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mirror of https://github.com/zenorogue/hyperrogue.git synced 2025-11-14 20:57:10 +00:00

raytracing:: better Solv, and Nil

This commit is contained in:
Zeno Rogue
2019-10-23 18:52:57 +02:00
parent 2f15d0f013
commit be9cea07b3
3 changed files with 104 additions and 77 deletions

View File

@@ -102,6 +102,7 @@ void enable_raycaster() {
fsh +=
"vec2 map_texture(vec4 pos, int which) {\n";
if(nil) fsh += "if(which == 2 || which == 5) pos.z = 0.;\n";
if(hyperbolic) fsh +=
"pos /= pos.w;\n";
fsh +=
@@ -135,6 +136,11 @@ void enable_raycaster() {
if(hyperbolic) fsh += " float len(vec4 x) { return x[3]; }\n";
else fsh += " float len(vec4 x) { return length(x.xyz); }\n";
if(nonisotropic) fmain +=
" const float maxstep = .03;\n"
" const float minstep = .001;\n"
" float next = maxstep;\n";
fmain +=
" vec4 position = vw * vec4(0., 0., 0., 1.);\n"
" vec4 tangent = vw * at0;\n"
@@ -142,9 +148,7 @@ void enable_raycaster() {
" float cid = uStartid;\n"
" for(int iter=0; iter<600; iter++) {\n";
if(sol) fmain +=
" float dist = .01;\n";
else fmain +=
fmain +=
" float dist = 100.;\n";
fmain +=
@@ -159,55 +163,7 @@ void enable_raycaster() {
" }\n"
" }\n";
if(sol) {
fsh += "uniform float uBinaryWidth;\n";
fsh +=
"vec4 christoffel(vec4 pos, vec4 vel, 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";
fsh +=
"vec4 get_pos(vec4 pos, vec4 tan) {\n"
"vec4 acc = christoffel(pos, tan, tan);\n"
"vec4 pos2 = pos + tan / 2.;\n"
"vec4 tan2 = tan + acc / 2.;\n"
"vec4 acc2 = christoffel(pos2, tan2, tan2);\n"
"return pos + tan + acc2 / 2.;\n"
"}\n";
fsh +=
"float hp_distance(vec4 pos, vec4 tan, int axis, float value) {\n"
" if(value > 0. && pos[axis] > value) return 0.;\n"
" if(value < 0. && pos[axis] < value) return 0.;\n"
" if(tan[axis] == 0.) return .5;\n"
" float approx = (value - pos[axis]) / tan[axis];\n"
" for(int it=0; it<3; it++) {\n"
" if(approx <= 0. || approx > .5) return .5;\n"
" vec4 npos = get_pos(pos, tan * approx);\n"
" approx = approx * (value - pos[axis]) / (npos[axis] - pos[axis]);\n"
" }\n"
" if(approx < .001) approx = .001;\n"
" return approx;\n"
" }\n";
fmain +=
" float d;\n"
" d = hp_distance(position, tangent, 0, uBinaryWidth);\n"
" if(d < dist) { dist = d; which = 0; }\n"
" d = hp_distance(position, tangent, 0, -uBinaryWidth);\n"
" if(d < dist) { dist = d; which = 4; }\n"
" d = hp_distance(position, tangent, 1, uBinaryWidth);\n"
" if(d < dist) { dist = d; which = 1; }\n"
" d = hp_distance(position, tangent, 1, -uBinaryWidth);\n"
" if(d < dist) { dist = d; which = 5; }\n"
" d = hp_distance(position, tangent, 2, log(2.)/2.);\n"
" if(d < dist) { dist = d; which = 2; }\n"
" d = hp_distance(position, tangent, 2, -log(2.)/2.);\n"
" if(d < dist) { dist = d; which = 6; }\n";
}
else {
if(!nonisotropic) {
fmain +=
" if(which == -1) for(int i=0; i<uN; i++) {\n";
@@ -229,52 +185,109 @@ void enable_raycaster() {
fmain +=
" if(d < dist) { dist = d; which = i; }\n"
"}\n";
fmain +=
" if(dist < 0.) { dist = 0.; }\n";
fmain +=
" if(which == -1 && dist == 0.) { gl_FragColor = vec4(0., 0., 0., 1.); return; }";
}
fmain +=
" if(dist < 0.) { dist = 0.; }\n";
fmain +=
" if(which == -1 && dist == 0.) { gl_FragColor = vec4(0., 0., 0., 1.); return; }";
// shift d units
fmain += " go = go + dist;\n";
if(hyperbolic) fmain +=
" float ch = cosh(dist); float sh = sinh(dist);\n"
" vec4 v = position * ch + tangent * sh;\n"
" tangent = tangent * ch + position * sh;\n"
" position = v;\n";
else if(sol) {
else if(nonisotropic) {
if(sol) fsh +=
"vec4 christoffel(vec4 pos, vec4 vel, 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"
" 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";
if(sol) fsh += "uniform float uBinaryWidth;\n";
fmain +=
" dist = next < minstep ? 2.*next : next;\n";
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"
"position = position + tangent * dist + acc2 / 2. * dist * dist;\n"
"vec4 nposition = position + tangent * dist + acc2 / 2. * dist * dist;\n";
if(nil) fmain +=
"float rz = (abs(nposition.x) > abs(nposition.y) ? -nposition.x*nposition.y : 0.) + nposition.z;\n";
fmain +=
"if(next >= minstep) {\n";
if(sol) fmain +=
"if(abs(nposition.x) > uBinaryWidth || abs(nposition.y) > uBinaryWidth || abs(nposition.z) > log(2.)/2.) {\n";
else fmain +=
"if(abs(nposition.x) > .5 || abs(nposition.y) > .5 || abs(rz) > .5) {\n";
fmain +=
"next = dist / 2.; continue;\n"
"}\n"
"if(next < maxstep) next = next / 2.;\n"
"}\n"
"else {\n";
if(sol) fmain +=
"if(nposition.x > uBinaryWidth) which = 0;\n"
"if(nposition.x <-uBinaryWidth) which = 4;\n"
"if(nposition.y > uBinaryWidth) which = 1;\n"
"if(nposition.y <-uBinaryWidth) which = 5;\n"
"if(nposition.z > log(2.)/2.) which = nposition.x > 0. ? 3 : 2;\n"
"if(nposition.z <-log(2.)/2.) which = nposition.y > 0. ? 7 : 6;\n";
else fmain +=
"if(nposition.x > .5) which = 3;\n"
"if(nposition.x <-.5) which = 0;\n"
"if(nposition.y > .5) which = 4;\n"
"if(nposition.y <-.5) which = 1;\n"
"if(rz > .5) which = 5;\n"
"if(rz <-.5) which = 2;\n";
fmain +=
"next = maxstep;\n"
"}\n";
fmain +=
"position = nposition;\n"
"tangent = tangent + acc * dist;\n";
}
else fmain +=
"position = position + tangent * dist;\n";
fmain += " go = go + dist;\n";
fmain += "if(which == -1) continue;\n";
if(sol) {
fmain +=
"if(which == 2 && position.x > 0.) which = 3;\n"
"if(which == 6 && position.y > 0.) which = 7;\n";
}
// apply wall color
fmain +=
" float u = cid + float(which) / float(uLength);\n"
" vec4 col = texture1D(tWallcolor, u);\n"
" if(col[3] > 0.0) {\n"
" vec2 inface = map_texture(position, which);\n"
" float bright = min(1., 10. * (1.-inface.x-inface.y));\n" // texture2D(tWallTexture, (inface.yz + vec2(1.,1.))/2.).r;\n"
" float bright = min(1., 10. * (1.-inface.x-inface.y));\n"; // texture2D(tWallTexture, (inface.yz + vec2(1.,1.))/2.).r;\n"
if(nil) fmain +=
" if(abs(abs(position.x)-abs(position.y)) < .005) bright /= 2.;\n";
fmain +=
// " float bright = min(1., 10. * (1.-inface.x-inface.y));\n" // texture2D(tWallTexture, (inface.yz + vec2(1.,1.))/2.).r;\n"
// " col.xyz = col.xyz * bright * max(1.-go/7., 0.5 * exp(-go/4.));\n" // exp(-go/4.);\n"
" col.xyz = col.xyz * bright * exp(- go / 20.);\n"
" col.xyz = col.xyz * bright * exp(- go / 4.);\n"
// " col.xyz = col.xyz * bright * max(1.-go/7., 0.5 * exp(-go/4.));\n" // exp(-go/4.);\n"
" col.w = 1.;\n"
// " if(purp == 1) { col.rgb = (col.rgb + vec3(1., 0., 1.)) / 2; }\n"
@@ -378,7 +391,8 @@ EX void do_raycast() {
GLERR("uniform IPD");
vector<transmatrix> ms;
if(euclid || sol)
if(sol || nil) ;
else if(euclid)
for(int j=0; j<S7; j++) ms.push_back(currentmap->relative_matrix(cwt.at->master, cwt.at->cmove(j)->master));
else
for(int j=0; j<S7; j++) inverse(reg3::adjmoves[j]);