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https://github.com/zenorogue/hyperrogue.git
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ray:: unsuccessful attempt to adjust the raycaster to web
This commit is contained in:
parent
2e5ee99570
commit
9d12289933
286
raycaster.cpp
286
raycaster.cpp
@ -136,6 +136,31 @@ EX void reset_raycaster() { our_raycaster = nullptr; };
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int deg;
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#ifdef GLES_ONLY
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void add(string& tgt, string type, string name, int min_index, int max_index) {
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if(min_index + 1 == max_index)
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tgt += "{ return " + name + "[" + its(min_index) + "]; }";
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else {
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int mid = (min_index + max_index) / 2;
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tgt += "{ if(i<" + its(mid) + ") ";
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add(tgt, type, name, min_index, mid);
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tgt += " else ";
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add(tgt, type, name, mid, max_index);
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tgt += " }";
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}
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}
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string build_getter(string type, string name, int index) {
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string s = type + " get_" + name + "(int i) \n";
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add(s, type, name, 0, index);
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return s + "\n";
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}
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#define GET(array, index) "get_" array "(" index ")"
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#else
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#define GET(array, index) array "[" index "]"
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#endif
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void enable_raycaster() {
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if(geometry != last_geometry) reset_raycaster();
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last_geometry = geometry;
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@ -157,7 +182,8 @@ void enable_raycaster() {
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#endif
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" }\n";
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string rays = its(isize(cgi.raywall));
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int irays = isize(cgi.raywall);
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string rays = its(irays);
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string fsh =
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"varying mediump vec4 at;\n"
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@ -177,6 +203,13 @@ void enable_raycaster() {
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"uniform mediump int uWallstart["+its(deg+1)+"];\n"
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"uniform mediump float uLinearSightRange, uExpStart, uExpDecay;\n";
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#ifdef GLES_ONLY
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fsh += build_getter("mediump vec4", "uWallX", irays);
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fsh += build_getter("mediump vec4", "uWallY", irays);
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fsh += build_getter("mediump int", "uWallstart", deg+1);
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fsh += build_getter("mediump mat4", "uM", 84);
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#endif
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if(prod) fsh +=
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"uniform mediump float uPLevel;\n"
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"uniform mediump mat4 uLP;\n";
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@ -191,7 +224,7 @@ void enable_raycaster() {
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if(IN_ODS || hyperbolic) fsh +=
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"mat4 xpush(float x) { return mat4("
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"mediump mat4 xpush(float x) { return mat4("
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"cosh(x), 0., 0., sinh(x),\n"
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"0., 1., 0., 0.,\n"
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"0., 0., 1., 0.,\n"
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@ -200,14 +233,14 @@ void enable_raycaster() {
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if(IN_ODS) fsh +=
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"mat4 xzspin(float x) { return mat4("
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"mediump mat4 xzspin(float x) { return mat4("
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"cos(x), 0., sin(x), 0.,\n"
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"0., 1., 0., 0.,\n"
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"-sin(x), 0., cos(x), 0.,\n"
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"0., 0., 0., 1."
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");}\n"
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"mat4 yzspin(float x) { return mat4("
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"mediump mat4 yzspin(float x) { return mat4("
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"1., 0., 0., 0.,\n"
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"0., cos(x), sin(x), 0.,\n"
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"0., -sin(x), cos(x), 0.,\n"
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@ -215,7 +248,7 @@ void enable_raycaster() {
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");}\n";
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fsh +=
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"vec2 map_texture(vec4 pos, int which) {\n";
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"mediump vec2 map_texture(mediump vec4 pos, int which) {\n";
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if(nil) fsh += "if(which == 2 || which == 5) pos.z = 0.;\n";
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else if(hyperbolic && bt::in()) fsh +=
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"pos = vec4(-log(pos.w-pos.x), pos.y, pos.z, 1);\n"
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@ -226,11 +259,11 @@ void enable_raycaster() {
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"pos = vec4(pos.x/pos.z, pos.y/pos.z, pos.w, 0);\n";
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fsh +=
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"int s = uWallstart[which];\n"
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"int e = uWallstart[which+1];\n"
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"int s = " GET("uWallstart", "which") ";\n"
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"int e = " GET("uWallstart", "which+1") ";\n"
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"for(int ix=0; ix<16; ix++) {\n"
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"int i = s+ix; if(i >= e) break;\n"
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"vec2 v = vec2(dot(uWallX[i], pos), dot(uWallY[i], pos));\n"
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"mediump vec2 v = vec2(dot(" GET("uWallX", "i") ", pos), dot(" GET("uWallY", "i") ", pos));\n"
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"if(v.x >= 0. && v.y >= 0. && v.x + v.y <= 1.) return vec2(v.x+v.y, v.x-v.y);\n"
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"}\n"
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"return vec2(1, 1);\n"
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@ -241,57 +274,57 @@ void enable_raycaster() {
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if(use_reflect) fmain += " bool depthtoset = true;\n";
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if(IN_ODS) fmain +=
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" float lambda = at[0];\n" // -PI to PI
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" float phi;\n"
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" float eye;\n"
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" mediump float lambda = at[0];\n" // -PI to PI
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" mediump float phi;\n"
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" mediump float eye;\n"
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" if(at.y < 0.) { phi = at.y + PI/2.; eye = uIPD / 2.; }\n" // right
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" else { phi = at.y - PI/2.; eye = -uIPD / 2.; }\n"
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" mat4 vw = uStart * xzspin(-lambda) * xpush(eye) * yzspin(phi);\n"
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" vec4 at0 = vec4(0., 0., 1., 0.);\n";
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" mediump mat4 vw = uStart * xzspin(-lambda) * xpush(eye) * yzspin(phi);\n"
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" mediump vec4 at0 = vec4(0., 0., 1., 0.);\n";
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else fmain +=
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" mat4 vw = uStart;\n"
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" vec4 at0 = at;\n"
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" mediump mat4 vw = uStart;\n"
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" mediump vec4 at0 = at;\n"
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" gl_FragColor = vec4(0,0,0,1);\n"
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" float left = 1.;\n"
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" mediump float left = 1.;\n"
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" at0.y = -at.y;\n"
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" at0.w = 0.;\n"
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" at0.xyz = at0.xyz / length(at0.xyz);\n";
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if(hyperbolic) fsh += " float len(vec4 x) { return x[3]; }\n";
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else fsh += " float len(vec4 x) { return length(x.xyz); }\n";
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if(hyperbolic) fsh += " mediump float len(mediump vec4 x) { return x[3]; }\n";
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else fsh += " mediump float len(mediump vec4 x) { return length(x.xyz); }\n";
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if(nonisotropic) fmain +=
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" const float maxstep = " + fts(maxstep_current()) + ";\n"
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" const float minstep = " + fts(minstep) + ";\n"
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" float next = maxstep;\n";
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" const mediump float maxstep = " + fts(maxstep_current()) + ";\n"
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" const mediump float minstep = " + fts(minstep) + ";\n"
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" mediump float next = maxstep;\n";
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if(prod) {
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string sgn=in_h2xe() ? "-" : "+";
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fmain +=
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" vec4 position = vw * vec4(0., 0., 1., 0.);\n"
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" vec4 at1 = uLP * at0;\n";
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" mediump vec4 position = vw * vec4(0., 0., 1., 0.);\n"
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" mediump vec4 at1 = uLP * at0;\n";
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if(in_e2xe()) fmain +=
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" float zpos = log(position.z);\n";
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" mediump float zpos = log(position.z);\n";
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else fmain +=
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" float zpos = log(position.z*position.z"+sgn+"position.x*position.x"+sgn+"position.y*position.y)/2.;\n";
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" mediump float zpos = log(position.z*position.z"+sgn+"position.x*position.x"+sgn+"position.y*position.y)/2.;\n";
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fmain +=
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" position *= exp(-zpos);\n"
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" float zspeed = at1.z;\n"
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" float xspeed = length(at1.xy);\n"
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" vec4 tangent = vw * exp(-zpos) * vec4(at1.xy, 0, 0) / xspeed;\n";
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" mediump float zspeed = at1.z;\n"
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" mediump float xspeed = length(at1.xy);\n"
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" mediump vec4 tangent = vw * exp(-zpos) * vec4(at1.xy, 0, 0) / xspeed;\n";
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}
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else fmain +=
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" vec4 position = vw * vec4(0., 0., 0., 1.);\n"
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" vec4 tangent = vw * at0;\n";
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" mediump vec4 position = vw * vec4(0., 0., 0., 1.);\n"
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" mediump vec4 tangent = vw * at0;\n";
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fmain +=
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" float go = 0.;\n"
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" vec2 cid = uStartid;\n"
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" mediump float go = 0.;\n"
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" mediump vec2 cid = uStartid;\n"
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" for(int iter=0; iter<" + its(max_iter_current()) + "; iter++) {\n";
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fmain +=
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" float dist = 100.;\n";
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" mediump float dist = 100.;\n";
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fmain +=
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" int which = -1;\n";
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@ -300,9 +333,9 @@ void enable_raycaster() {
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if(IN_ODS) fmain +=
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" if(go == 0.) {\n"
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" float best = len(position);\n"
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" mediump float best = len(position);\n"
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" for(int i=0; i<"+its(S7)+"; i++) {\n"
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" float cand = len(uM[i] * position);\n"
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" mediump float cand = len(uM[i] * position);\n"
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" if(cand < best - .001) { dist = 0.; best = cand; which = i; }\n"
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" }\n"
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" }\n";
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@ -315,38 +348,38 @@ void enable_raycaster() {
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fmain += "for(int i="+its(flat1)+"; i<"+its(flat2)+"; i++) {\n";
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if(in_h2xe()) fmain +=
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" float v = ((position - uM[i] * position)[2] / (uM[i] * tangent - tangent)[2]);\n"
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" mediump float v = ((position - uM[i] * position)[2] / (uM[i] * tangent - tangent)[2]);\n"
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" if(v > 1. || v < -1.) continue;\n"
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" float d = atanh(v);\n"
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" vec4 next_tangent = position * sinh(d) + tangent * cosh(d);\n"
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" mediump float d = atanh(v);\n"
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" mediump vec4 next_tangent = position * sinh(d) + tangent * cosh(d);\n"
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" if(next_tangent[2] < (uM[i] * next_tangent)[2]) continue;\n"
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" d /= xspeed;\n";
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else if(in_s2xe()) fmain +=
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" float v = ((position - uM[i] * position)[2] / (uM[i] * tangent - tangent)[2]);\n"
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" float d = atan(v);\n"
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" vec4 next_tangent = tangent * cos(d) - position * sin(d);\n"
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" mediump float v = ((position - uM[i] * position)[2] / (uM[i] * tangent - tangent)[2]);\n"
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" mediump float d = atan(v);\n"
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" mediump vec4 next_tangent = tangent * cos(d) - position * sin(d);\n"
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" if(next_tangent[2] > (uM[i] * next_tangent)[2]) continue;\n"
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" d /= xspeed;\n";
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else if(in_e2xe()) fmain +=
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" float deno = dot(position, tangent) - dot(uM[i]*position, uM[i]*tangent);\n"
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" mediump float deno = dot(position, tangent) - dot(uM[i]*position, uM[i]*tangent);\n"
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" if(deno < 1e-6 && deno > -1e-6) continue;\n"
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" float d = (dot(uM[i]*position, uM[i]*position) - dot(position, position)) / 2. / deno;\n"
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" mediump float d = (dot(uM[i]*position, uM[i]*position) - dot(position, position)) / 2. / deno;\n"
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" if(d < 0.) continue;\n"
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" vec4 next_position = position + d * tangent;\n"
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" mediump vec4 next_position = position + d * tangent;\n"
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" if(dot(next_position, tangent) < dot(uM[i]*next_position, uM[i]*tangent)) continue;\n"
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" d /= xspeed;\n";
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else if(hyperbolic) fmain +=
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" float v = ((position - uM[i] * position)[3] / (uM[i] * tangent - tangent)[3]);\n"
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" mediump float v = ((position - uM[i] * position)[3] / (uM[i] * tangent - tangent)[3]);\n"
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" if(v > 1. || v < -1.) continue;\n"
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" float d = atanh(v);\n"
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" vec4 next_tangent = position * sinh(d) + tangent * cosh(d);\n"
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" mediump float d = atanh(v);\n"
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" mediump vec4 next_tangent = position * sinh(d) + tangent * cosh(d);\n"
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" if(next_tangent[3] < (uM[i] * next_tangent)[3]) continue;\n";
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else fmain +=
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" float deno = dot(position, tangent) - dot(uM[i]*position, uM[i]*tangent);\n"
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" mediump float deno = dot(position, tangent) - dot(uM[i]*position, uM[i]*tangent);\n"
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" if(deno < 1e-6 && deno > -1e-6) continue;\n"
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" float d = (dot(uM[i]*position, uM[i]*position) - dot(position, position)) / 2. / deno;\n"
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" mediump float d = (dot(uM[i]*position, uM[i]*position) - dot(position, position)) / 2. / deno;\n"
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" if(d < 0.) continue;\n"
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" vec4 next_position = position + d * tangent;\n"
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" mediump vec4 next_position = position + d * tangent;\n"
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" if(dot(next_position, tangent) < dot(uM[i]*next_position, uM[i]*tangent)) continue;\n";
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fmain +=
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@ -359,28 +392,28 @@ void enable_raycaster() {
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if(hyperbolic && bt::in()) {
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fmain +=
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"for(int i=20; i<22; i++) {\n"
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"float sgn = i == 20 ? -1. : 1.;\n"
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"vec4 zpos = xpush(uBLevel*sgn) * position;\n"
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"vec4 ztan = xpush(uBLevel*sgn) * tangent;\n"
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"float Mp = zpos.w - zpos.x;\n"
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"float Mt = ztan.w - ztan.x;\n"
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"float a = (Mp*Mp-Mt*Mt);\n"
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"float b = Mp/a;\n"
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"float c = (1.+Mt*Mt) / a;\n"
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"mediump float sgn = i == 20 ? -1. : 1.;\n"
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"mediump vec4 zpos = xpush(uBLevel*sgn) * position;\n"
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"mediump vec4 ztan = xpush(uBLevel*sgn) * tangent;\n"
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"mediump float Mp = zpos.w - zpos.x;\n"
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"mediump float Mt = ztan.w - ztan.x;\n"
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"mediump float a = (Mp*Mp-Mt*Mt);\n"
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"mediump float b = Mp/a;\n"
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"mediump float c = (1.+Mt*Mt) / a;\n"
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"if(b*b < c) continue;\n"
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"if(sgn < 0. && Mt > 0.) continue;\n"
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"float zsgn = (Mt > 0. ? -sgn : sgn);\n"
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"float u = sqrt(b*b-c)*zsgn + b;\n"
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"float v = -(Mp*u-1.) / Mt;\n"
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"float d = asinh(v);\n"
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"mediump float zsgn = (Mt > 0. ? -sgn : sgn);\n"
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"mediump float u = sqrt(b*b-c)*zsgn + b;\n"
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"mediump float v = -(Mp*u-1.) / Mt;\n"
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"mediump float d = asinh(v);\n"
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"if(d < 0. && abs(log(position.w*position.w-position.x*position.x)) < uBLevel) continue;\n"
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"if(d < dist) { dist = d; which = i; }\n"
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"}\n";
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}
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if(prod) fmain +=
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"if(zspeed > 0.) { float d = (uPLevel - zpos) / zspeed; if(d < dist) { dist = d; which = "+its(S7)+"+1; }}\n"
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"if(zspeed < 0.) { float d = (-uPLevel - zpos) / zspeed; if(d < dist) { dist = d; which = "+its(S7)+"; }}\n";
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"if(zspeed > 0.) { mediump float d = (uPLevel - zpos) / zspeed; if(d < dist) { dist = d; which = "+its(S7)+"+1; }}\n"
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"if(zspeed < 0.) { mediump float d = (-uPLevel - zpos) / zspeed; if(d < dist) { dist = d; which = "+its(S7)+"; }}\n";
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fmain += "}\n";
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@ -396,14 +429,14 @@ void enable_raycaster() {
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"bool reflect = false;\n";
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if(in_h2xe()) fmain +=
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" float ch = cosh(dist*xspeed); float sh = sinh(dist*xspeed);\n"
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" vec4 v = position * ch + tangent * sh;\n"
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" mediump float ch = cosh(dist*xspeed); mediump float sh = sinh(dist*xspeed);\n"
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" mediump vec4 v = position * ch + tangent * sh;\n"
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" tangent = tangent * ch + position * sh;\n"
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" position = v;\n"
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" zpos += dist * zspeed;\n";
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else if(in_s2xe()) fmain +=
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" float ch = cos(dist*xspeed); float sh = sin(dist*xspeed);\n"
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" vec4 v = position * ch + tangent * sh;\n"
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" mediump float ch = cos(dist*xspeed); mediump float sh = sin(dist*xspeed);\n"
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" mediump vec4 v = position * ch + tangent * sh;\n"
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" tangent = tangent * ch - position * sh;\n"
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" position = v;\n"
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" zpos += dist * zspeed;\n";
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@ -411,27 +444,27 @@ void enable_raycaster() {
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" position = position + tangent * dist * xspeed;\n"
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" zpos += dist * zspeed;\n";
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else if(hyperbolic) fmain +=
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" float ch = cosh(dist); float sh = sinh(dist);\n"
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" vec4 v = position * ch + tangent * sh;\n"
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" mediump float ch = cosh(dist); mediump float sh = sinh(dist);\n"
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" mediump vec4 v = position * ch + tangent * sh;\n"
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" tangent = tangent * ch + position * sh;\n"
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" position = v;\n";
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else if(nonisotropic) {
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if(sol && nih) fsh +=
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"vec4 christoffel(vec4 pos, vec4 vel, vec4 tra) {\n"
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"mediump vec4 christoffel(mediump vec4 pos, mediump vec4 vel, mediump vec4 tra) {\n"
|
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" return vec4(-(vel.z*tra.x + vel.x*tra.z)*log(2.), (vel.z*tra.y + vel.y * tra.z)*log(3.), vel.x*tra.x * exp(2.*log(2.)*pos.z)*log(2.) - vel.y * tra.y * exp(-2.*log(3.)*pos.z)*log(3.), 0.);\n"
|
||||
" }\n";
|
||||
else if(nih) fsh +=
|
||||
"vec4 christoffel(vec4 pos, vec4 vel, vec4 tra) {\n"
|
||||
"mediump vec4 christoffel(mediump vec4 pos, mediump vec4 vel, mediump vec4 tra) {\n"
|
||||
" return vec4((vel.z*tra.x + vel.x*tra.z)*log(2.), (vel.z*tra.y + vel.y * tra.z)*log(3.), -vel.x*tra.x * exp(-2.*log(2.)*pos.z)*log(2.) - vel.y * tra.y * exp(-2.*log(3.)*pos.z)*log(3.), 0.);\n"
|
||||
" }\n";
|
||||
else if(sol) fsh +=
|
||||
"vec4 christoffel(vec4 pos, vec4 vel, vec4 tra) {\n"
|
||||
"mediump vec4 christoffel(mediump vec4 pos, mediump vec4 vel, mediump vec4 tra) {\n"
|
||||
" return vec4(-vel.z*tra.x - vel.x*tra.z, vel.z*tra.y + vel.y * tra.z, vel.x*tra.x * exp(2.*pos.z) - vel.y * tra.y * exp(-2.*pos.z), 0.);\n"
|
||||
" }\n";
|
||||
else fsh +=
|
||||
"vec4 christoffel(vec4 pos, vec4 vel, vec4 tra) {\n"
|
||||
" float x = pos.x;\n"
|
||||
"mediump vec4 christoffel(mediump vec4 pos, mediump vec4 vel, mediump vec4 tra) {\n"
|
||||
" mediump float x = pos.x;\n"
|
||||
" return vec4(x*vel.y*tra.y - 0.5*dot(vel.yz,tra.zy), -.5*x*dot(vel.yx,tra.xy) + .5 * dot(vel.zx,tra.xz), -.5*(x*x-1.)*dot(vel.yx,tra.xy)+.5*x*dot(vel.zx,tra.xz), 0.);\n"
|
||||
// " return vec4(0.,0.,0.,0.);\n"
|
||||
" }\n";
|
||||
@ -442,32 +475,32 @@ void enable_raycaster() {
|
||||
" dist = next < minstep ? 2.*next : next;\n";
|
||||
|
||||
if(nil) fsh +=
|
||||
"vec4 translate(vec4 a, vec4 b) {\n"
|
||||
"mediump vec4 translate(mediump vec4 a, mediump vec4 b) {\n"
|
||||
"return vec4(a[0] + b[0], a[1] + b[1], a[2] + b[2] + a[0] * b[1], b[3]);\n"
|
||||
"}\n"
|
||||
"vec4 translatev(vec4 a, vec4 t) {\n"
|
||||
"mediump vec4 translatev(mediump vec4 a, mediump vec4 t) {\n"
|
||||
"return vec4(t[0], t[1], t[2] + a[0] * t[1], 0.);\n"
|
||||
"}\n"
|
||||
"vec4 itranslate(vec4 a, vec4 b) {\n"
|
||||
"mediump vec4 itranslate(mediump vec4 a, mediump vec4 b) {\n"
|
||||
"return vec4(-a[0] + b[0], -a[1] + b[1], -a[2] + b[2] - a[0] * (b[1]-a[1]), b[3]);\n"
|
||||
"}\n"
|
||||
"vec4 itranslatev(vec4 a, vec4 t) {\n"
|
||||
"mediump vec4 itranslatev(mediump vec4 a, mediump vec4 t) {\n"
|
||||
"return vec4(t[0], t[1], t[2] - a[0] * t[1], 0.);\n"
|
||||
"}\n";
|
||||
|
||||
if(nil) fmain += "tangent = translate(position, itranslate(position, tangent));\n";
|
||||
|
||||
if(sn::in()) fmain +=
|
||||
"vec4 acc = christoffel(position, tangent, tangent);\n"
|
||||
"vec4 pos2 = position + tangent * dist / 2.;\n"
|
||||
"vec4 tan2 = tangent + acc * dist / 2.;\n"
|
||||
"vec4 acc2 = christoffel(pos2, tan2, tan2);\n"
|
||||
"vec4 nposition = position + tangent * dist + acc2 / 2. * dist * dist;\n";
|
||||
"mediump vec4 acc = christoffel(position, tangent, tangent);\n"
|
||||
"mediump vec4 pos2 = position + tangent * dist / 2.;\n"
|
||||
"mediump vec4 tan2 = tangent + acc * dist / 2.;\n"
|
||||
"mediump vec4 acc2 = christoffel(pos2, tan2, tan2);\n"
|
||||
"mediump vec4 nposition = position + tangent * dist + acc2 / 2. * dist * dist;\n";
|
||||
|
||||
if(nil) {
|
||||
fmain +=
|
||||
"vec4 xp, xt;\n"
|
||||
"vec4 back = itranslatev(position, tangent);\n"
|
||||
"mediump vec4 xp, xt;\n"
|
||||
"mediump vec4 back = itranslatev(position, tangent);\n"
|
||||
"if(back.x == 0. && back.y == 0.) {\n"
|
||||
" xp = vec4(0., 0., back.z*dist, 1.);\n"
|
||||
" xt = back;\n"
|
||||
@ -477,18 +510,18 @@ void enable_raycaster() {
|
||||
" xt = vec4(back.x, back.y, dist*back.x*back.y, 0.);\n"
|
||||
" }\n"
|
||||
"else if(abs(back.z) < 1e-1) {\n"
|
||||
// we use the midpoint method here, because the formulas below cause glitches due to float precision
|
||||
" vec4 acc = christoffel(vec4(0,0,0,1), back, back);\n"
|
||||
" vec4 pos2 = back * dist / 2.;\n"
|
||||
" vec4 tan2 = back + acc * dist / 2.;\n"
|
||||
" vec4 acc2 = christoffel(pos2, tan2, tan2);\n"
|
||||
// we use the midpoint method here, because the formulas below cause glitches due to mediump float precision
|
||||
" mediump vec4 acc = christoffel(vec4(0,0,0,1), back, back);\n"
|
||||
" mediump vec4 pos2 = back * dist / 2.;\n"
|
||||
" mediump vec4 tan2 = back + acc * dist / 2.;\n"
|
||||
" mediump vec4 acc2 = christoffel(pos2, tan2, tan2);\n"
|
||||
" xp = vec4(0,0,0,1) + back * dist + acc2 / 2. * dist * dist;\n"
|
||||
" xt = back + acc * dist;\n"
|
||||
" }\n"
|
||||
"else {\n"
|
||||
" float alpha = atan2(back.y, back.x);\n"
|
||||
" float w = back.z * dist;\n"
|
||||
" float c = length(back.xy) / back.z;\n"
|
||||
" mediump float alpha = atan2(back.y, back.x);\n"
|
||||
" mediump float w = back.z * dist;\n"
|
||||
" mediump float c = length(back.xy) / back.z;\n"
|
||||
" xp = vec4(2.*c*sin(w/2.) * cos(w/2.+alpha), 2.*c*sin(w/2.)*sin(w/2.+alpha), w*(1.+(c*c/2.)*((1.-sin(w)/w)+(1.-cos(w))/w * sin(w+2.*alpha))), 1.);\n"
|
||||
" xt = back.z * vec4("
|
||||
"c*cos(alpha+w),"
|
||||
@ -496,15 +529,15 @@ void enable_raycaster() {
|
||||
"1. + c*c*2.*sin(w/2.)*sin(alpha+w)*cos(alpha+w/2.),"
|
||||
"0.);\n"
|
||||
" }\n"
|
||||
"vec4 nposition = translate(position, xp);\n";
|
||||
"mediump vec4 nposition = translate(position, xp);\n";
|
||||
}
|
||||
|
||||
if(nil) fmain +=
|
||||
"float rz = (abs(nposition.x) > abs(nposition.y) ? -nposition.x*nposition.y : 0.) + nposition.z;\n";
|
||||
"mediump float rz = (abs(nposition.x) > abs(nposition.y) ? -nposition.x*nposition.y : 0.) + nposition.z;\n";
|
||||
|
||||
if(asonov) {
|
||||
fsh += "uniform mediump mat4 uStraighten;\n";
|
||||
fmain += "vec4 sp = uStraighten * nposition;\n";
|
||||
fmain += "mediump vec4 sp = uStraighten * nposition;\n";
|
||||
}
|
||||
|
||||
fmain +=
|
||||
@ -533,16 +566,16 @@ void enable_raycaster() {
|
||||
"if(sp.x <-1.) which = 10;\n"
|
||||
"if(sp.y <-1.) which = 11;\n"
|
||||
"if(sp.z > 1.) {\n"
|
||||
"float best = 999.;\n"
|
||||
"mediump float best = 999.;\n"
|
||||
"for(int i=0; i<4; i++) {\n"
|
||||
"float cand = len(uStraighten * uM[i] * position);\n"
|
||||
"mediump float cand = len(uStraighten * uM[i] * position);\n"
|
||||
"if(cand < best) { best = cand; which = i;}\n"
|
||||
"}\n"
|
||||
"}\n"
|
||||
"if(sp.z < -1.) {\n"
|
||||
"float best = 999.;\n"
|
||||
"mediump float best = 999.;\n"
|
||||
"for(int i=6; i<10; i++) {\n"
|
||||
"float cand = len(uStraighten * uM[i] * position);\n"
|
||||
"mediump float cand = len(uStraighten * uM[i] * position);\n"
|
||||
"if(cand < best) { best = cand; which = i;}\n"
|
||||
"}\n"
|
||||
"}\n";
|
||||
@ -600,16 +633,16 @@ void enable_raycaster() {
|
||||
if(hyperbolic && bt::in()) {
|
||||
fmain +=
|
||||
"if(which == 20) {\n"
|
||||
" float best = 999.;\n"
|
||||
" mediump float best = 999.;\n"
|
||||
" for(int i="+its(flat2)+"; i<"+its(S7)+"; i++) {\n"
|
||||
" float cand = len(uM[i] * position);\n"
|
||||
" mediump float cand = len(uM[i] * position);\n"
|
||||
" if(cand < best) { best = cand; which = i; }\n"
|
||||
" }\n"
|
||||
"}\n"
|
||||
"if(which == 21) {\n"
|
||||
"float best = 999.;\n"
|
||||
"mediump float best = 999.;\n"
|
||||
"for(int i=0; i<"+its(flat1)+"; i++) {\n"
|
||||
" float cand = len(uM[i] * position);\n"
|
||||
" mediump float cand = len(uM[i] * position);\n"
|
||||
" if(cand < best) { best = cand; which = i; }\n"
|
||||
" }\n"
|
||||
// "gl_FragColor = vec4(.5 + .5 * sin((go+dist)*100.), 1, float(which)/3., 1); return;\n"
|
||||
@ -624,24 +657,24 @@ void enable_raycaster() {
|
||||
|
||||
// apply wall color
|
||||
fmain +=
|
||||
" vec2 u = cid + vec2(float(which) / float(uLength), 0);\n"
|
||||
" vec4 col = texture2D(tWallcolor, u);\n"
|
||||
" mediump vec2 u = cid + vec2(float(which) / float(uLength), 0);\n"
|
||||
" mediump vec4 col = texture2D(tWallcolor, u);\n"
|
||||
" if(col[3] > 0.0) {\n";
|
||||
|
||||
if(hard_limit < NO_LIMIT)
|
||||
fmain += " if(go > float(" + fts(hard_limit) + ")) { gl_FragDepth = 1.; return; }\n";
|
||||
|
||||
if(!(levellines && disable_texture)) fmain +=
|
||||
" vec2 inface = map_texture(position, which);\n"
|
||||
" vec3 tmap = texture2D(tTextureMap, u).rgb;\n"
|
||||
" mediump vec2 inface = map_texture(position, which);\n"
|
||||
" mediump vec3 tmap = texture2D(tTextureMap, u).rgb;\n"
|
||||
" if(tmap.z == 0.) col.xyz *= min(1., (1.-inface.x)/ tmap.x);\n"
|
||||
" else {\n"
|
||||
" vec2 inface2 = tmap.xy + tmap.z * inface;\n"
|
||||
" mediump vec2 inface2 = tmap.xy + tmap.z * inface;\n"
|
||||
" col.xyz *= texture2D(tTexture, inface2).rgb;\n"
|
||||
" }\n";
|
||||
|
||||
fmain +=
|
||||
" float d = max(1. - go / uLinearSightRange, uExpStart * exp(-go / uExpDecay));\n"
|
||||
" mediump float d = max(1. - go / uLinearSightRange, uExpStart * exp(-go / uExpDecay));\n"
|
||||
" col.xyz = col.xyz * d + uFogColor.xyz * (1.-d);\n";
|
||||
|
||||
if(nil) fmain +=
|
||||
@ -665,11 +698,11 @@ void enable_raycaster() {
|
||||
" if(col.w == 1.) {\n";
|
||||
|
||||
if(hyperbolic) fmain +=
|
||||
" float z = at0.z * sinh(go);\n"
|
||||
" float w = 1.;\n";
|
||||
" mediump float z = at0.z * sinh(go);\n"
|
||||
" mediump float w = 1.;\n";
|
||||
else fmain +=
|
||||
" float z = at0.z * go;\n"
|
||||
" float w = 1.;\n";
|
||||
" mediump float z = at0.z * go;\n"
|
||||
" mediump float w = 1.;\n";
|
||||
|
||||
if(levellines) {
|
||||
if(hyperbolic)
|
||||
@ -679,9 +712,11 @@ void enable_raycaster() {
|
||||
fsh += "uniform mediump float uLevelLines;\n";
|
||||
}
|
||||
|
||||
#ifndef GLES_ONLY
|
||||
fmain +=
|
||||
" gl_FragDepth = (-float("+fts(vnear+vfar)+")+w*float("+fts(2*vnear*vfar)+")/z)/float("+fts(vnear-vfar)+");\n"
|
||||
" gl_FragDepth = (gl_FragDepth + 1.) / 2.;\n";
|
||||
#endif
|
||||
|
||||
if(!use_reflect) fmain +=
|
||||
" return;\n";
|
||||
@ -697,11 +732,11 @@ void enable_raycaster() {
|
||||
if(prod) fmain += "if(reflect && which >= "+its(S7)+") { zspeed = -zspeed; continue; }\n";
|
||||
if(hyperbolic && bt::in()) fmain +=
|
||||
"if(reflect && (which < "+its(flat1)+" || which >= "+its(flat2)+")) {\n"
|
||||
" float x = -log(position.w - position.x);\n"
|
||||
" vec4 xtan = xpush(-x) * tangent;\n"
|
||||
" float diag = (position.y*position.y+position.z*position.z)/2.;\n"
|
||||
" vec4 normal = vec4(1.-diag, -position.y, -position.z, -diag);\n"
|
||||
" float mdot = dot(xtan.xyz, normal.xyz) - xtan.w * normal.w;\n"
|
||||
" mediump float x = -log(position.w - position.x);\n"
|
||||
" mediump vec4 xtan = xpush(-x) * tangent;\n"
|
||||
" mediump float diag = (position.y*position.y+position.z*position.z)/2.;\n"
|
||||
" mediump vec4 normal = vec4(1.-diag, -position.y, -position.z, -diag);\n"
|
||||
" mediump float mdot = dot(xtan.xyz, normal.xyz) - xtan.w * normal.w;\n"
|
||||
" xtan = xtan - normal * mdot * 2.;\n"
|
||||
" tangent = xpush(x) * xtan;\n"
|
||||
" continue;\n"
|
||||
@ -715,7 +750,7 @@ void enable_raycaster() {
|
||||
" }\n";
|
||||
fsh +=
|
||||
"uniform mediump vec4 uReflectX, uReflectY;\n"
|
||||
"vec4 refl(vec4 t, float z, vec4 r) {\n"
|
||||
"mediump vec4 refl(mediump vec4 t, float z, mediump vec4 r) {\n"
|
||||
"t.x *= exp(z); t.y /= exp(z);\n"
|
||||
"t -= dot(t, r) * r;\n"
|
||||
"t.x /= exp(z); t.y *= exp(z);\n"
|
||||
@ -745,7 +780,7 @@ void enable_raycaster() {
|
||||
|
||||
// next cell
|
||||
fmain +=
|
||||
" vec4 connection = texture2D(tConnections, u);\n"
|
||||
" mediump vec4 connection = texture2D(tConnections, u);\n"
|
||||
" cid = connection.xy;\n";
|
||||
|
||||
if(prod) fmain +=
|
||||
@ -754,17 +789,20 @@ void enable_raycaster() {
|
||||
|
||||
fmain +=
|
||||
" int mid = int(connection.z * 1024.);\n"
|
||||
" position = uM[mid] * uM[which] * position;\n"
|
||||
" tangent = uM[mid] * uM[which] * tangent;\n";
|
||||
" mediump mat4 m = " GET("uM", "mid") " * " GET("uM", "which") ";\n"
|
||||
" position = m * position;\n"
|
||||
" tangent = m * tangent;\n";
|
||||
|
||||
fmain +=
|
||||
" }\n"
|
||||
" gl_FragColor.xyz += left * uFogColor.xyz;\n";
|
||||
|
||||
#ifndef GLES_ONLY
|
||||
if(use_reflect) fmain +=
|
||||
" if(depthtoset) gl_FragDepth = 1.;\n";
|
||||
else fmain +=
|
||||
" gl_FragDepth = 1.;\n";
|
||||
#endif
|
||||
|
||||
fmain +=
|
||||
" }";
|
||||
|
Loading…
Reference in New Issue
Block a user