lygia
/lighting
/raymarch
)Raymarching template where it needs to define a vec4 raymarchMap( in vec3 pos )
Dependencies:
lygia
/math
/toMat3
.glsl
lygia
/math
/const
.glsl
lygia
/space
/rotate
.glsl
lygia
/space
/lookAtView
.glsl
lygia
/lighting
/raymarch
/render
.glsl
lygia
/lighting
/raymarch
/volume
.glsl
lygia
/lighting
/material
/zero
.glsl
lygia
/lighting
/material
/add
.glsl
lygia
/lighting
/material
/multiply
.glsl
Use:
<vec4> raymarch(<mat4> viewMatrix, <vec2> st)
<vec4> raymarch(<mat4> viewMatrix, <vec2> st, out <float> eyeDepth)
<vec4> raymarch(<mat4> viewMatrix, <vec2> st, out <float> eyeDepth, out <Material> mat)
<vec4> raymarch(<vec3> cameraPosition, <vec3> lookAt, <vec2> st)
<vec4> raymarch(<vec3> cameraPosition, <vec3> lookAt, <vec2> st, out <float> eyeDepth)
<vec4> raymarch(<vec3> cameraPosition, <vec3> lookAt, <vec2> st, out <float> eyeDepth, out <Material> mat)
#ifndef RAYMARCH_RENDER_FNC
#define RAYMARCH_RENDER_FNC raymarchDefaultRender
#endif
#ifndef RAYMARCH_VOLUME_RENDER_FNC
#define RAYMARCH_VOLUME_RENDER_FNC raymarchVolume
#endif
#ifndef RAYMARCH_CAMERA_FOV
#define RAYMARCH_CAMERA_FOV 60.0
#endif
#ifndef FNC_RAYMARCH
#define FNC_RAYMARCH
#if defined(RAYMARCH_MULTISAMPLE)
const float RAYMARCH_MULTISAMPLE_FACTOR = 1.0/float(RAYMARCH_MULTISAMPLE);
#endif
vec4 raymarch(mat4 viewMatrix, vec2 st, out float eyeDepth, out Material mat) {
float fov = 1.0 / tan(RAYMARCH_CAMERA_FOV * DEG2RAD * 0.5);
vec3 camera = viewMatrix[3].xyz;
vec3 cameraForward = viewMatrix[2].xyz;
mat3 viewMatrix3 = toMat3(viewMatrix);
#if defined(RAYMARCH_MULTISAMPLE)
#if defined(RAYMARCH_AOV)
Material matAcc;
materialZero(matAcc);
#endif
vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
eyeDepth = 0.0;
vec2 pixel = 1.0/RESOLUTION;
vec2 offset = rotate( vec2(0.5, 0.0), EIGHTH_PI);
for (int i = 0; i < RAYMARCH_MULTISAMPLE; i++) {
vec3 rayDirection = viewMatrix3 * normalize(vec3((st + offset * pixel)*2.0-1.0, fov));
float sampleDepth = 0.0;
float dist = 0.0;
vec4 opaque = RAYMARCH_RENDER_FNC(camera, rayDirection, cameraForward, dist, sampleDepth, mat);
#ifdef RAYMARCH_VOLUME
color += vec4(RAYMARCH_VOLUME_RENDER_FNC(camera, rayDirection, st, dist, opaque.rgb), opaque.a);
#else
color += opaque;
#endif
eyeDepth += sampleDepth;
#if defined(RAYMARCH_AOV)
materialAdd(matAcc, mat, matAcc);
#endif
offset = rotate(offset, HALF_PI);
}
eyeDepth *= RAYMARCH_MULTISAMPLE_FACTOR;
#if defined(RAYMARCH_AOV)
materialMultiply(matAcc, RAYMARCH_MULTISAMPLE_FACTOR, mat);
#endif
return color * RAYMARCH_MULTISAMPLE_FACTOR;
#else // Single sample
vec3 rayDirection = viewMatrix3 * normalize(vec3(st*2.0-1.0, fov));
float dist = 0.0;
vec4 opaque = RAYMARCH_RENDER_FNC( camera, rayDirection, cameraForward, dist, eyeDepth, mat);
#ifdef RAYMARCH_VOLUME
vec4 color = vec4(RAYMARCH_VOLUME_RENDER_FNC(camera, rayDirection, st, dist, opaque.rgb), opaque.a);
#else
vec4 color = opaque;
#endif
return color;
#endif
}
vec4 raymarch(mat4 viewMatrix, vec2 st, out float eyeDepth) {
Material mat;
materialZero(mat);
return raymarch(viewMatrix, st, eyeDepth, mat);
}
vec4 raymarch(mat4 viewMatrix, vec2 st) {
float eyeDepth = 0.0;
return raymarch(viewMatrix, st, eyeDepth);
}
vec4 raymarch(vec3 cameraPosition, vec3 cameraLookAt, vec2 st, out float eyeDepth, out Material mat) {
mat4 viewMatrix = lookAtView(cameraPosition, cameraLookAt);
return raymarch(viewMatrix, st, eyeDepth, mat);
}
vec4 raymarch(vec3 cameraPosition, vec3 cameraLookAt, vec2 st, out float eyeDepth) {
mat4 viewMatrix = lookAtView(cameraPosition, cameraLookAt);
return raymarch(viewMatrix, st, eyeDepth);
}
vec4 raymarch(vec3 cameraPosition, vec3 cameraLookAt, vec2 st) {
mat4 viewMatrix = lookAtView(cameraPosition, cameraLookAt);
return raymarch(viewMatrix, st);
}
#endif
Dependencies:
lygia
/math
/const
.glsl
lygia
/space
/rotate
.glsl
lygia
/space
/lookAtView
.glsl
lygia
/lighting
/raymarch
/render
.glsl
lygia
/lighting
/raymarch
/volume
.glsl
lygia
/lighting
/material
/zero
.glsl
Use:
<float4> raymarch(<float4x4> viewMatrix, <float2> st)
<float4> raymarch(<float4x4> viewMatrix, <float2> st, out <float> eyeDepth)
<float4> raymarch(<float4x4> viewMatrix, <float2> st, out <float> eyeDepth, out <Material> mat)
<float4> raymarch(<float3> cameraPosition, <float3> lookAt, <float2> st)
<float4> raymarch(<float3> cameraPosition, <float3> lookAt, <float2> st, out <float> eyeDepth)
<float4> raymarch(<float3> cameraPosition, <float3> lookAt, <float2> st, out <float> eyeDepth, out <Material> mat)
#ifndef RAYMARCH_RENDER_FNC
#define RAYMARCH_RENDER_FNC raymarchDefaultRender
#endif
#ifndef RAYMARCH_VOLUME_RENDER_FNC
#define RAYMARCH_VOLUME_RENDER_FNC raymarchVolume
#endif
#ifndef RESOLUTION
#define RESOLUTION _ScreenParams.xy
#endif
#ifndef RAYMARCH_CAMERA_FOV
#define RAYMARCH_CAMERA_FOV 60.0
#endif
#ifndef FNC_RAYMARCH
#define FNC_RAYMARCH
#if defined(RAYMARCH_MULTISAMPLE)
static const float RAYMARCH_MULTISAMPLE_FACTOR = 1.0/float(RAYMARCH_MULTISAMPLE);
#endif
float4 raymarch(float4x4 viewMatrix, float2 st, out float eyeDepth, out Material mat) {
float fov = 1.0 / tan(RAYMARCH_CAMERA_FOV * DEG2RAD * 0.5);
float3 camera = float3(viewMatrix._m03, viewMatrix._m13, viewMatrix._m23);
float3 cameraForward = float3(viewMatrix._m02, viewMatrix._m12, viewMatrix._m22);
#if defined(RAYMARCH_MULTISAMPLE)
#if defined(RAYMARCH_AOV)
Material matAcc;
materialZero(matAcc);
#endif
float4 color = float4(0.0, 0.0, 0.0, 0.0);
eyeDepth = 0.0;
float2 pixel = 1.0/RESOLUTION;
float2 offset = rotate( float2(0.5, 0.0), EIGHTH_PI);
for (int i = 0; i < RAYMARCH_MULTISAMPLE; i++) {
float3 rayDirection = mul((float3x3)viewMatrix, normalize(float3((st + offset * pixel)*2.0-1.0, fov)));
float sampleDepth = 0.0;
float dist = 0.0;
float4 opaque = RAYMARCH_RENDER_FNC(camera, rayDirection, cameraForward, dist, sampleDepth, mat);
#ifdef RAYMARCH_VOLUME
color += float4(RAYMARCH_VOLUME_RENDER_FNC(camera, rayDirection, st, dist, opaque.rgb), opaque.a);
#else
color += opaque;
#endif
eyeDepth += sampleDepth;
#if defined(RAYMARCH_AOV)
// Accumulate material properties
materialAdd(matAcc, mat, matAcc);
#endif
offset = rotate(offset, HALF_PI);
}
eyeDepth *= RAYMARCH_MULTISAMPLE_FACTOR;
#if defined(RAYMARCH_AOV)
// Average material
materialMultiply(matAcc, RAYMARCH_MULTISAMPLE_FACTOR, mat);
#endif
return color * RAYMARCH_MULTISAMPLE_FACTOR;
#else // Single sample
float3 rayDirection = mul((float3x3)viewMatrix, normalize(float3(st * 2.0 - 1.0, fov)));
float dist = 0.0;
float4 opaque = RAYMARCH_RENDER_FNC(camera, rayDirection, cameraForward, dist, eyeDepth, mat);
#ifdef RAYMARCH_VOLUME
float4 color = float4(RAYMARCH_VOLUME_RENDER_FNC(camera, rayDirection, st, dist, opaque.rgb), opaque.a);
#else
float4 color = opaque;
#endif
return color;
#endif
}
float4 raymarch(float4x4 viewMatrix, float2 st, out float eyeDepth) {
Material mat;
materialZero(mat);
return raymarch(viewMatrix, st, eyeDepth, mat);
}
float4 raymarch(float4x4 viewMatrix, float2 st) {
float eyeDepth = 0.0;
return raymarch(viewMatrix, st, eyeDepth);
}
float4 raymarch(float3 cameraPosition, float3 cameraLookAt, float2 st, out float eyeDepth, out Material mat) {
float4x4 viewMatrix = lookAtView(cameraPosition, cameraLookAt);
return raymarch(viewMatrix, st, eyeDepth, mat);
}
float4 raymarch(float3 cameraPosition, float3 cameraLookAt, float2 st, out float eyeDepth) {
float4x4 viewMatrix = lookAtView(cameraPosition, cameraLookAt);
return raymarch(viewMatrix, st, eyeDepth);
}
float4 raymarch(float3 cameraPosition, float3 cameraLookAt, float2 st) {
float4x4 viewMatrix = lookAtView(cameraPosition, cameraLookAt);
return raymarch(viewMatrix, st);
}
#endif
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