modeling with distance functionsの距離関数の一覧に沿って記事を書いています.
距離関数は
float dot2( in vec3 v ) { return dot(v,v); }
float udTriangle( vec3 p, vec3 a, vec3 b, vec3 c )
{
vec3 ba = b - a; vec3 pa = p - a;
vec3 cb = c - b; vec3 pb = p - b;
vec3 ac = a - c; vec3 pc = p - c;
vec3 nor = cross( ba, ac );
return sqrt(
(sign(dot(cross(ba,nor),pa)) +
sign(dot(cross(cb,nor),pb)) +
sign(dot(cross(ac,nor),pc))<2.0)
?
min( min(
dot2(ba*clamp(dot(ba,pa)/dot2(ba),0.0,1.0)-pa),
dot2(cb*clamp(dot(cb,pb)/dot2(cb),0.0,1.0)-pb) ),
dot2(ac*clamp(dot(ac,pc)/dot2(ac),0.0,1.0)-pc) )
:
dot(nor,pa)*dot(nor,pa)/dot2(nor)
);
}
回転させてみる
float dot2( in vec3 v ) { return dot(v,v); }
float udTriangle( vec3 p, vec3 a, vec3 b, vec3 c )
{
p = mat3(1.0,0,0, 0,cos(time),-sin(time), 0,sin(time),cos(time) )*p;
p = mat3(cos(time),-sin(time),0, sin(time), cos(time),0 ,0,0,1)*p;
vec3 ba = b - a; vec3 pa = p - a;
vec3 cb = c - b; vec3 pb = p - b;
vec3 ac = a - c; vec3 pc = p - c;
vec3 nor = cross( ba, ac );
return sqrt(
(sign(dot(cross(ba,nor),pa)) +
sign(dot(cross(cb,nor),pb)) +
sign(dot(cross(ac,nor),pc))<2.0)
?
min( min(
dot2(ba*clamp(dot(ba,pa)/dot2(ba),0.0,1.0)-pa),
dot2(cb*clamp(dot(cb,pb)/dot2(cb),0.0,1.0)-pb) ),
dot2(ac*clamp(dot(ac,pc)/dot2(ac),0.0,1.0)-pc) )
:
dot(nor,pa)*dot(nor,pa)/dot2(nor)
);
}
Triangular Prismに変形させてみる
float dot2( in vec3 v ) { return dot(v,v); }
float udTriangle( vec3 p, vec3 a, vec3 b, vec3 c )
{
vec3 ba = b - a; vec3 pa = p - a;
vec3 cb = c - b; vec3 pb = p - b;
vec3 ac = a - c; vec3 pc = p - c;
vec3 nor = cross( ba, ac );
return sqrt(
(sign(dot(cross(ba,nor),pa)) +
sign(dot(cross(cb,nor),pb)) +
sign(dot(cross(ac,nor),pc))<2.0)
?
min( min(
dot2(ba*clamp(dot(ba,pa)/dot2(ba),0.0,1.0)-pa),
dot2(cb*clamp(dot(cb,pb)/dot2(cb),0.0,1.0)-pb) ),
dot2(ac*clamp(dot(ac,pc)/dot2(ac),0.0,1.0)-pc) )
:
dot(nor,pa)*dot(nor,pa)/dot2(nor)
);
}
float sdTriPrism(vec3 p)
{
float radio = 1.0; // 一辺の長さ
float hight = 1.0; // 厚さ(高さ
// Triangular Prism1
return max(abs(p.z)-hight,max(abs(p.x)*0.866025+p.y*0.5, -p.y)-radio);
}
float udInstanceTriangle(in vec3 p)
{
p = mat3(1.0,0,0, 0,cos(time),-sin(time), 0,sin(time),cos(time) )*p;
p = mat3(cos(time),-sin(time),0, sin(time), cos(time),0 ,0,0,1)*p;
return udTriangle(p, vec3(0.0, 0.5, 1.0), vec3(0.2, 1.0, 0.9), vec3(0.9, 0.2, 0.1) )*abs(sin(time))+sdTriPrism(p)*(1.0-abs(sin(time)));
}
sphereに変化形させてみる.
float dot2( in vec3 v ) { return dot(v,v); }
float udTriangle( vec3 p, vec3 a, vec3 b, vec3 c )
{
vec3 ba = b - a; vec3 pa = p - a;
vec3 cb = c - b; vec3 pb = p - b;
vec3 ac = a - c; vec3 pc = p - c;
vec3 nor = cross( ba, ac );
return sqrt(
(sign(dot(cross(ba,nor),pa)) +
sign(dot(cross(cb,nor),pb)) +
sign(dot(cross(ac,nor),pc))<2.0)
?
min( min(
dot2(ba*clamp(dot(ba,pa)/dot2(ba),0.0,1.0)-pa),
dot2(cb*clamp(dot(cb,pb)/dot2(cb),0.0,1.0)-pb) ),
dot2(ac*clamp(dot(ac,pc)/dot2(ac),0.0,1.0)-pc) )
:
dot(nor,pa)*dot(nor,pa)/dot2(nor)
);
}
float sdSphere( vec3 p)
{
return length(p)-1.0;
}
float udInstanceTriangle(in vec3 p)
{
p = mat3(1.0,0,0, 0,cos(time),-sin(time), 0,sin(time),cos(time) )*p;
p = mat3(cos(time),-sin(time),0, sin(time), cos(time),0 ,0,0,1)*p;
return udPlayTriangle(p, vec3(0.0, 0.5, 1.0), vec3(0.2, 1.0, 0.9), vec3(0.9, 0.2, 0.1) )*sin(time)+sdSphere(p)*(1.0-sin(time));
}
ちなみに合成は、
\sin(time)*距離関数1 + (1-\sin(time))*距離関数2
で、合成しています。
コード
// ============================================================================
// Triangle
// ============================================================================
precision mediump float;
uniform vec2 resolution; // resolution (512.0, 512.0)
uniform vec2 mouse; // mouse(-1.0 ~ 1.0)
uniform float time; // time(1second == 1.0)
uniform sampler2D prevScene; // previous scene texture
float sdSphere( vec3 p)
{
return length(p)-1.0;
}
float sdTriPrism(vec3 p)
{
float radio = 1.0; // 一辺の長さ
float hight = 1.0; // 厚さ(高さ
// Triangular Prism1
return max(abs(p.z)-hight,max(abs(p.x)*0.866025+p.y*0.5, -p.y)-radio);
}
float dot2( in vec3 v ) { return dot(v,v); }
float udTriangle( vec3 p, vec3 a, vec3 b, vec3 c )
{
vec3 ba = b - a; vec3 pa = p - a;
vec3 cb = c - b; vec3 pb = p - b;
vec3 ac = a - c; vec3 pc = p - c;
vec3 nor = cross( ba, ac );
return sqrt(
(sign(dot(cross(ba,nor),pa)) +
sign(dot(cross(cb,nor),pb)) +
sign(dot(cross(ac,nor),pc))<2.0)
?
min( min(
dot2(ba*clamp(dot(ba,pa)/dot2(ba),0.0,1.0)-pa),
dot2(cb*clamp(dot(cb,pb)/dot2(cb),0.0,1.0)-pb) ),
dot2(ac*clamp(dot(ac,pc)/dot2(ac),0.0,1.0)-pc) )
:
dot(nor,pa)*dot(nor,pa)/dot2(nor)
);
}
float udPlayTriangle( vec3 p, vec3 a, vec3 b, vec3 c )
{
vec3 ba = b - a; vec3 pa = p - a;
vec3 cb = c - b; vec3 pb = p - b;
vec3 ac = a - c; vec3 pc = p - c;
vec3 nor = cross( ba, ac );
return sqrt(
(sign(dot(cross(ba,nor),pa)) +
sign(dot(cross(cb,nor),pb)) +
sign(dot(cross(ac,nor),pc))<2.0)
// sign(dot(cross(ac,nor),pc))<2.0*sin(time))
?
min( min(
// min( max(
// max( min(
// max( max(
dot2(ba*clamp(dot(ba,pa)/dot2(ba),0.0,1.0)-pa),
// dot2(ba*min(max(dot(ba,pa)/dot2(ba),0.0),1.0)-pa),
// dot2(ba*min(max(dot(ba,pa)/dot2(ba),0.0),sin(time))-pa),
// dot2(ba*clamp(dot(ba,pa)/dot2(ba),0.0,1.0)-pa),
dot2(cb*clamp(dot(cb,pb)/dot2(cb),0.0,1.0)-pb) ),
dot2(ac*clamp(dot(ac,pc)/dot2(ac),0.0,1.0)-pc) )
:
dot(nor,pa)*dot(nor,pa)/dot2(nor)
// dot(nor,pa)*dot(nor,pa)/dot2(nor)*abs(sin(time))
);
}
float udInstanceTriangle(in vec3 p)
{
// p = mat3(1.0,0,0, 0,cos(1.57),-sin(1.57), 0,sin(1.57),cos(1.57) )*p;
p = mat3(1.0,0,0, 0,cos(time),-sin(time), 0,sin(time),cos(time) )*p;
// p = mat3(cos(time),0,-sin(time), 0,1,0, sin(time),0,cos(time))*p;
p = mat3(cos(time),-sin(time),0, sin(time), cos(time),0 ,0,0,1)*p;
// return udTriangle(p, vec3(0.0, 0.5, 1.0), vec3(0.2, 0.8, 0.5), vec3(0.9, 0.3, 0.4) );
// return udPlayTriangle(p, vec3(0.0, 0.5, 1.0), vec3(0.2, 0.8, 0.5), vec3(0.9, 0.3, 0.4) );
// return udPlayTriangle(p, vec3(0.0, 0.5, 1.0), vec3(0.2, 1.0, 0.9), vec3(0.9, 0.2, 0.1) );
// return udPlayTriangle(p, vec3(0.0, 0.5, 1.0), vec3(0.2, 1.0, 0.9), vec3(0.9, 0.2, 0.1) )*sin(time)+sdSphere(p)*(1.0-sin(time));
return udPlayTriangle(p, vec3(0.0, 0.5, 1.0), vec3(0.2, 1.0, 0.9), vec3(0.9, 0.2, 0.1) )*abs(sin(time))+sdTriPrism(p)*(1.0-abs(sin(time)));
}
float distanceHub(vec3 p){
// 0.4を書けて、rayの進行を遅らせている
return udInstanceTriangle(p)*0.4;
}
// 法線
vec3 genNormal(vec3 p){
float d = 0.001;
// 法線を生成
return normalize(vec3(
distanceHub(p + vec3( d, 0.0, 0.0)) - distanceHub(p + vec3( -d, 0.0, 0.0)),
distanceHub(p + vec3(0.0, d, 0.0)) - distanceHub(p + vec3(0.0, -d, 0.0)),
distanceHub(p + vec3(0.0, 0.0, d)) - distanceHub(p + vec3(0.0, 0.0, -d))
));
}
// 図形ごとに色をわける
vec3 doColor(vec3 p){
float e = 0.001;
if (udInstanceTriangle(p)<e){
vec3 normal = genNormal(p);
vec3 light = normalize(vec3(1.0, 1.0, 1.0));
float diff = max(dot(normal, light), 0.1);
return vec3(diff, diff, diff);
}
return vec3(0.0);
}
// カメラのワーク
void main(){
// スクリーンスペースを考慮して座標を正規化
vec2 p = (gl_FragCoord.xy * 2.0 - resolution) / min(resolution.x, resolution.y);
// カメラを定義
vec3 cPos = vec3(0.0, 0.0, 3.0); // カメラの位置
vec3 cDir = vec3(0.0, 0.0, -1.0); // カメラの向き(視線)
vec3 cUp = vec3(0.0, 1.0, 0.0); // カメラの上方向
vec3 cSide = cross(cDir, cUp); // 外積を使って横方向を算出
float targetDepth = 1.0; // フォーカスする深度
// カメラの情報からレイを定義
vec3 ray = normalize(cSide * p.x + cUp * p.y + cDir * targetDepth);
// マーチングループを組む
float dist = 0.0; // レイとオブジェクト間の最短距離
float rLen = 0.0; // レイに継ぎ足す長さ
vec3 rPos = cPos; // レイの先端位置(初期位置)
// レイが進む処理(マーチングループ)
for(int i = 0; i < 32; ++i){
dist = distanceHub(rPos);
rLen += dist;
rPos = cPos + ray * rLen;
}
// レイとオブジェクトの距離を確認
vec3 color = doColor(rPos);
gl_FragColor = vec4(color, 1.0);
}