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HW3Swing.fuse
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--[[--
HW3Swing
Based on https://www.shadertoy.com/view/4dtyz8 a WebGL
shader from shadertoy.com converted to DCTL and embeddet
into a Lua Fuse by JiPi (https://www.youtube.com/channel/UCItO4q_3JgMVV2MFIPDGQGg)
for use in DaFusion.
Shader created by ChloeSnyder
--]] --
-- MANDATORY -----------------------------------------------------------------
local shadertoy_name = "HW3Swing"
local shadertoy_author = "ChloeSnyder"
local shadertoy_id = "4dtyz8"
local shadertoy_license = ""
local dctlfuse_category = "Object"
local dctlfuse_name = "HW3Swing"
local dctlfuse_author = "JiPi"
-- OPTIONAL ------------------------------------------------------------------
local dctlfuse_versionNo = 1
local dctlfuse_versionDate = "24 Feb 2021"
local dctlfuse_authorurl = "https://www.youtube.com/c/JiPi_YT"
local dctlfuse_authorlogo = 'width="259" height="60" src="data:image/png;base64,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"'
-- // ------------------------------------------------------------------------
-- // Registry declaration
-- // ------------------------------------------------------------------------
FuRegisterClass(
-- >>> SCHNIPP::FUREGISTERCLASS.version="MonumentsAndSites"
(FC_PREFIX==nil and "ST_" or (FC_PREFIX=="" and "" or FC_PREFIX.."_"))..dctlfuse_name, CT_SourceTool, { REGS_Category = (FC_SUBMENU==nil and "Shadertoys (dev)" or (FC_SUBMENU=="" and "Fuses" or FC_SUBMENU))..(FC_CATEGORY==nil and "\\"..dctlfuse_category or ( FC_CATEGORY ~= "" and "\\"..FC_CATEGORY or "")), REGS_OpIconString = (FC_SCPREFIX==nil and "ST-" or (SC_SCPREFIX=="" and "" or FC_SCPREFIX.."-"))..shadertoy_id,
REGS_OpDescription = "Shadertoy '"..shadertoy_name.."' (ID: "..shadertoy_id..") created by "..shadertoy_author.." and ported by "..dctlfuse_author..(shadertoy_license == "" and ". Copyright "..shadertoy_author.." (CC BY-NC-SA 3.0)" or ". "..shadertoy_license)..". This port is by no means meant to take advantage of anyone or to do anyone wrong : Contact us on Discord (https://discord.gg/75FUn4N4pv) and/or GitHub (https://github.com/nmbr73/Shadertoys) if you see your rights abused or your intellectual property violated by this work.",
REG_Fuse_NoEdit = not(FC_DEVELOP==nil or FC_DEVELOP==true), REG_Fuse_NoReload = not(FC_DEVELOP==nil or FC_DEVELOP==true), REG_Fuse_TilePic = FC_TITLEPIC, REGS_Company = dctlfuse_company==nil and dctlfuse_author or dctlfuse_company, REGS_URL = dctlfuse_authorurl==nil and "https://nmbr73.github.io/Shadertoys/" or dctlfuse_authorurl,
REG_Version = FC_VERSIONNO~=nil and FC_VERSIONNO or (dctlfuse_versionNo==nil and 1 or dctlfuse_versionNo),
-- <<< SCHNAPP::FUREGISTERCLASS
REG_NoObjMatCtrls = true,
REG_NoMotionBlurCtrls = true,
REG_Source_GlobalCtrls = true,
REG_Source_SizeCtrls = true,
REG_Source_AspectCtrls = true,
REG_Source_DepthCtrls = true,
REG_OpNoMask = true,
REG_TimeVariant = true,
REG_NoPreCalcProcess = true, -- call Process for precalc requests (instead of PreCalcProcess)
})
dctlfuse_versionNo = dctlfuse_versionNo/10
-- // ------------------------------------------------------------------------
-- // DCTL kernel parameters
-- // ------------------------------------------------------------------------
TitelParams =
[[
float center[2];
float angle;
float pivot[2];
float debug;
float scale;
float freq;
float eye[3];
float color[3];
int width;
int height;
float itime;
int compOrder;
]]
-- source of kernel
TitelKernel =
[[
#if defined (DEVICE_IS_METAL)
#define address_space_qualifier thread
#else
#define address_space_qualifier
#endif
#define swixy(V) to_float2((V).x,(V).y)
#define swixx(V) to_float2((V).x,(V).x)
#define swiyx(V) to_float2((V).y,(V).x)
#define swiyy(V) to_float2((V).y,(V).y)
#define swizy(V) to_float2((V).z,(V).y)
#define swixz(V) to_float2((V).x,(V).z)
#define swixyz(V) to_float3((V).x,(V).y,(V).z)
#define swiyzx(V) to_float3((V).y,(V).z,(V).x)
#define swizyx(V) to_float3((V).z,(V).y,(V).x)
#define swiyxz(V) to_float3((V).y,(V).x,(V).z)
#define radians(a) a * M_PI/180.0f
__DEVICE__ float fract_f(float A){return A - _floor(A);}
__DEVICE__ float3 fract_f3(float3 A){return make_float3(A.x - _floor(A.x), A.y - _floor(A.y), A.z - _floor(A.z));}
__DEVICE__ float mod_f(float value, float divisor) { return value - divisor * _floor(value / divisor);}
__DEVICE__ float2 abs_f2(float2 a) {return (to_float2(_fabs(a.x), _fabs(a.y)));}
__DEVICE__ float3 abs_f3(float3 a) {return (to_float3(_fabs(a.x), _fabs(a.y),_fabs(a.z)));}
__DEVICE__ float2 max_f2f(float2 v, float i) {return to_float2(_fmaxf(v.x,i),_fmaxf(v.y,i));}
__DEVICE__ float3 max_f3f(float3 v, float i) {return to_float3(_fmaxf(v.x,i),_fmaxf(v.y,i),_fmaxf(v.z,i));}
__DEVICE__ float3 cos_f3(float3 i) {float3 r; r.x = _cosf(i.x); r.y = _cosf(i.y); r.z = _cosf(i.z); return r;}
//**** mat3 ****
typedef struct
{
float3 r0, r1, r2;
} mat3;
__DEVICE__ inline mat3 make_mat3( float3 A, float3 B, float3 C)
{
mat3 D;
D.r0 = A;
D.r1 = B;
D.r2 = C;
return D;
}
__DEVICE__ inline float3 mat3_multi_f3( mat3 B, float3 A) {
float3 C;
C.x = A.x * B.r0.x + A.y * B.r1.x + A.z * B.r2.x;
C.y = A.x * B.r0.y + A.y * B.r1.y + A.z * B.r2.y;
C.z = A.x * B.r0.z + A.y * B.r1.z + A.z * B.r2.z;
return C;
}
__DEVICE__ mat3 mat3_multi_mat3( mat3 A, mat3 B) // __DEVICE__ inline mat3 multi( mat3 A, mat3 B)
{
float r[3][3];
float a[3][3] = {{A.r0.x, A.r0.y, A.r0.z},
{A.r1.x, A.r1.y, A.r1.z},
{A.r2.x, A.r2.y, A.r2.z}};
float b[3][3] = {{B.r0.x, B.r0.y, B.r0.z},
{B.r1.x, B.r1.y, B.r1.z},
{B.r2.x, B.r2.y, B.r2.z}};
for( int i = 0; i < 3; ++i)
{
for( int j = 0; j < 3; ++j)
{
r[i][j] = 0.0f;
for( int k = 0; k < 3; ++k)
{
r[i][j] = r[i][j] + a[i][k] * b[k][j];
}
}
}
mat3 R = make_mat3(make_float3(r[0][0], r[0][1], r[0][2]),
make_float3(r[1][0], r[1][1], r[1][2]), make_float3(r[2][0], r[2][1], r[2][2]));
return R;
//A = R;
}
//**** mat4 ****
typedef struct
{
float4 r0, r1,r2, r3;
} mat4;
__DEVICE__ inline mat4 make_mat4( float4 A, float4 B, float4 C, float4 D)
{
mat4 _ret;
_ret.r0 = A;
_ret.r1 = B;
_ret.r2 = C;
_ret.r3 = D;
return _ret;
}
/*
__DEVICE__ inline float4 mat4_multi_f4( mat4 B, float4 A)
{
float4 C;
C.x = A.x * B.r0.x + A.y * B.r0.y + A.z * B.r0.z + A.w * B.r0.w;
C.y = A.x * B.r1.x + A.y * B.r1.y + A.z * B.r1.z + A.w * B.r1.w;
C.z = A.x * B.r2.x + A.y * B.r2.y + A.z * B.r2.z + A.w * B.r2.w;
C.w = A.x * B.r3.x + A.y * B.r3.y + A.z * B.r3.z + A.w * B.r3.w;
return C;
}
*/
__DEVICE__ inline float4 mat4_multi_f4( mat4 B, float4 A) {
float4 C;
C.x = A.x * B.r0.x + A.y * B.r1.x + A.z * B.r2.x + A.w * B.r3.x;
C.y = A.x * B.r0.y + A.y * B.r1.y + A.z * B.r2.y + A.w * B.r3.y;
C.z = A.x * B.r0.z + A.y * B.r1.z + A.z * B.r2.z + A.w * B.r3.z;
C.w = A.x * B.r0.w + A.y * B.r1.w + A.z * B.r2.w + A.w * B.r3.w;
return C;
}
#if defined(DEVICE_IS_OPENCL)
__DEVICE__ float3 reflect_f3(float3 I, float3 N) {return I - 2.0f * dot(N, I) * N;}
#else
#define reflect_f3 reflect
#endif
//-------------------------------------------------------------------
#define PI 3.14159265359f
#define deg2rad PI / 180.0f
// RAY MARCHING CODE SOURCE JAMIE WONG
#define MAX_MARCHING_STEPS 400
#define MIN_DIST 0.0f
#define MAX_DIST 300.0f
#define DEF_EPSILON 0.0001f
//__DEVICE__ float3 K_d = {-1.0f, -1.0f, -1.0f}; // diffuse color
//__DEVICE__ float shininess;
__DEVICE__ float noise(float3 x)
{
return fract_f(_sinf(dot(swixy(x), to_float2(12.9898f,78.233f))) * 43758.5453123f);
}
// modified from https://thebookofshaders.com/edit.php#11/wood.frag
__DEVICE__ float lines(float3 pos, float b){
float scale = 10.0f;
pos *= scale;
return smoothstep(0.0f, 0.5f+b*0.5f,
_fabs((_sinf((pos.y) *3.1415f) + _cosf((pos.y) *3.1415f)+b*2.0f))*0.5f);
}
__DEVICE__ float perlinNoise(float3 v)
{
float3 nXnYnZ = _floor(v); // grid corner
float3 i = fract_f3(v);
// generate other grid corners
float3 pXpYpZ = nXnYnZ + to_float3(1.0f, 1.0f, 1.0f);
float3 pXpYnZ = nXnYnZ + to_float3(1.0f, 1.0f, 0.0f);
float3 pXnYnZ = nXnYnZ + to_float3(1.0f, 0.0f, 0.0f);
float3 pXnYpZ = nXnYnZ + to_float3(1.0f, 0.0f, 1.0f);
float3 nXpYpZ = nXnYnZ + to_float3(0.0f, 1.0f, 1.0f);
float3 nXnYpZ = nXnYnZ + to_float3(0.0f, 0.0f, 1.0f);
float3 nXpYnZ = nXnYnZ + to_float3(0.0f, 1.0f, 0.0f);
// feed these grid corners into a noise function that takes a float3 and returns a float
float ppp = noise(pXpYpZ);
float ppn = noise(pXpYnZ);
float pnn = noise(pXnYnZ);
float pnp = noise(pXnYpZ);
float npp = noise(nXpYpZ);
float nnp = noise(nXnYpZ);
float npn = noise(nXpYnZ);
float nnn = noise(nXnYnZ);
// interpolate 3D to 2D
float nn = nnn * (1.0f - i.x) + pnn * i.x;
float np = nnp * (1.0f - i.x) + pnp * i.x;
float pn = npn * (1.0f - i.x) + ppn * i.x;
float pp = npp * (1.0f - i.x) + ppp * i.x;
//interpolate 2D to 1 D
float n = nn * (1.0f - i.y) + pn * i.y;
float p = np * (1.0f - i.y) + pp * i.y;
return n * (1.0f - i.z) + p * i.z;
}
// modified from jamie wong
__DEVICE__ float3 scaleOp(float3 samplePoint, float3 scale)
{
return (samplePoint / scale) * _fminf(scale.x, _fminf(scale.y, scale.z));
}
/**
* Rotation matrix around the X axis. https://www.shadertoy.com/view/4tcGDr
*/
__DEVICE__ mat3 rotateX(float theta) {
float c = _cosf(theta);
float s = _sinf(theta);
return make_mat3(
to_float3(1, 0, 0),
to_float3(0, c, -s),
to_float3(0, s, c)
);
}
/**
* Rotation matrix around the Y axis. https://www.shadertoy.com/view/4tcGDr
*/
__DEVICE__ mat3 rotateY(float theta) {
float c = _cosf(theta);
float s = _sinf(theta);
return make_mat3(
to_float3(c, 0, s),
to_float3(0, 1, 0),
to_float3(-s, 0, c)
);
}
/**
* Rotation matrix around the Z axis. https://www.shadertoy.com/view/4tcGDr
*/
__DEVICE__ mat3 rotateZ(float theta) {
float c = _cosf(theta);
float s = _sinf(theta);
return make_mat3(
to_float3(c, -s, 0),
to_float3(s, c, 0),
to_float3(0, 0, 1)
);
}
/** JW
* Constructive solid geometry intersection operation on SDF-calculated distances.
*/
__DEVICE__ float intersectSDF(float distA, float distB) {
return _fmaxf(distA, distB);
}
/** JW
* Constructive solid geometry union operation on SDF-calculated distances.
*/
__DEVICE__ float unionSDF(float distA, float distB) {
return _fminf(distA, distB);
}
/** JW
* Constructive solid geometry difference operation on SDF-calculated distances.
*/
__DEVICE__ float differenceSDF(float distA, float distB) {
return _fmaxf(distA, -distB);
}
//iq
__DEVICE__ float cubeSDF( float3 p, float3 b )
{
float3 d = abs_f3(p) - b;
return _fminf(_fmaxf(d.x,_fmaxf(d.y,d.z)),0.0f) + length(max_f3f(d,0.0f));
}
/** JW
* Signed distance function for a sphere centered at the origin with radius 1.0f;
*/
__DEVICE__ float sphereSDF(float3 p) {
return length(p) - 1.0f;
}
// iq
__DEVICE__ float cylinderSDF( float3 p, float2 h )
{
float2 d = abs_f2(to_float2(length(swixz(p)),p.y)) - h;
return _fminf(_fmaxf(d.x,d.y),0.0f) + length(max_f2f(d,0.0f));
}
//iq
__DEVICE__ float sdTorus( float3 p, float2 t )
{
float2 q = to_float2(length(swixz(p))-t.x,p.y);
return length(q)-t.y;
}
// iq
__DEVICE__ float s_fminf( float a, float b, float k )
{
float h = _clampf( 0.5f+0.5f*(b-a)/k, 0.0f, 1.0f );
return _mix( b, a, h ) - k*h*(1.0f-h);
}
__DEVICE__ float ramp(float3 p)
{
p += to_float3(0.0f, 0.05f, 0.0f);
// create ring for main body of half pipe
float3 cylp = p - to_float3(0.0f,0.9f,0.0f);
cylp = mat3_multi_f3(rotateX(90.0f * deg2rad) , cylp);
cylp = mat3_multi_f3(rotateZ(90.0f * deg2rad) , cylp);
float cyl = cylinderSDF(cylp, to_float2(1.0f, 1.0f)) - 0.03f;
float outerCyl = cylinderSDF(cylp, to_float2(1.0f, 5.0f)) - 0.03f;
cyl = differenceSDF(cyl, outerCyl);
// remove upper half
float3 rectp = p - to_float3(0.0f, 1.8f, 0.0f);
float rect = cubeSDF(rectp, to_float3(1.5f, 1.0f, 1.5f));
float halfpipe = differenceSDF(cyl, rect) - 0.05f;
// legs of halfpipe
float legs = cubeSDF(p - to_float3(0.0f, -0.40f, -3.0f), to_float3(1.0f, 0.19f, 7.0f)) - 0.05f;
halfpipe = s_fminf(halfpipe, legs, 0.1f) - 0.01f;
// line down the middle of half pipe
float centercut = cubeSDF(p, to_float3(1.14f, 0.9f, 0.2f)) - 0.01f;
float rampBody = differenceSDF(halfpipe, centercut) - 0.01f;
// curved cut out
float cutoutlefttop = cubeSDF(p - to_float3(0.0f, -0.35f, 2.6f), to_float3(1.1f, 0.06f, 2.05f)) - 0.2f;
float cutoutrighttop = cubeSDF(p - to_float3(0.0f, -0.35f, -4.5f), to_float3(1.1f, 0.06f, 4.0f)) - 0.2f;
float cutouttop = s_fminf(cutoutlefttop, cutoutrighttop, 0.5f);
float cutoutleftbottom = cubeSDF(p - to_float3(0.0f, -0.90f, 1.6f), to_float3(1.12f, -0.3f, 1.8f)) - 0.25f;
float cutoutrightbottom = cubeSDF(p - to_float3(0.0f, -0.90f, -1.9f), to_float3(1.12f, -0.3f, 5.5f)) - 0.4f;
float cutTop = differenceSDF(rampBody, cutouttop) - 0.01f;
float cutBottom = unionSDF(cutoutleftbottom, cutoutrightbottom) - 0.01f;
float cut = intersectSDF(cutouttop, cutBottom) - 0.02f;
cut = intersectSDF(cut, legs);
return s_fminf(cut, cutTop, 0.2f);
}
// iq
__DEVICE__ float sdCapsule( float3 p, float3 a, float3 b, float r )
{
float3 pa = p - a, ba = b - a;
float h = _clampf( dot(pa,ba)/dot(ba,ba), 0.0f, 1.0f );
return length( pa - ba*h ) - r;
}
__DEVICE__ float pendulum (float3 p, float itime, address_space_qualifier float3* K_d)
{
p = mat3_multi_f3(rotateX(90.0f * deg2rad) , p);
// pendulum motion
float g = 9.80665f;
float L = 3.0f;
float omega = _sqrtf(g/L);
float theta = _cosf(omega * itime);
float3 offset = to_float3(3.0f, 0.0f, 0.0f) * _cosf(theta - PI / 2.0f);
offset += to_float3(0.0f, 0.0f, 3.0f) * _sinf(theta - PI / 2.0f);
float3 cp = p + offset;
// inner and outter cylinders for ring shape
float outer = cylinderSDF(cp, to_float2(1.0f, 0.30f));
float inner = cylinderSDF(cp, to_float2(0.5f, 1.5f));
float pend = differenceSDF(outer, inner);
// fishing line
float3 endpt = mat3_multi_f3(rotateX(_cosf(itime)) , to_float3(0.0f, 0.0f, 2.0f));
endpt = mat3_multi_f3(rotateZ(_sinf(itime)) , endpt);
float line = sdCapsule(p, -offset + to_float3(0.0f, 0.0f, -0.7f), to_float3(0.0f, 0.0f, -2.8f), 0.0099f);
// set color
if(line < 0.0f + DEF_EPSILON)
{
*K_d = to_float3(1.0f, 1.0f, 1.0f);
}
return unionSDF(line, pend);
}
__DEVICE__ float triangle_wave(float x, float freq, float amplitude)
{
return _fabs(mod_f((x*freq), amplitude) - (0.5f * amplitude)) - 1.5f;
}
__DEVICE__ float ball(float3 p, float itime, address_space_qualifier float3* K_d)
{
//estimate circular motion as a pendulum so that I can match the period
// of motion with the pendulum
p -= to_float3(0.0f, 2.3f, 0.0f);
float g = 9.80665f;
float L = 3.0f;
float omega = _sqrtf(g/L);
float theta = omega * _cosf(omega * itime);
float3 offset = to_float3(0.0f, 0.0f, 6.0f) * _cosf(theta - PI / 2.0f);
offset += to_float3(0.0f, 6.0f, 0.0f) * -_sinf(theta - PI / 2.0f);
float3 p_ball = p + offset;
float3 p_stripe1;
float3 p_stripe2;
// flip direction of rotation at top of ramp
float direction = _floor(triangle_wave(theta - PI / 2.0f, PI / 2.0f, 8.0f));
direction = _clampf(direction, -1.0f, 1.0f);
p_ball = mat3_multi_f3(rotateX(direction * omega * itime) , p_ball);
p_stripe1 = mat3_multi_f3(rotateX(direction * omega * itime) , p_ball) + to_float3(0.0f, -0.5f, 0.0f);
p_stripe2 = mat3_multi_f3(rotateX(direction * omega * itime) , p_ball) + to_float3(0.0f, 0.5f, 0.0f);
float ball = sphereSDF(p_ball);
// model the stripe as a rectangle intersecting with the ball
float stripe1 = cubeSDF(p_stripe1, to_float3(1.0f, 0.2f, 1.0f));
float stripe2 = cubeSDF(p_stripe2, to_float3(1.0f, 0.2f, 1.0f));
// set color
if(stripe1 < 0.0f + DEF_EPSILON || stripe2 < 0.0f + DEF_EPSILON)
{
*K_d = to_float3(1.0f, 1.0f, 1.0f);
}
float3 _K_d = *K_d;
if(ball < 0.0f + DEF_EPSILON && _K_d.x < 0.0f)
{
*K_d = to_float3(0.5f, 0.5f, 0.2f);
}
return ball;
}
// iq
__DEVICE__ float3 palette( float t, float3 a, float3 b, float3 c, float3 d )
{
return a + b*cos_f3( 6.28318f*(c*t+d) );
}
//iq
__DEVICE__ float sdPlane( float3 p, float4 n )
{
// n must be normalized
n = normalize(n);
return dot(p,swixyz(n)) + n.w;
}
__DEVICE__ float groundPlane(float3 p, address_space_qualifier float3* K_d)
{
float backrect = cubeSDF(p + to_float3(25.0f, 0.8f, 0.0f), to_float3(20.5f, 0.2f, 15.0f));
float plane = sdPlane(p + to_float3(0.0f, 0.8f, 0.0f), to_float4(0.0f, 1.0f, 0.0f, 1.0f));
if(backrect < 0.0f + DEF_EPSILON)
{
*K_d = _cosf(perlinNoise(0.5f * p)) * to_float3(20, 55, 129) / 255.0f;
}
if(plane < 0.0f + DEF_EPSILON)
{
*K_d = to_float3(4, 45, 112) / 255.0f;
}
return unionSDF(plane, backrect);
}
__DEVICE__ float sceneSDF(float3 samplePoint, float itime, address_space_qualifier float3* K_d, float* shininess) {
float _ball = ball(samplePoint / 0.2f, itime, K_d) * 0.2f;
float _ramp = ramp((samplePoint - to_float3(0.0f, -0.750f, 0.0f)) / 1.4f) * 1.4f;
float pend = pendulum((samplePoint - to_float3(0.0f, 1.1f, 0.0f)) / 0.6f, itime, K_d) * 0.6f;
*shininess = 10.0f;
if(_ramp < 0.0f + DEF_EPSILON)
{
// Woodgrain
float pattern = samplePoint.x;
float3 p = mat3_multi_f3(mat3_multi_mat3(mat3_multi_mat3(rotateX(_cosf(perlinNoise(samplePoint))) , rotateY(_sinf(perlinNoise(samplePoint))) ) , rotateZ(perlinNoise(samplePoint)) ) , samplePoint);
pattern = lines(p, 0.50f) + lines(mat3_multi_f3(rotateX(30.0f) , p) + to_float3(0.5f, 1.0f, 1.0f), 0.1f) / 2.0f;
float3 d = to_float3(178, 153, 132)/255.0f;
float3 b = to_float3(114, 109.0f, 94.0f) / 255.0f;
float3 c = to_float3(58.0f, 52.0f, 35.0f) / 255.0f;
float3 a = to_float3(99.0f, 79.0f, 62.0f) / 255.0f;
*K_d = palette(pattern, a, b, c, d) * c + d + to_float3(0.02f, 0.02f, 0.0f);
}
if(pend < 0.0f + DEF_EPSILON)
{
float3 _K_d = *K_d;
if(_K_d.x < 0.0f)
{
// give the pendulum a gold color if color hasn't already been set
// if color has been set, that means its the fishing line
*K_d = to_float3(249.0f / 255.0f, 199.0f / 255.0f, 17.0f / 255.0f);
}
*shininess = 0.90f;
}
float rampAndPend = unionSDF(_ramp, pend);
float ground = groundPlane(samplePoint, K_d);
float scene = unionSDF(rampAndPend, _ball);
return unionSDF(scene, ground);
}
// Modified from iq
__DEVICE__ float shadow(float3 ro, float3 rd, float mint, float maxt, float k, float itime, address_space_qualifier float3* K_d, float* shininess)
{
float res = 1.0f;
for( float t=mint; t < maxt; )
{
float h = sceneSDF(ro + rd*t, itime, K_d, shininess);
if( h<0.001f )
return 0.02f;
res = _fminf( res, k*h/t );
t += h;
}
return res;
}
/** JW
*
*/
__DEVICE__ float shortestDistanceToSurface(float3 eye, float3 marchingDirection, float start, float end, float itime, address_space_qualifier float3* K_d, float* shininess) {
float depth = start;
for (int i = 0; i < MAX_MARCHING_STEPS; i++) {
float dist = sceneSDF(eye + depth * marchingDirection, itime, K_d, shininess);
if (dist < DEF_EPSILON) {
return depth;
}
depth += dist;
if (depth >= end) {
return end;
}
}
return end;
}
/** JW
*/
__DEVICE__ float3 rayDirection(float fieldOfView, float2 size, float2 fragCoord) {
float2 xy = fragCoord - size / 2.0f;
float z = size.y / _tanf(radians(fieldOfView) / 2.0f);
return normalize(to_float3_aw(xy, -z));
}
/** JW
* Using the gradient of the SDF, estimate the normal on the surface at point p.
*/
__DEVICE__ float3 estimateNormal(float3 p, float itime, address_space_qualifier float3* K_d, float* shininess) {
return normalize(to_float3(
sceneSDF(to_float3(p.x + DEF_EPSILON, p.y, p.z), itime, K_d, shininess) - sceneSDF(to_float3(p.x - DEF_EPSILON, p.y, p.z), itime, K_d, shininess),
sceneSDF(to_float3(p.x, p.y + DEF_EPSILON, p.z), itime, K_d, shininess) - sceneSDF(to_float3(p.x, p.y - DEF_EPSILON, p.z), itime, K_d, shininess),
sceneSDF(to_float3(p.x, p.y, p.z + DEF_EPSILON), itime, K_d, shininess) - sceneSDF(to_float3(p.x, p.y, p.z - DEF_EPSILON), itime, K_d, shininess)
));
}
/** JW
*
*/
__DEVICE__ float3 phongContribForLight(address_space_qualifier float3* K_d, float3 k_s, float alpha, float3 p, float3 eye,
float3 lightPos, float3 lightIntensity, float itime, float* shininess) {
float3 N = estimateNormal(p, itime, K_d, shininess);
float3 L = normalize(lightPos - p);
float3 V = normalize(eye - p);
float3 R = normalize(reflect_f3(-L, N));
float dotLN = dot(L, N);
float dotRV = dot(R, V);
if (dotLN < 0.0f) {
// Light not visible from this point on the surface
return to_float3(0.0f, 0.0f, 0.0f);
}
if (dotRV < 0.0f) {
// Light reflection opposite direction as viewer, apply only diffuse
// component
return lightIntensity * (*K_d * dotLN);
}
return lightIntensity * (*K_d * dotLN + k_s * _powf(dotRV, alpha));
}
/** JW
*
* See https://en.wikipedia.org/wiki/Phong_reflection_model#Description
*/
__DEVICE__ float3 phongIllumination(float3 k_a, address_space_qualifier float3* K_d, float3 k_s, float alpha, float3 p, float3 eye, float itime, float* shininess) {
const float3 ambientLight = 0.5f * to_float3(1.0f, 1.0f, 1.0f);
float3 color = ambientLight * k_a;
float3 light1Pos = to_float3(4.0f, 10.0f, 6.0f);
float3 light1Intensity = to_float3(0.4f, 0.4f, 0.4f);
color += phongContribForLight(K_d, k_s, alpha, p, eye,
light1Pos, light1Intensity, itime, shininess)
* shadow(p, normalize(light1Pos - p), 0.1f, 10.0f, 8.0f, itime, K_d, shininess);
float3 light2Pos = eye + to_float3(2.0f, 2.0f, 2.0f);
float3 light2Intensity = to_float3(0.4f, 0.4f, 0.4f);
color += phongContribForLight(K_d, k_s, alpha, p, eye,
light2Pos, light2Intensity, itime, shininess);
return color;
}
/** JW
* Return a transform matrix that will transform a ray from view space
* to world coordinates, given the eye point, the camera target, and an up vector.
*
* This assumes that the center of the camera is aligned with the negative z axis in
* view space when calculating the ray marching direction. See rayDirection.
*/
__DEVICE__ mat4 viewMatrix(float3 eye, float3 center, float3 up) {
// Based on gluLookAt man page
float3 f = normalize(center - eye);
float3 s = normalize(cross(f, up));
float3 u = cross(s, f);
return make_mat4(
to_float4_aw(s, 0.0f),
to_float4_aw(u, 0.0f),
to_float4_aw(-f, 0.0f),
to_float4(0.0f, 0.0f, 0.0f, 1)
);
}
__DEVICE__ float2 spin(float2 uv, float2 center, float angle, float aspect)
{
float C = _cosf(angle);
float S = _sinf(angle);
uv -= center;
float x = uv.x;
uv.x = (x*aspect * C - uv.y * S);
uv.y = (x*aspect * S + uv.y * C);
uv += center;
return uv;
}
//############################################################################################################################
__KERNEL__ void TitelKernel(__CONSTANTREF__ TitelParams *params, __TEXTURE2D__ iChannel0, __TEXTURE2D_WRITE__ dst)
{
DEFINE_KERNEL_ITERATORS_XY(x, y);
//---------------------------------------
if (x < params->width && y < params->height)
{
//-----------------------
float2 fragCoord = to_float2(x, y);
float2 iResolution = to_float2(params->width, params->height);
float ratio = (float)params->width/(float)params->height;
float itime=params->itime * params->freq;
float4 fragColor = to_float4_s(0.0f);
//-----------------------
//Functionality.......
//Auflösung Globalvariablen
float3 K_d = {-1.0f, -1.0f, -1.0f}; // diffuse color
float shininess;
float3 viewDir = rayDirection(45.0f, iResolution, fragCoord);
float3 eye = to_float3(params->eye[2], params->eye[1], params->eye[0]);
mat4 viewToWorld = viewMatrix(eye, to_float3(0.0f, 0.0f, 0.0f), to_float3(0.0f, 1.0f, 0.0f));
float4 _worldDir = (mat4_multi_f4(viewToWorld , to_float4_aw(viewDir, 0.0f)));
float3 worldDir = swixyz( _worldDir );
//float3 worldDir = swixyz( mat4_multi_f4(viewToWorld , to_float4_aw(viewDir, 0.0f)) );
float dist = shortestDistanceToSurface(eye, worldDir, MIN_DIST, MAX_DIST, itime, &K_d, &shininess);
if (dist > MAX_DIST - DEF_EPSILON) {
// Didn't hit anything
fragColor = to_float4(0.0f, 0.0f, 0.0f, 0.0f);
return;
}
// The closest point on the surface to the eyepoint along the view ray
float3 p = eye + dist * worldDir; // eye must be frag coord converted to world space! TO DO!!!!
float3 K_a = to_float3(0.2f, 0.2f, 0.2f);
// float3 K_d = to_float3(0.7f, 0.2f, 0.2f);
float3 K_s = to_float3(1.0f, 1.0f, 1.0f);
// float shininess = 10.0f;
float3 color = phongIllumination(K_a, &K_d, K_s, shininess, p, eye, itime, &shininess);
fragColor = to_float4_aw(color, 1.0f);
_tex2DVec4Write(dst, x, y, fragColor);
}
}
]]
-------------------------------------------------------------------
-- Create
-------------------------------------------------------------------
function Create()
--------------------------------------------
StandardShaderFuseTopControls();
--------------------------------------------
Sep1 = self:AddInput(string.rep("_", 52), "Separator1", {
LINKID_DataType = "Text",
INPID_InputControl = "LabelControl",
INP_External = false,
INP_Passive = true,
})
--------------- HW3Swing ---------------
InCenter = self:AddInput("Center", "Center", {
LINKID_DataType = "Point",
INPID_InputControl = "OffsetControl",
INPID_PreviewControl = "CrosshairControl",
INP_DoNotifyChanged = true,
IC_Visible = false,
})
InScale = self:AddInput("Scale", "Scale", {
LINKID_DataType = "Number",
INPID_InputControl = "SliderControl",
--INPID_PreviewControl = "RectangleControl",
RCD_LockAspect = 1,
RC_DoLockAspect = true,
RCID_Center = "Center",
INP_Default = 1.0,
IC_Visible = false,
INP_MinAllowed = 0.1,
INP_MaxAllowed = 5.0,
})
InDebug = self:AddInput("Debug", "Debug", {
LINKID_DataType = "Number",
INPID_InputControl = "SliderControl",
INP_Default = 1.0,
IC_Visible = false,
--INP_MinScale = 0.0,
--INP_MaxScale = 5.0,
--INPID_PreviewControl = "RectangleControl",
RCD_LockAspect = 1,
RC_DoLockAspect = true,
RCID_Center = "Center",
PC_Visible = false,
})
InAngle = self:AddInput("Angle", "Angle", {
LINKID_DataType = "Number",
INPID_InputControl = "ScrewControl",
INPID_PreviewControl = "AngleControl",
--INP_MinAllowed = 0.0,
INP_MinScale = 0.0,
INP_MaxScale = 360.0,
INP_Default = 0.0,
IC_Visible = false,
ACID_Center = "Center",
--PC_GrabPriority = 1 -- give this a higher priority than the rectangle
})
InPivot = self:AddInput("Pivot", "Pivot", {
LINKID_DataType = "Point",
INPID_InputControl = "OffsetControl",
INPID_PreviewControl = "CrosshairControl",
CHC_Style = "DiagonalCross",
PC_GrabPriority = -1,
IC_Visible = false,
})
InWidgets = self:AddInput("On-Screen Widgets", "OnScreen Widgets", {
LINKID_DataType = "Number",
INPID_InputControl = "MultiButtonControl",
INP_Default = 0,
IC_Visible = false,
INP_Integer = true,
INP_External = false,
INP_Passive = true,
INP_DoNotifyChanged = true,
MBTNC_ForceButtons = true,
MBTNC_StretchToFit = true,
{ MBTNC_AddButton = "Show", },
{ MBTNC_AddButton = "Hide", },
})
Sep2 = self:AddInput(string.rep("_", 52), "Separator2", {
LINKID_DataType = "Text",
INPID_InputControl = "LabelControl",
INP_External = false,
INP_Passive = true,
IC_Visible = false,
})
InFrequency = self:AddInput("Frequency", "Frequency", {
LINKID_DataType = "Number",
INPID_InputControl = "SliderControl",
INP_Default = 1.0,
--INP_MinAllowed = -1.0,
--INP_MaxAllowed = 1.0,
})
InStop = self:AddInput("Stop", "Stop", {
LINKID_DataType = "Number",
INPID_InputControl = "CheckboxControl",
INP_Integer = true,
INP_DoNotifyChanged = true,
INP_Default = 0,
IC_Visible = true,
--INP_External = false,
})
InStartStop = self:AddInput("", "StartStop", {
{ MBTNC_AddButton = "Stop", MBTNCID_AddID = "StopAnimation", },
{ MBTNC_AddButton = "Start", MBTNCID_AddID = "StartAnimation", },
INPID_DefaultID = "StartAnimation",
LINKID_DataType = "FuID",
INPID_InputControl = "MultiButtonIDControl",
ICD_Width = 1.0,
MBTNC_StretchToFit = true,
MBTNC_ForceButtons = true,
INP_DoNotifyChanged = true,
IC_Visible = false,
--INP_External = false,
})
InActtime = self:AddInput("Acttime", "Acttime", {
LINKID_DataType = "Number",
INPID_InputControl = "SliderControl",
INP_Default = 0.0,
IC_Visible = false,
--INP_MinAllowed = -1.0,
--INP_MaxAllowed = 1.0,
})
InTimeoffset = self:AddInput("Timeoffset", "Timeoffset", {
LINKID_DataType = "Number",
INPID_InputControl = "SliderControl",
INP_Default = 0.0,
--INP_MinAllowed = -1.0,
--INP_MaxAllowed = 1.0,
})
self:BeginControlNest("Parameter", "_Parameter", true, {})
InEyeX = self:AddInput("Eye X", "EyeX", {
LINKID_DataType = "Number",
INPID_InputControl = "SliderControl",
INP_Default = 5.0,
--INP_MinAllowed = -1.0,
--INP_MaxAllowed = 1.0,
})
InEyeY = self:AddInput("Eye Y", "EyeY", {
LINKID_DataType = "Number",
INPID_InputControl = "SliderControl",
INP_Default = 5.0,
--INP_MinAllowed = -1.0,
--INP_MaxAllowed = 1.0,
})
InEyeZ = self:AddInput("Eye Z", "EyeZ", {
LINKID_DataType = "Number",
INPID_InputControl = "SliderControl",
INP_Default = 11.0,
--INP_MinAllowed = -1.0,
--INP_MaxAllowed = 1.0,
})
InRedCH = self:AddInput("Red", "RedCH", {
ICS_Name = "Line Color",
LINKID_DataType = "Number",
INPID_InputControl = "ColorControl",
INP_Default = 0.42,
IC_Visible = false,
INP_MaxScale = 0.5,
CLRC_ShowWheel = false,
IC_ControlGroup = 1,
IC_ControlID = 0,
})
InGreenCH = self:AddInput("Green", "GreenCH", {
LINKID_DataType = "Number",
INPID_InputControl = "ColorControl",
INP_Default = 0.32,
IC_Visible = false,
IC_ControlGroup = 1,
IC_ControlID = 1,
})
InBlueCH = self:AddInput("Blue", "BlueCH", {
LINKID_DataType = "Number",
INPID_InputControl = "ColorControl",
INP_Default = 0.12,
IC_Visible = false,
IC_ControlGroup = 1,
IC_ControlID = 2,
})
self:EndControlNest()
--------------------------------------------
-- InLogoSw = self:AddInput("Logo", "LogoSw", {
-- LINKID_DataType = "Number",
-- INPID_InputControl = "CheckboxControl",
-- INP_Integer = true,
-- INP_DoNotifyChanged = true,
-- INP_Default = 1,
-- IC_Visible = true,
-- INP_External = false,
-- INP_Passive = true,
-- })
--------------------------------------------
StandardShaderFuseBottomControls();
--------------------------------------------
------------------- In/Out -----------------
InImage1 = self:AddInput("Image", "Image", {
LINKID_DataType = "Image",
LINK_Main = 1,
LINK_Visible = false,
INP_Required = false
})
OutImage = self:AddOutput("Output", "Output", {
LINKID_DataType = "Image",
LINK_Main = 1,
})
end
-------------------------------------------------------------------
-- NotifyChanged
-------------------------------------------------------------------
function NotifyChanged(inp, param, time)