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distancefield7.html
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<!DOCTYPE html>
<html>
<head>
<!--
Ray Marching demo by Kevin Roast
- Lots of code/ideas for this demo come from reading:
http://www.iquilezles.org/www/material/nvscene2008/rwwtt.pdf
http://www.pouet.net/topic.php?which=7931&page=1
http://www.pouet.net/topic.php?which=7920&page=1
http://iquilezles.org/www/articles/distfunctions/distfunctions.htm
https://www.shadertoy.com/
If you want to understand this stuff read through the PDF and pouet.net links above!
-->
<script src="scripts/dat.gui.min.js"></script>
<script src="scripts/stats.min.js"></script>
<script id="vertex" type="x-shader">
attribute vec2 aVertexPosition;
void main()
{
gl_Position = vec4(aVertexPosition, 0.0, 1.0);
}
</script>
<script id="fragment" type="x-shader">
#ifdef GL_ES
precision highp float;
#endif
uniform float time;
uniform vec2 resolution;
uniform vec3 cameraPos;
uniform vec3 cameraLookat;
uniform vec3 lightDir;
uniform vec3 lightColour;
uniform vec3 sssColour;
uniform vec3 diffuse;
uniform float ambientFactor;
uniform bool ao;
uniform bool sss;
uniform bool shadows;
uniform bool postEffects;
uniform bool moveCamera;
uniform bool antialias;
#define PI 3.14159265
#define GAMMA 0.8
#define CONTRAST 1.1
#define SATURATION 1.2
#define BRIGHTNESS 1.2
#define AO_SAMPLES 5
#define RAY_DEPTH 256
#define MAX_DEPTH 100.0
#define SHADOW_RAY_DEPTH 16
#define DISTANCE_MIN 0.001
#define NoiseSize 128.0
#define NoiseRoughness 0.25
const vec2 delta = vec2(DISTANCE_MIN, 0.);
float Hash(in float n)
{
return fract(sin(n)*43758.5453123*PI);
}
float Noise(in vec2 x)
{
vec2 p = floor(x);
vec2 f = fract(x);
f = f*f*(3.0-2.0*f);
float n = p.x + p.y*57.0;
float res = mix(mix( Hash(n+ 0.0), Hash(n+ 1.0),f.x),
mix( Hash(n+ 57.0), Hash(n+ 58.0),f.x),f.y);
return res;
}
float Noise(in vec3 x)
{
vec3 p = floor(x);
vec3 f = fract(x);
f = f*f*(3.0-2.0*f);
float n = p.x + p.y*57.0 + 113.0*p.z;
return mix(mix(mix( Hash(n+ 0.0), Hash(n+ 1.0),f.x),
mix( Hash(n+ 57.0), Hash(n+ 58.0),f.x),f.y),
mix(mix( Hash(n+113.0), Hash(n+114.0),f.x),
mix( Hash(n+270.0), Hash(n+271.0),f.x),f.y),f.z);
}
float FractalNoise(in vec2 xy)
{
float w = 0.7;
float f = 0.0;
for (int i = 0; i < 3; i++)
{
f += Noise(xy) * w;
w *= 0.5;
xy *= 2.333;
}
return f;
}
float HexPrism(vec3 p, vec2 h)
{
vec3 q = abs(p);
return max(q.y-h.y,max(q.x+q.z*0.57735,q.z*1.1547)-h.x);
}
vec3 ReplicateXZ(vec3 p, vec3 c)
{
return vec3(mod(p.x, c.x) - 0.5 * c.x, p.y, mod(p.z, c.z) - 0.5 * c.z);
}
float Dist(vec3 pos)
{
vec3 q1 = ReplicateXZ(pos, vec3(3.5,0.,2.));
vec3 q2 = ReplicateXZ(pos + vec3(3.5/2.0,0.,1.), vec3(3.5,0.,2.));
return
min(
// ground plane - offset in the Y axis
dot(pos-vec3(0.,-0.5,0.), vec3(0.,1.,0.)),
min(
// subtract one hex prism from another to make a hollow shape
max(
HexPrism(q1, vec2(1.0,0.5)),
-HexPrism(q1-vec3(0.,0.35,0.), vec2(0.7,0.4))
),
min(
HexPrism(q2, vec2(1.0,0.5)),
HexPrism(q2-vec3(0.,1.0,0.), vec2(clamp(pos.y*0.2,0.0,1.0),5.)) // pos.y*(FractalNoise(pos.xz*2.0)*1.0/2.0)
) //+ FractalNoise(pos.xz*8.0)*0.25/8.0 // Noise(p*NoiseSize)*NoiseRoughness/NoiseSize
)
);
}
// Based on original by IQ - optimized to remove a divide
float CalcAO(vec3 p, vec3 n)
{
float r = 0.0;
float w = 1.0;
for (int i=1; i<=AO_SAMPLES; i++)
{
float d0 = float(i) * 0.2; // 1.0/5.0
r += w * (d0 - Dist(p + n * d0));
w *= 0.5;
}
return 1.0 - clamp(r,0.0,1.0);
}
float CalcSSS(vec3 ro, vec3 rd)
{
float total = 0.0;
float weight = 0.5;
for (int i=1; i<=AO_SAMPLES; i++)
{
float delta = pow(float(i), 2.5) * DISTANCE_MIN * 64.0;
total += -weight * min(0.0, Dist(ro+rd * delta));
weight *= 0.5;
}
return clamp(total, 0.0, 1.0);
}
// Based on original code by IQ
float SoftShadow(vec3 ro, vec3 rd, float k)
{
float res = 1.0;
float t = 0.05; // min-t see http://www.iquilezles.org/www/articles/rmshadows/rmshadows.htm
for (int i=0; i<SHADOW_RAY_DEPTH; i++)
{
float h = Dist(ro + rd * t);
res = min(res, k*h/t);
t += h;
if (t > 10.0) break; // max-t
}
return clamp(res, 0.0, 1.0);
}
vec3 GetNormal(vec3 pos)
{
vec3 n;
n.x = Dist( pos + delta.xyy ) - Dist( pos - delta.xyy );
n.y = Dist( pos + delta.yxy ) - Dist( pos - delta.yxy );
n.z = Dist( pos + delta.yyx ) - Dist( pos - delta.yyx );
return normalize(n);
}
// Lighting and shading - AO, Shadows, SSS.
vec4 Shading(vec3 pos, vec3 rd, vec3 norm)
{
vec3 light = lightColour * max(0.0, dot(norm, lightDir));
vec3 heading = normalize(-rd + lightDir);
light = (diffuse * light);
if (shadows) light *= SoftShadow(pos, lightDir, 16.0);
// modify and invert the SSS for a cool effect up high in the towers
float scat = CalcSSS(pos, rd) * -(pos.y);
vec3 sc = sssColour;
// now enhance with the red component of the SSS to make the centre of the towers glow red
sc.r += scat * (FractalNoise(pos.zx*16.0+cos(time))*pos.y*(sin(time)+2.0))-0.75;
sc.g += scat * 2.0;
sc.b += scat;
if (sss) light = mix(light, sc, scat);
if (ao) light += CalcAO(pos, norm) * ambientFactor;
return vec4(light, 1.0);
}
// Original method by David Hoskins
vec3 PostEffects(vec3 rgb, vec2 xy)
{
rgb = pow(rgb, vec3(GAMMA));
rgb = mix(vec3(.5), mix(vec3(dot(vec3(.2125, .7154, .0721), rgb*BRIGHTNESS)), rgb*BRIGHTNESS, SATURATION), CONTRAST);
rgb *= .4+0.5*pow(40.0*xy.x*xy.y*(1.0-xy.x)*(1.0-xy.y), 0.2 );
return rgb;
}
// Camera function by TekF
// Compute ray from camera parameters
vec3 GetRay(vec3 dir, vec2 pos)
{
pos = pos - 0.5;
pos.x *= resolution.x/resolution.y;
dir = normalize(dir);
vec3 right = normalize(cross(vec3(0.,1.,0.),dir));
vec3 up = normalize(cross(dir,right));
return dir + right*pos.x + up*pos.y;
}
// TODO: reflections! see http://js1k.com/2014-dragons/details/1868
// - how is that demo SO fast??! all in a single main loop method - what other tricks - v.simple distance field
// for reflections - embed the March method in a main loop with ref 0-1 loop
// ray_depth lower - and /2 for reflections
// no spec or fog on reflection shading ie. it is only calculated once in the loop
// no sky, black bg, generally does not fill the screen - clever...
vec4 March(vec3 ro, vec3 rd)
{
float t = 0.0;
float d = 1.0;
for (int i=0; i<RAY_DEPTH; i++)
{
vec3 p = ro + rd * t;
d = Dist(p);
if (abs(d) < DISTANCE_MIN)
{
return vec4(p, 1.0);
}
t += d;
if (t >= MAX_DEPTH) break;
}
return vec4(0.0);
}
void main()
{
const int ANTIALIAS_SAMPLES = 4;
//const int DOF_SAMPLES = 16;
const bool dof = false;
vec3 cp = cameraPos;
if (moveCamera)
{
cp.x += sin(time*.5)*-7.0 + cos(time*.1)*5.0 - 3.0;
cp.z += cos(time*.1)*3.0 + sin(time*.5)*7.0 - 5.0;
}
vec4 res = vec4(0.0);
if (antialias)
{
vec2 p;
float d_ang = 2.*PI / float(ANTIALIAS_SAMPLES);
float ang = d_ang * 0.33333;
float r = 0.3;
for (int i = 0; i < ANTIALIAS_SAMPLES; i++)
{
p = vec2((gl_FragCoord.x + cos(ang)*r) / resolution.x, (gl_FragCoord.y + sin(ang)*r) / resolution.y);
vec3 ro = cp;
vec3 rd = normalize(GetRay(cameraLookat-cp, p));
vec4 _res = March(ro, rd);
if (_res.a == 1.0) res.xyz += clamp(Shading(_res.xyz, rd, GetNormal(_res.xyz)).xyz, 0.0, 1.0);
else res.xyz += lightColour;
ang += d_ang;
}
res.xyz /= float(ANTIALIAS_SAMPLES);
if (postEffects) res.xyz = PostEffects(res.xyz, p);
}
/*else if (dof)
{
vec2 p = gl_FragCoord.xy / resolution.xy;
vec3 ro = cp;
vec3 rd = normalize(GetRay(cameraLookat-cp, p));
vec4 _res = March(ro, rd);
float d_ang = 2.*PI / float(DOF_SAMPLES);
float ang = d_ang * 0.33333;
// cheap DOF!
float r = abs(cameraLookat.z - _res.z) * .1;
for (int i = 0; i < DOF_SAMPLES; i++)
{
p = vec2((gl_FragCoord.x + cos(ang)*r) / resolution.x, (gl_FragCoord.y + sin(ang)*r) / resolution.y);
ro = cp;
rd = normalize(GetRay(cameraLookat-cp, p));
_res = March(ro, rd);
if (_res.a == 1.0) res.xyz += clamp(Shading(_res.xyz, rd, GetNormal(_res.xyz)).xyz, 0.0, 1.0);
else res.xyz += lightColour;
ang += d_ang;
}
res.xyz /= float(DOF_SAMPLES);
if (postEffects) res.xyz = PostEffects(res.xyz, p);
}*/
else
{
vec2 p = gl_FragCoord.xy / resolution.xy;
vec3 ro = cp;
vec3 rd = normalize(GetRay(cameraLookat-cp, p));
res = March(ro, rd);
if (res.a == 1.0) res.xyz = clamp(Shading(res.xyz, rd, GetNormal(res.xyz)).xyz, 0.0, 1.0);
else res.xyz = lightColour;
if (postEffects) res.xyz = PostEffects(res.xyz, p);
}
gl_FragColor = vec4(res.rgb, 1.0);
}
</script>
<script type="text/javascript">
var requestAnimationFrame = window.requestAnimationFrame || window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame || window.msRequestAnimationFrame ||
function(c) {window.setTimeout(c, 15)};
var config = {
camera: {
x: 7.5, y: 10.0, z: 0.0
},
lookat: {
x: 0.0, y: 0.5, z: 1.0
},
lightDir: {
x: 10.0, y: 3.5, z: 20.0
},
lightColour: {
r: 1.0, g: 0.7, b: 0.7
},
sssColour: {
r: 1.2, g: 1.4, b: 1.0
},
surface: {
diffuse: 0.3,
ambientFactor: 0.25
},
global: {
ao: true,
shadows: false,
sss: true,
postEffects: true,
antialias: "None",// None|Classic|DOF
moveCamera: true
}
};
var pause = false;
var stats = new Stats();
var aspect, gl;
function init()
{
document.addEventListener('keydown', function(e) {
switch (e.keyCode)
{
case 27: // ESC
pause = !pause;
break;
}
}, false);
// add GUI controls
var mobile = (navigator.userAgent.indexOf("Android") !== -1);
var gui = new dat.GUI();
var panel = gui.addFolder('Camera Position');
panel.add(config.camera, "x").min(-256).max(256).step(0.1);
panel.add(config.camera, "y").min(-256).max(256).step(0.1);
panel.add(config.camera, "z").min(-256).max(256).step(0.1);
panel = gui.addFolder('Camera LookAt');
panel.add(config.lookat, "x").min(-256).max(256).step(0.1);
panel.add(config.lookat, "y").min(-256).max(256).step(0.1);
panel.add(config.lookat, "z").min(-256).max(256).step(0.1);
panel = gui.addFolder('Light Direction');
panel.add(config.lightDir, "x").min(-100).max(100).step(0.1);
panel.add(config.lightDir, "y").min(-100).max(100).step(0.1);
panel.add(config.lightDir, "z").min(-100).max(100).step(0.1);
panel = gui.addFolder('Light Colour');
panel.add(config.lightColour, "r").min(0).max(3).step(0.1);
panel.add(config.lightColour, "g").min(0).max(3).step(0.1);
panel.add(config.lightColour, "b").min(0).max(3).step(0.1);
if (!mobile) panel.open();
panel = gui.addFolder('SSS Colour');
panel.add(config.sssColour, "r").min(0).max(3).step(0.1);
panel.add(config.sssColour, "g").min(0).max(3).step(0.1);
panel.add(config.sssColour, "b").min(0).max(3).step(0.1);
if (!mobile) panel.open();
panel = gui.addFolder('Surface');
panel.add(config.surface, "diffuse").min(0).max(1).step(0.05);
panel.add(config.surface, "ambientFactor").min(0).max(1).step(0.05);
if (!mobile) panel.open();
panel = gui.addFolder('Global');
panel.add(config.global, "antialias", ["None", "Classic"]).name("Anti Alias");
panel.add(config.global, "shadows").name("Shadows");
panel.add(config.global, "ao").name("Ambient Occlusion");
panel.add(config.global, "sss").name("Sub-surface Scattering");
panel.add(config.global, "postEffects").name("Post Effects");
panel.add(config.global, "moveCamera").name("Move Camera");
if (!mobile) panel.open();
document.body.appendChild(stats.domElement);
// create webgl context on the canvas element
var canvas = document.getElementById("canvas");
aspect = canvas.width / canvas.height;
try
{
gl = canvas.getContext("experimental-webgl");
}
catch (e)
{
document.write("Whoops! No useful WEB-GL impl available. Shame on you and your browser vendor.<br>" + e.message);
return;
}
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
// get the vertex and fragment shader source
var v = document.getElementById("vertex").firstChild.nodeValue;
var f = document.getElementById("fragment").firstChild.nodeValue;
// compile and link the shaders
var vs = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vs, v);
gl.compileShader(vs);
var fs = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fs, f);
gl.compileShader(fs);
var program = gl.createProgram();
gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.linkProgram(program);
// debug shader compile status
var error = false;
if (!gl.getShaderParameter(vs, gl.COMPILE_STATUS))
{
error = true;
console.log(gl.getShaderInfoLog(vs));
}
if (!gl.getShaderParameter(fs, gl.COMPILE_STATUS))
{
error = true;
console.log(gl.getShaderInfoLog(fs));
}
if (!gl.getProgramParameter(program, gl.LINK_STATUS))
{
error = true;
console.log(gl.getProgramInfoLog(program));
}
if (error) return;
var firstTime = Date.now();
(f = function() {
if (!pause)
{
stats.begin();
// create vertices to fill the canvas with a single quad
var vertices = new Float32Array(
[
-1, 1*aspect, 1, 1*aspect, 1, -1*aspect,
-1, 1*aspect, 1, -1*aspect, -1, -1*aspect
]);
var vbuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vbuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
var triCount = 2,
numItems = vertices.length / triCount;
gl.useProgram(program);
var time = (Date.now() - firstTime) / 1000.0;
program.time = gl.getUniformLocation(program, "time");
gl.uniform1f(program.time, time);
program.resolution = gl.getUniformLocation(program, "resolution");
gl.uniform2f(program.resolution, canvas.width, canvas.height);
program.cameraPos = gl.getUniformLocation(program, "cameraPos");
gl.uniform3f(program.cameraPos, config.camera.x, config.camera.y, config.camera.z);
program.cameraLookat = gl.getUniformLocation(program, "cameraLookat");
gl.uniform3f(program.cameraLookat, config.lookat.x, config.lookat.y, config.lookat.z);
program.lightDir = gl.getUniformLocation(program, "lightDir");
// pre normalise light dir
var x = config.lightDir.x, y = config.lightDir.y, z = config.lightDir.z;
var len = x*x + y*y + z*z;
len = 1.0 / Math.sqrt(len);
gl.uniform3f(program.lightDir, config.lightDir.x*len, config.lightDir.y*len, config.lightDir.z*len);
program.lightColour = gl.getUniformLocation(program, "lightColour");
gl.uniform3f(program.lightColour, config.lightColour.r, config.lightColour.g, config.lightColour.b);
program.sssColour = gl.getUniformLocation(program, "sssColour");
gl.uniform3f(program.sssColour, config.sssColour.r, config.sssColour.g, config.sssColour.b);
program.diffuse = gl.getUniformLocation(program, "diffuse");
gl.uniform3f(program.diffuse, config.surface.diffuse,config.surface.diffuse,config.surface.diffuse);
program.ambientFactor = gl.getUniformLocation(program, "ambientFactor");
gl.uniform1f(program.ambientFactor, config.surface.ambientFactor);
program.moveCamera = gl.getUniformLocation(program, "moveCamera");
gl.uniform1f(program.moveCamera, config.global.moveCamera);
program.postEffects = gl.getUniformLocation(program, "postEffects");
gl.uniform1f(program.postEffects, config.global.postEffects);
program.ao = gl.getUniformLocation(program, "ao");
gl.uniform1f(program.ao, config.global.ao);
program.sss = gl.getUniformLocation(program, "sss");
gl.uniform1f(program.sss, config.global.sss);
program.shadows = gl.getUniformLocation(program, "shadows");
gl.uniform1f(program.shadows, config.global.shadows);
program.antialias = gl.getUniformLocation(program, "antialias");
gl.uniform1f(program.antialias, (config.global.antialias === "Classic"));
program.aVertexPosition = gl.getAttribLocation(program, "aVertexPosition");
gl.enableVertexAttribArray(program.aVertexPosition);
gl.vertexAttribPointer(program.aVertexPosition, triCount, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, numItems);
stats.end();
}
requestAnimationFrame(f);
})();
}
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