Cleaning code

This commit is contained in:
Loic Guegan 2020-07-09 13:02:31 +02:00
parent aac94e911b
commit 12829892b2
9 changed files with 166 additions and 169 deletions

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// Requirements:
// #define NORMAL_ACCURACY 0.01
// GetDist: (vec3 position) => float
// GetDist should return the closest object point distance from position (in the whole scene)
/**
* Compute the normal of an object at a given surface point
* this can be usefull for lighting etc..
* This function exploit the fact that the gradient on a given surface point in 3D space
* given the normal direction (source: https://fr.wikipedia.org/wiki/Gradient#Dimension_3_:_gradient_normal_%C3%A0_une_surface_en_un_point,_plan_tangent)
*
*
*/
vec3 GetNormal(vec3 point_position) {
float point_distance = GetDist(point_position);
vec2 epsilon = vec2(NORMAL_ACCURACY, 0); // Just a convenient way to use NORMAL_ACCURACY and 0
// Compute the gradient
vec3 gradient = point_distance - vec3(
GetDist(point_position-epsilon.xyy),
GetDist(point_position-epsilon.yxy),
GetDist(point_position-epsilon.yyx));
return normalize(gradient);
}

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RayMarching(vec3 ro, vec3 rd){
}

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// Requirements:
// #define MAX_STEPS 100
// #define MAX_DIST 100.
// GetDist: (vec3 position) => float
// GetDist should return the closest object point distance from position (in the whole scene)
/**
* Ray Marching algorithm
* Please take a look at: https://www.youtube.com/watch?v=PGtv-dBi2wE&t=1367s
* This function return the distance reached by the ray:
* - If dist<MAX_DIST we hit something
*/
float RayMarch(vec3 ray_origin, vec3 ray_direction) {
float dist_origin=0.; // Ray start at the origin
for(int i=0; i<MAX_STEPS; i++) { // If we take to much time to converge (i>=MAX_STEPS)
// We move the ray:
vec3 ray_position = ray_origin + ray_direction*dist_origin;
// We find the next closest point:
float closest_point = GetDist(ray_position);
// Increase the ray distance
dist_origin += closest_point;
// Check if we went to far or we are too close from a point (we hit a surface)
if(dist_origin>MAX_DIST || closest_point<SURF_DIST) break;
}
return dist_origin;
}