setFeather(3f)
|
||||
.setFade(0.1f)
|
||||
.setDensity(0.5f)
|
||||
.setFade(0.8f)
|
||||
.setDensity(1.3f)
|
||||
.setStrength(1f)
|
||||
.setFilter(test));
|
||||
.setFilter(ColorMatrices.grayscale()));
|
||||
|
||||
program.uploadFilters();
|
||||
|
||||
|
@ -73,23 +73,34 @@ float surfaceFilterStrength(vec3 worldPos, vec4 sphere, float feather) {
|
||||
return 1 - smoothstep(sphere.w, sphere.w + feather, distance);
|
||||
}
|
||||
|
||||
vec2 raySphere(vec3 worldDir, vec3 position, float radius) {
|
||||
float rayLengthSqr = dot(worldDir, worldDir);
|
||||
float sphereDistSqr = dot(position, position);
|
||||
|
||||
const vec3 M = vec3(2., 2., 4.);
|
||||
vec3 f = M * vec3(dot(-position, worldDir), vec2(rayLengthSqr));
|
||||
|
||||
vec2 s = vec2(f.x, radius);
|
||||
vec2 s2 = s * s;
|
||||
float c = sphereDistSqr - s2.y;
|
||||
float dc = f.z * c;
|
||||
|
||||
float discriminant = s2.x - dc;
|
||||
float hitDepth = (-f.x - sqrt(discriminant)) / f.y;
|
||||
|
||||
return vec2(discriminant, hitDepth);
|
||||
}
|
||||
|
||||
float bubbleFilterStrength(vec3 worldDir, float depth, vec4 sphere, float feather, float density) {
|
||||
vec3 position = sphere.xyz;
|
||||
|
||||
float rayLengthSqr = dot(worldDir, worldDir);
|
||||
float b = 2.0 * dot(-position, worldDir);
|
||||
float sphereDistSqr = dot(position, position);
|
||||
float b2 = b*b;
|
||||
float d = 4. * rayLengthSqr;
|
||||
float e = 1. / (2.0*rayLengthSqr);
|
||||
|
||||
float radius = sphere.w + feather;
|
||||
float c = sphereDistSqr - radius*radius;
|
||||
float discriminant = b2 - d * c;
|
||||
float hitDepth = (-b - sqrt(discriminant)) * e;
|
||||
vec2 hit = raySphere(worldDir, position, sphere.w + feather);
|
||||
float hitDepth = hit.y;
|
||||
|
||||
float strength = 0.;
|
||||
if (discriminant > 0 && hitDepth > 0 && hitDepth < depth) {
|
||||
|
||||
//float boo = step(0., discriminant) * step(0., hitDepth) * step(0., depth - hitDepth);
|
||||
if (hit.x > 0 && hitDepth > 0 && hitDepth < depth) {
|
||||
vec3 hitPos = worldDir * hitDepth;
|
||||
|
||||
vec3 normal = normalize(hitPos - position);
|
||||
@ -99,7 +110,7 @@ float bubbleFilterStrength(vec3 worldDir, float depth, vec4 sphere, float feathe
|
||||
strength += mix(0., normalDot * normalDot * density, clamp(depth - hitDepth, 0., feather + 1.));
|
||||
}
|
||||
|
||||
return clamp(strength, 0., 1.);
|
||||
return clamp(strength, 0., 1.);// * boo;
|
||||
}
|
||||
|
||||
float filterStrength(vec3 worldDir, float depth, vec4 sphere, vec4 data) {
|
||||
@ -120,6 +131,7 @@ float filterStrength(vec3 worldDir, float depth, vec4 sphere, vec4 data) {
|
||||
vec3 applyFilters(vec3 worldDir, float depth, vec3 diffuse) {
|
||||
vec3 worldPos = worldDir * depth;
|
||||
|
||||
vec3 hsv = rgb2hsv(diffuse);
|
||||
vec3 accum = vec3(diffuse);
|
||||
|
||||
for (int i = 0; i < uCount; i++) {
|
||||
@ -127,9 +139,16 @@ vec3 applyFilters(vec3 worldDir, float depth, vec3 diffuse) {
|
||||
|
||||
float strength = filterStrength(worldDir, depth, s.sphere, s.data);
|
||||
|
||||
vec3 filtered = filterColor(s.colorOp, diffuse);
|
||||
if (strength > 0) {
|
||||
const float fcon = 0.;
|
||||
|
||||
accum = mix(accum, filtered, clamp(strength * s.data.w, 0., 1.));
|
||||
vec3 formatted = mix(diffuse, hsv, fcon);
|
||||
vec3 filtered = filterColor(s.colorOp, formatted);
|
||||
filtered = mix(filtered, hsv2rgbWrapped(filtered), fcon);
|
||||
|
||||
float mixing = clamp(strength * s.data.w, 0., 1.);
|
||||
accum = mix(accum, filtered, mixing);
|
||||
}
|
||||
}
|
||||
|
||||
return accum;
|
||||
|
Loading…
Reference in New Issue
Block a user