レイマーチングでPhongの反射モデル
See the Pen raymarching with Phong reflection model by aadebdeb (@aadebdeb) on CodePen.
#define PI 3.14159265359
#define TWO_PI PI * 2.0
#define HALF_PI PI / 2.0
precision mediump float;
uniform float u_time;
uniform vec2 u_mouse;
uniform vec2 u_resolution;
struct Camera {
vec3 position;
vec3 ray;
};
vec3 repeat(vec3 p, vec3 interval) {
return mod(p, interval) - interval / 2.0;
}
vec3 repeatX(vec3 p, float interval) {
return vec3(mod(p.x, interval) - interval / 2.0, p.y, p.z);
}
vec3 repeatY(vec3 p, float interval) {
return vec3(p.x, mod(p.y, interval) - interval / 2.0, p.z);
}
vec3 repeatZ(vec3 p, float interval) {
return vec3(p.x, p.y, mod(p.z, interval) - interval / 2.0);
}
vec3 rotateX(vec3 p, float theta) {
float c = cos(-theta);
float s = sin(-theta);
mat3 m = mat3(vec3(1, 0.0, 0.0),
vec3(0.0, c, -s),
vec3(0.0, s, c));
return m * p;
}
vec3 rotateY(vec3 p, float theta) {
float c = cos(-theta);
float s = sin(-theta);
mat3 m = mat3(vec3(c, 0.0, s),
vec3(0.0, 1.0, 0.0),
vec3(-s, 0.0, c));
return m * p;
}
vec3 rotateZ(vec3 p, float theta) {
float c = cos(-theta);
float s = sin(-theta);
mat3 m = mat3(vec3(c, -s, 0.0),
vec3(s, c, 0.0),
vec3(0.0, 0.0, 1.0));
return m * p;
}
vec3 translate(vec3 p, vec3 t) {
mat4 m = mat4(vec4(1.0, 0.0, 0.0, 0.0),
vec4(0.0, 1.0, 0.0, 0.0),
vec4(0.0, 0.0, 1.0, 0.0),
vec4(-t.x, -t.y, -t.z, 1.0));
return (m * vec4(p, 1.0)).xyz;
}
float calcBoxDistance(vec3 p, vec3 size) {
return length(max(abs(p) - size, 0.0));
}
float calcRoundBoxDistance(vec3 p, vec3 size, float r) {
return calcBoxDistance(p, size) - r;
}
float calcSphereDistance(vec3 p, float size) {
return length(p) - size;
}
float calcPlainDistance(vec3 p, vec3 n) {
return dot(p, n);
}
float calcTorusDistance(vec3 p, vec2 size) {
vec2 q = vec2(length(p.xz) - size.x, p.y);
return length(q) - size.y;
}
float calcCylinderDistance(vec3 p, vec3 size) {
return length(p.xz - size.xy) - size.z;
}
float calcDistance(vec3 p) {
vec3 q = p;
q = repeatX(q, 10.0);
q = repeatZ(q, 10.0);
float d = 1000000.0;
d = min(d, calcSphereDistance(translate(q, vec3(2.0, 0.0, 2.0)), 1.0));
d = min(d, calcTorusDistance(translate(q, vec3(2.0, 0.0, -2.0)), vec2(1.0, 0.3)));
d = min(d, calcBoxDistance(translate(q, vec3(-2.0, 0.0, 2.0)), vec3(1.0)));
d = min(d, calcRoundBoxDistance(translate(q, vec3(-2.0, 0.0, -2.0)), vec3(0.9), 0.1));
return d;
}
vec3 calcNormal(vec3 p) {
float delta = 0.00001;
return normalize(vec3(
calcDistance(p + vec3(delta, 0.0, 0.0)) - calcDistance(p - vec3(delta, 0.0, 0.0)),
calcDistance(p + vec3(0.0, delta, 0.0)) - calcDistance(p - vec3(0.0, delta, 0.0)),
calcDistance(p + vec3(0.0, 0.0, delta)) - calcDistance(p - vec3(0.0, 0.0, delta))
));
}
Camera getPerspectiveCamera(vec2 pos, vec3 eye, vec3 center, vec3 top, float fov) {
float camRadian = fov / 2.0 * PI / 180.0;
vec3 viewDir = normalize(center - eye);
vec3 camSide = cross(viewDir, top);
vec3 camTop = cross(camSide, viewDir);
Camera camera;
camera.position = eye;
camera.ray = normalize(camTop * sin(camRadian * pos.y) + camSide * sin(camRadian * pos.x) + viewDir * cos(camRadian * pos.x));
return camera;
}
Camera getOrthographicCamera(vec2 pos, vec3 eye, vec3 center, vec3 top, float width, float height) {
vec3 viewDir = normalize(center - eye);
vec3 camSide = cross(viewDir, top);
vec3 camTop = cross(camSide, viewDir);
Camera camera;
camera.position = eye + vec3(camTop * pos.y * height / 2.0 + camSide * pos.x * width / 2.0);
camera.ray = viewDir;
return camera;
}
void main(void) {
vec2 st = (gl_FragCoord.xy * 2.0 - u_resolution) / min(u_resolution.x, u_resolution.y);
vec2 mouse = (u_mouse * 2.0 - u_resolution) / min(u_resolution.x, u_resolution.y);
vec3 cameraPosition = vec3(mouse.x * 10.0, 10.0, mouse.y * 10.0 + 10.0);
vec3 viewCenter = vec3(mouse.x * 5.0, 0.0, mouse.y * 5.0);
vec3 cameraTop = vec3(0.0, 1.0, 0.0);
// Camera camera = getPerspectiveCamera(st, cameraPosition, viewCenter, vec3(0.0, 1.0, 0.0), 60.0);
Camera camera = getOrthographicCamera(st, cameraPosition, viewCenter, vec3(0.0, 1.0, 0.0), 50.0, 50.0);
vec3 rayPosition = camera.position;
vec3 rayDirection = camera.ray;
float radian = u_time * 0.0003;
vec3 lightPosition = vec3(20.0, 20.0, 20.0);
vec3 color = vec3(0.0);
float d;
for (int i = 0; i < 256; i++) {
d = calcDistance(rayPosition);
rayPosition += rayDirection * d;
}
if (d < 0.0001) {
vec3 normal = calcNormal(rayPosition);
vec3 vecToLight = normalize(lightPosition - rayPosition);
float diffuseWeight = max(dot(normal, vecToLight), 0.0);
vec3 reflectVec = normalize(reflect(-vecToLight, normal));
float specularWeight = pow(max(dot(reflectVec, -rayDirection), 0.0), 2.0);
color = vec3(0.5, 0.0, 0.0) + vec3(0.0, 0.7, 0.0) * diffuseWeight + vec3(0.0, 0.0, 1.0) * specularWeight;
}
gl_FragColor = vec4(color, 1.0);
}