lygia
/v1.1.6
/lighting
/raymarch
/volume
)default raymarching renderer
Dependencies:
Use:
<vec4> raymarchDefaultRender( in <vec3> ro, in <vec3> rd )
#ifndef LIGHT_COLOR
#if defined(GLSLVIEWER)
#define LIGHT_COLOR u_lightColor
#else
#define LIGHT_COLOR vec3(0.5)
#endif
#endif
#ifndef RAYMARCH_AMBIENT
#define RAYMARCH_AMBIENT vec3(1.0)
#endif
#ifndef RAYMARCH_BACKGROUND
#define RAYMARCH_BACKGROUND vec3(0.0)
#endif
#ifndef RAYMARCH_SAMPLES
#define RAYMARCH_SAMPLES 64
#endif
#ifndef RAYMARCH_MIN_DIST
#define RAYMARCH_MIN_DIST 1.0
#endif
#ifndef RAYMARCH_MAX_DIST
#define RAYMARCH_MAX_DIST 10.0
#endif
#ifndef RAYMARCH_VOLUME_COLOR_FNC
#define RAYMARCH_VOLUME_COLOR_FNC vec3
#endif
#ifndef RAYMARCH_MAP_FNC
#define RAYMARCH_MAP_FNC(POS) raymarchMap(POS)
#endif
#ifndef FNC_RAYMARCHVOLUMERENDER
#define FNC_RAYMARCHVOLUMERENDER
vec4 raymarchVolume( in vec3 ro, in vec3 rd ) {
const float tmin = RAYMARCH_MIN_DIST;
const float tmax = RAYMARCH_MAX_DIST;
const float fSamples = float(RAYMARCH_SAMPLES);
const float tstep = tmax/fSamples;
const float absorption = 100.;
#ifdef LIGHT_POSITION
const int nbSampleLight = 6;
const float fSampleLight = float(nbSampleLight);
const float tstepl = tmax/fSampleLight;
vec3 sun_direction = normalize( LIGHT_POSITION );
#endif
float T = 1.;
float t = tmin;
vec3 col = vec3(0.0);
vec3 pos = ro;
for(int i = 0; i < RAYMARCH_SAMPLES; i++) {
vec4 res = RAYMARCH_MAP_FNC(pos);
float density = (0.1 - res.a);
if (density > 0.0) {
float tmp = density / fSamples;
T *= 1.0 - tmp * absorption;
if( T <= 0.001)
break;
col += RAYMARCH_VOLUME_COLOR_FNC(res.rgb) * fSamples * tmp * T;
//Light scattering
#ifdef LIGHT_POSITION
float Tl = 1.0;
for (int j = 0; j < nbSampleLight; j++) {
float densityLight = raymarchMap( pos + sun_direction * float(j) * tstepl ).a;
if (densityLight>0.)
Tl *= 1. - densityLight * absorption/fSamples;
if (Tl <= 0.01)
break;
}
col += LIGHT_COLOR * 80. * tmp * T * Tl;
#endif
}
pos += rd * tstep;
}
return vec4(saturate(col), t);
}
#endif
Dependencies:
Use:
<float4> raymarchDefaultRender( in float3> ro, in float3> rd )
#ifndef LIGHT_COLOR
#if defined(GLSLVIEWER)
#define LIGHT_COLOR u_lightColor
#else
#define LIGHT_COLOR float3(0.5, 0.5, 0.5)
#endif
#endif
#ifndef RAYMARCH_AMBIENT
#define RAYMARCH_AMBIENT float3(1.0, 1.0, 1.0)
#endif
#ifndef RAYMARCH_BACKGROUND
#define RAYMARCH_BACKGROUND float3(0.0, 0.0, 0.0)
#endif
#ifndef RAYMARCH_SAMPLES
#define RAYMARCH_SAMPLES 64
#endif
#ifndef RAYMARCH_MIN_DIST
#define RAYMARCH_MIN_DIST 1.0
#endif
#ifndef RAYMARCH_MAX_DIST
#define RAYMARCH_MAX_DIST 10.0
#endif
#ifndef RAYMARCH_VOLUME_COLOR_FNC
#define RAYMARCH_VOLUME_COLOR_FNC float3
#endif
#ifndef RAYMARCH_MAP_FNC
#define RAYMARCH_MAP_FNC(POS) raymarchMap(POS)
#endif
#ifndef FNC_RAYMARCHVOLUMERENDER
#define FNC_RAYMARCHVOLUMERENDER
float4 raymarchVolume( in float3 ro, in float3 rd ) {
const float tmin = RAYMARCH_MIN_DIST;
const float tmax = RAYMARCH_MAX_DIST;
const float fSamples = float(RAYMARCH_SAMPLES);
const float tstep = tmax/fSamples;
const float absorption = 100.;
#ifdef LIGHT_POSITION
const int nbSampleLight = 6;
const float fSampleLight = float(nbSampleLight);
const float tstepl = tmax/fSampleLight;
float3 sun_direction = normalize( LIGHT_POSITION );
#endif
float T = 1.;
float t = tmin;
float3 col = float3(0.0, 0.0, 0.0);
float3 pos = ro;
for(int i = 0; i < RAYMARCH_SAMPLES; i++) {
float4 res = RAYMARCH_MAP_FNC(pos);
float density = (0.1 - res.a);
if (density > 0.0) {
float tmp = density / fSamples;
T *= 1.0 - tmp * absorption;
if( T <= 0.001)
break;
col += RAYMARCH_VOLUME_COLOR_FNC(res.rgb) * fSamples * tmp * T;
//Light scattering
#ifdef LIGHT_POSITION
float Tl = 1.0;
for (int j = 0; j < nbSampleLight; j++) {
float densityLight = raymarchMap( pos + sun_direction * float(j) * tstepl ).a;
if (densityLight>0.)
Tl *= 1. - densityLight * absorption/fSamples;
if (Tl <= 0.01)
break;
}
col += LIGHT_COLOR * 80. * tmp * T * Tl;
#endif
}
pos += rd * tstep;
}
return float4(saturate(col), t);
}
#endif
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