ray march node

This commit is contained in:
Tanasart 2024-05-28 14:51:54 +07:00
parent 2199bac946
commit 0b5fb449df
39 changed files with 600 additions and 37 deletions

View file

@ -1907,6 +1907,7 @@
{"name":"s_node_shadow_cast","order":50,"path":"sprites/s_node_shadow_cast/s_node_shadow_cast.yy",},
{"name":"s_node_shadow_type","order":1,"path":"sprites/s_node_shadow_type/s_node_shadow_type.yy",},
{"name":"s_node_shadow","order":49,"path":"sprites/s_node_shadow/s_node_shadow.yy",},
{"name":"s_node_shape_3d","order":26,"path":"sprites/s_node_shape_3d/s_node_shape_3d.yy",},
{"name":"s_node_shape_blur","order":7,"path":"sprites/s_node_shape_blur/s_node_shape_blur.yy",},
{"name":"s_node_shape_circle","order":24,"path":"sprites/s_node_shape_circle/s_node_shape_circle.yy",},
{"name":"s_node_shape_leaf","order":25,"path":"sprites/s_node_shape_leaf/s_node_shape_leaf.yy",},

View file

@ -2481,6 +2481,7 @@
{"id":{"name":"s_node_shadow_cast","path":"sprites/s_node_shadow_cast/s_node_shadow_cast.yy",},},
{"id":{"name":"s_node_shadow_type","path":"sprites/s_node_shadow_type/s_node_shadow_type.yy",},},
{"id":{"name":"s_node_shadow","path":"sprites/s_node_shadow/s_node_shadow.yy",},},
{"id":{"name":"s_node_shape_3d","path":"sprites/s_node_shape_3d/s_node_shape_3d.yy",},},
{"id":{"name":"s_node_shape_blur","path":"sprites/s_node_shape_blur/s_node_shape_blur.yy",},},
{"id":{"name":"s_node_shape_circle","path":"sprites/s_node_shape_circle/s_node_shape_circle.yy",},},
{"id":{"name":"s_node_shape_leaf","path":"sprites/s_node_shape_leaf/s_node_shape_leaf.yy",},},

View file

@ -1,27 +1,292 @@
function Node_RM_Primitive(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "RM Sphere";
name = "RM Primitive";
inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF)
.setDisplay(VALUE_DISPLAY.vector);
shape_types = [
"Plane", "Box", "Box Frame",
-1,
"Sphere", "Ellipse", "Cut Sphere", "Cut Hollow Sphere", "Torus", "Capped Torus",
-1,
"Cylinder", "Capsule", "Cone", "Capped Cone", "Round Cone", "3D Arc",
-1,
"Octahedron", "Pyramid",
];
shape_types_str = [];
var _ind = 0;
for( var i = 0, n = array_length(shape_types); i < n; i++ ) {
if(shape_types[i] == -1)
shape_types_str[i] = -1;
else
shape_types_str[i] = new scrollItem(shape_types[i], s_node_shape_3d, _ind++, COLORS._main_icon_light);
}
inputs[| 1] = nodeValue("Shape", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_scroll, shape_types_str);
inputs[| 2] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 3] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 4] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 4, 0.01 ] });
inputs[| 5] = nodeValue("FOV", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 30)
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 90, 1 ] });
inputs[| 6] = nodeValue("View Range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 3, 6 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 7] = nodeValue("Depth", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 8] = nodeValue("Light Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ -.5, -.5, 1 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 9] = nodeValue("Ambient", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white);
inputs[| 10] = nodeValue("Ambient Intensity", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 11] = nodeValue("Elongate", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 12] = nodeValue("Rounded", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 13] = nodeValue("Projection", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_button, [ "Perspective", "Orthographic" ])
.setVisible(false, false);
inputs[| 14] = nodeValue("Ortho Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 5.)
inputs[| 15] = nodeValue("Wave Amplitude", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 4, 4, 4 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 16] = nodeValue("Wave Intensity", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 17] = nodeValue("Wave Phase", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 18] = nodeValue("Twist Axis", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_button, [ "X", "Y", "Z" ]);
inputs[| 19] = nodeValue("Twist Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 8, 0.1 ] });
inputs[| 20] = nodeValue("Tile", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector);
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
inputs[| 21] = nodeValue("Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1, 1 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 22] = nodeValue("Radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, .7)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 23] = nodeValue("Thickness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, .2)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 24] = nodeValue("Crop", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.)
.setDisplay(VALUE_DISPLAY.slider, { range: [ -1, 1, 0.01 ] });
inputs[| 25] = nodeValue("Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 30.)
.setDisplay(VALUE_DISPLAY.rotation);
inputs[| 26] = nodeValue("Height", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, .5)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 27] = nodeValue("Radius Range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, .7)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 28] = nodeValue("Uniform Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider);
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
outputs[| 0] = nodeValue("Surface Out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_base_length = ds_list_size(inputs);
input_display_list = [ 0 ];
input_display_list = [ 0,
["Primitive", false], 1, 21, 22, 23, 24, 25, 26, 27, 28,
["Modify", false], 12, 11,
["Deform", true], 15, 16, 17, 18, 19,
["Transform", false], 3, 4,
["Camera", false], 13, 14, 5, 6,
["Render", false], 7, 9, 10, 8, 20,
];
static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {}
static step = function() {}
static step = function() {
var _shp = getSingleValue( 1);
var _ort = getSingleValue(13);
inputs[| 21].setVisible(false);
inputs[| 22].setVisible(false);
inputs[| 23].setVisible(false);
inputs[| 24].setVisible(false);
inputs[| 25].setVisible(false);
inputs[| 26].setVisible(false);
inputs[| 27].setVisible(false);
inputs[| 28].setVisible(false);
var _shape = shape_types[_shp];
switch(_shape) { // Size
case "Box" :
case "Box Frame" :
case "Ellipse" :
inputs[| 21].setVisible(true);
break;
}
switch(_shape) { // Radius
case "Sphere" :
case "Torus" :
case "Cut Sphere" :
case "Cut Hollow Sphere" :
case "Capped Torus" :
case "Cylinder" :
case "Capsule" :
case "3D Arc" :
inputs[| 22].setVisible(true);
break;
}
switch(_shape) { // Thickness
case "Box Frame" :
case "Torus" :
case "Cut Hollow Sphere" :
case "Capped Torus" :
inputs[| 23].setVisible(true);
break;
}
switch(_shape) { // Crop
case "Cut Sphere" :
case "Cut Hollow Sphere" :
inputs[| 24].setVisible(true);
break;
}
switch(_shape) { // Angle
case "Capped Torus" :
case "Cone" :
case "3D Arc" :
inputs[| 25].setVisible(true);
break;
}
switch(_shape) { // Height
case "Cylinder" :
case "Capsule" :
case "Cone" :
case "Capped Cone" :
case "Round Cone" :
inputs[| 26].setVisible(true);
break;
}
switch(_shape) { // Radius Range
case "Capped Cone" :
case "Round Cone" :
inputs[| 27].setVisible(true);
break;
}
switch(_shape) { // Uniform Size
case "Octahedron" :
case "Pyramid" :
inputs[| 28].setVisible(true);
break;
}
inputs[| 5].setVisible(_ort == 0);
inputs[| 14].setVisible(_ort == 1);
}
static processData = function(_outSurf, _data, _output_index, _array_index = 0) {
var _dim = _data[0];
var _dim = _data[0];
var _shp = _data[1];
var _pos = _data[2];
var _rot = _data[3];
var _sca = _data[4];
var _fov = _data[5];
var _rng = _data[6];
var _dpi = _data[7];
var _lPos = _data[8];
var _amb = _data[9];
var _ambI = _data[10];
var _elon = _data[11];
var _rond = _data[12];
var _ort = _data[13];
var _ortS = _data[14];
var _wavA = _data[15];
var _wavI = _data[16];
var _wavS = _data[17];
var _twsX = _data[18];
var _twsA = _data[19];
var _tile = _data[20];
var _size = _data[21];
var _rad = _data[22];
var _thk = _data[23];
var _crop = _data[24];
var _angl = _data[25];
var _heig = _data[26];
var _radR = _data[27];
var _sizz = _data[28];
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1]);
surface_set_shader(_outSurf, sh_rm_primitive);
shader_set_i("shape", _shp);
shader_set_f("size", _size);
shader_set_f("radius", _rad);
shader_set_f("thickness", _thk);
shader_set_f("crop", _crop);
shader_set_f("angle", degtorad(_angl));
shader_set_f("height", _heig);
shader_set_f("radRange", _radR);
shader_set_f("sizeUni", _sizz);
shader_set_f("elongate", _elon);
shader_set_f("rounded", _rond);
shader_set_f("waveAmp", _wavA);
shader_set_f("waveInt", _wavI);
shader_set_f("waveShift", _wavS);
shader_set_i("twistAxis", _twsX);
shader_set_f("twistAmount", _twsA);
shader_set_f("position", _pos);
shader_set_f("rotation", _rot);
shader_set_f("objectScale", _sca);
shader_set_i("ortho", _ort);
shader_set_f("fov", _fov);
shader_set_f("orthoScale",_ortS);
shader_set_f("viewRange", _rng);
shader_set_f("depthInt", _dpi);
shader_set_f("tileSize", _tile);
shader_set_color("ambient", _amb);
shader_set_f("ambientIntns", _ambI);
shader_set_f("lightPosition", _lPos);
draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1]);
surface_reset_shader();
return _outSurf;
}
}
}

View file

@ -5,9 +5,41 @@ varying vec2 v_vTexcoord;
varying vec4 v_vColour;
const int MAX_MARCHING_STEPS = 255;
const float MIN_DIST = 3.;
const float MAX_DIST = 6.;
const float EPSILON = .0001;
const float EPSILON = .0001;
uniform int shape;
uniform vec3 size;
uniform float radius;
uniform float thickness;
uniform float crop;
uniform float angle;
uniform float height;
uniform vec2 radRange;
uniform float sizeUni;
uniform vec3 elongate;
uniform float rounded;
uniform vec3 waveAmp;
uniform vec3 waveInt;
uniform vec3 waveShift;
uniform int twistAxis;
uniform float twistAmount;
uniform vec3 position;
uniform vec3 rotation;
uniform float objectScale;
uniform int ortho;
uniform float fov;
uniform float orthoScale;
uniform vec2 viewRange;
uniform float depthInt;
uniform vec3 tileSize;
uniform vec4 ambient;
uniform float ambientIntns;
uniform vec3 lightPosition;
#region ================ Transform ================
mat3 rotateX(float dg) {
@ -57,7 +89,7 @@ const float EPSILON = .0001;
}
#endregion
#region ================ Primitives ================
#region =============== Primitives ================
float dot2( in vec2 v ) { return dot(v,v); }
float dot2( in vec3 v ) { return dot(v,v); }
@ -84,8 +116,8 @@ const float EPSILON = .0001;
//////////////////////////////////////////////////////////////////////////////////////////////
float sdSphere(vec3 p) {
return length(p) - 1.0;
float sdSphere(vec3 p, float radius) {
return length(p) - radius;
}
float sdEllipsoid( vec3 p, vec3 r ) {
@ -99,6 +131,7 @@ const float EPSILON = .0001;
return length(q)-t.y;
}
// r is the sphere's radius, h is the plane's position
float sdCutSphere( vec3 p, float r, float h ) {
// sampling independent computations (only depend on shape)
float w = sqrt(r*r-h*h);
@ -110,7 +143,10 @@ const float EPSILON = .0001;
(q.x<w) ? h - q.y :
length(q-vec2(w,h));
}
// r = sphere's radius
// h = cutting's plane's position
// t = thickness
float sdCutHollowSphere( vec3 p, float r, float h, float t ) {
// sampling independent computations (only depend on shape)
float w = sqrt(r*r-h*h);
@ -121,7 +157,9 @@ const float EPSILON = .0001;
abs(length(q)-r) ) - t;
}
float sdCappedTorus( vec3 p, vec2 sc, float ra, float rb) {
float sdCappedTorus( vec3 p, float an, float ra, float rb) {
vec2 sc = vec2(sin(an),cos(an));
p.x = abs(p.x);
float k = (sc.y*p.x>sc.x*p.y) ? dot(p.xy,sc) : length(p.xy);
return sqrt( dot(p,p) + ra*ra - 2.0*ra*k ) - rb;
@ -144,7 +182,8 @@ const float EPSILON = .0001;
return length( pa - ba*h ) - r;
}
float sdCone( vec3 p, vec2 c, float h ) {
float sdCone( vec3 p, float an, float h ) {
vec2 c = vec2(sin(an),cos(an));
// c is the sin/cos of the angle, h is height
// Alternatively pass q instead of (c,h),
// which is the point at the base in 2D
@ -169,7 +208,7 @@ const float EPSILON = .0001;
return s*sqrt( min(dot2(ca),dot2(cb)) );
}
float sdRoundCone( vec3 p, float r1, float r2, float h ) {
float sdRoundCone( vec3 p, float h, float r1, float r2 ) {
// sampling independent computations (only depend on shape)
float b = (r1-r2)/h;
float a = sqrt(1.0-b*b);
@ -182,8 +221,8 @@ const float EPSILON = .0001;
return dot(q, vec2(a,b) ) - r1;
}
float sdSolidAngle( vec3 p, vec2 c, float ra ) {
// c is the sin/cos of the angle
float sdSolidAngle( vec3 p, float an, float ra ) {
vec2 c = vec2(sin(an),cos(an));
vec2 q = vec2( length(p.xz), p.y );
float l = length(q) - ra;
float m = length(q - c*clamp(dot(q,c),0.0,ra) );
@ -226,16 +265,110 @@ const float EPSILON = .0001;
}
#endregion
#region ================= Modify ==================
vec4 opElongate( in vec3 p, in vec3 h ) {
vec3 q = abs(p)-h;
return vec4( max(q,0.0), min(max(q.x,max(q.y,q.z)),0.0) );
}
vec3 wave(vec3 p) {
p.x += sin(p.y * waveAmp.y + waveShift.x) * waveInt.x +
sin(p.z * waveAmp.z + waveShift.x) * waveInt.x;
p.y += sin(p.x * waveAmp.x + waveShift.y) * waveInt.y +
sin(p.z * waveAmp.z + waveShift.y) * waveInt.y;
p.z += sin(p.y * waveAmp.y + waveShift.z) * waveInt.z +
sin(p.x * waveAmp.x + waveShift.z) * waveInt.z;
return p;
}
vec3 twist(vec3 p) {
float c = cos(twistAmount * p[twistAxis]);
float s = sin(twistAmount * p[twistAxis]);
mat2 m = mat2(c, -s, s, c);
if(twistAxis == 0) {
vec2 q = m * p.yz;
return vec3(p.x, q);
} else if(twistAxis == 1) {
vec2 q = m * p.xz;
return vec3(q.x, p.y, q.y);
} else if(twistAxis == 2) {
vec2 q = m * p.xy;
return vec3(q, p.z);
}
return p;
}
#endregion
#region ================ View Mod =================
float round(float v) { return fract(v) >= 0.5? ceil(v) : floor(v); }
vec3 round(vec3 v) { return vec3(round(v.x), round(v.y), round(v.z)); }
vec3 tilePosition(vec3 p) {
vec3 q = p - tileSize * round(p / tileSize);
return q;
}
#endregion
float sceneSDF(vec3 p) {
float d;
mat3 rx = rotateX(45.);
mat3 ry = rotateY(45.);
mat3 rx = rotateX(rotation.x);
mat3 ry = rotateY(rotation.y);
mat3 rz = rotateZ(rotation.z);
p = inverse(rx * ry) * p;
p = inverse(rx * ry * rz) * p;
p /= objectScale;
p -= position;
// d = sdSphere(p);
// d = sdBox(p, vec3(.5));
d = sdBoxFrame(p, vec3(.5), 0.1);
if(tileSize != vec3(0.))
p = tilePosition(p);
p = twist(p);
p = wave(p);
vec4 el = vec4(0.);
if(elongate != vec3(0.)) {
el = opElongate(p, elongate);
p = el.xyz;
}
if(shape == 0) d = sdPlane(p, vec3(0., 0., 1.), 0.);
else if(shape == 1) d = sdBox(p, size / 2.);
else if(shape == 2) d = sdBoxFrame(p, size / 2., thickness);
//3
else if(shape == 4) d = sdSphere(p, radius);
else if(shape == 5) d = sdEllipsoid(p, size / 2.);
else if(shape == 6) d = sdCutSphere(p, radius, crop);
else if(shape == 7) d = sdCutHollowSphere(p, radius, crop, thickness);
else if(shape == 8) d = sdTorus(p, vec2(radius, thickness));
else if(shape == 9) d = sdCappedTorus(p, angle, radius, thickness);
//10
else if(shape == 11) d = sdCappedCylinder(p, height, radius);
else if(shape == 12) d = sdCapsule(p, vec3(-height, 0., 0.), vec3(height, 0., 0.), radius);
else if(shape == 13) d = sdCone(p, angle, height);
else if(shape == 14) d = sdCappedCone(p, height, radRange.x, radRange.y);
else if(shape == 15) d = sdRoundCone(p, height, radRange.x, radRange.y);
else if(shape == 16) d = sdSolidAngle(p, angle, radius);
//17
else if(shape == 18) d = sdOctahedron(p, sizeUni);
else if(shape == 19) d = sdPyramid(p, sizeUni);
if(elongate != vec3(0.)) {
d += el.w;
}
d -= rounded;
d *= objectScale;
return d;
}
@ -249,7 +382,7 @@ vec3 normal(vec3 p) {
}
float march(vec3 camera, vec3 direction) {
float depth = MIN_DIST;
float depth = viewRange.x;
for (int i = 0; i < MAX_MARCHING_STEPS; i++) {
float dist = sceneSDF(camera + depth * direction);
@ -257,34 +390,43 @@ float march(vec3 camera, vec3 direction) {
return depth;
depth += dist;
if (depth >= MAX_DIST)
return MAX_DIST;
if (depth >= viewRange.y)
return viewRange.y;
}
return MAX_DIST;
return viewRange.y;
}
void main() {
float z = 1. / tan(radians(30.) / 2.);
vec3 dir = normalize(vec3((v_vTexcoord - .5) * 2., -z));
vec3 eye = vec3(0., 0., 5.);
vec3 eye, dir;
if(ortho == 1) {
dir = vec3(0., 0., 1.);
eye = vec3((v_vTexcoord - .5) * 2. * orthoScale, viewRange.x);
} else {
float z = 1. / tan(radians(fov) / 2.);
dir = normalize(vec3((v_vTexcoord - .5) * 2., -z));
eye = vec3(0., 0., 5.);
}
float dist = march(eye, dir);
if(dist > MAX_DIST - EPSILON) {
if(dist > viewRange.y - EPSILON) {
gl_FragColor = vec4(0., 0., 0., 1.);
return;
}
vec3 c = vec3(1.);
vec3 c = ambient.rgb;
float distNorm = 1. - (dist - MIN_DIST) / (MAX_DIST - MIN_DIST);
float distNorm = 1. - (dist - viewRange.x) / (viewRange.y - viewRange.x);
distNorm = smoothstep(.0, .3, distNorm) + .2;
c *= vec3(distNorm);
c *= mix(vec3(1.), vec3(distNorm), depthInt);
vec3 coll = eye + dir * dist;
vec3 norm = normal(coll);
vec3 light = normalize(vec3(-0.5, -0.5, 1.));
float lamo = dot(norm, light) + 0.2;
vec3 light = normalize(lightPosition);
float lamo = dot(norm, light) + ambientIntns;
c *= lamo;

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