Implicit surface rendering via ray tracing
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/*
* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2022 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#ifndef FUNC_GLSL
#define FUNC_GLSL 1
#include "constants.glsl"
precision highp float;
float square(float x)
{
return x * x;
}
float saturate(float x)
{
return clamp(x, 0.0F, 1.0F);
}
vec3 saturate(vec3 x)
{
return clamp(x, vec3(0.0F), vec3(1.0F));
}
vec3 slerp(vec3 a, vec3 b, float angle, float t)
{
t = saturate(t);
float sin1 = sin(angle * t);
float sin2 = sin(angle * (1.0F - t));
float ta = sin1 / (sin1 + sin2);
vec3 result = mix(a, b, ta);
return normalize(result);
}
float clampedDot(vec3 x, vec3 y)
{
return clamp(dot(x, y), 0.0F, 1.0F);
}
// Return the tangent and binormal from the incoming normal
void createCoordinateSystem(in vec3 normal, out vec3 tangent, out vec3 bitangent)
{
if(abs(normal.x) > abs(normal.y))
tangent = vec3(normal.z, 0.0F, -normal.x) / sqrt(normal.x * normal.x + normal.z * normal.z);
else
tangent = vec3(0.0F, -normal.z, normal.y) / sqrt(normal.y * normal.y + normal.z * normal.z);
bitangent = cross(normal, tangent);
}
// Building an Orthonormal Basis, Revisited
// by Tom Duff, James Burgess, Per Christensen, Christophe Hery, Andrew Kensler, Max Liani, Ryusuke Villemin
// https://graphics.pixar.com/library/OrthonormalB/
//-----------------------------------------------------------------------
void orthonormalBasis(in vec3 normal, out vec3 tangent, out vec3 bitangent)
{
float sgn = normal.z > 0.0F ? 1.0F : -1.0F;
float a = -1.0F / (sgn + normal.z);
float b = normal.x * normal.y * a;
tangent = vec3(1.0f + sgn * normal.x * normal.x * a, sgn * b, -sgn * normal.x);
bitangent = vec3(b, sgn + normal.y * normal.y * a, -normal.y);
}
vec3 rotate(vec3 v, vec3 k, float theta)
{
float cos_theta = cos(theta);
float sin_theta = sin(theta);
return (v * cos_theta) + (cross(k, v) * sin_theta) + (k * dot(k, v)) * (1.0F - cos_theta);
}
//-----------------------------------------------------------------------
// Return the UV in a lat-long HDR map
//-----------------------------------------------------------------------
vec2 getSphericalUv(vec3 v)
{
float gamma = asin(-v.y);
float theta = atan(v.z, v.x);
vec2 uv = vec2(theta * M_1_OVER_PI * 0.5F, gamma * M_1_OVER_PI) + 0.5F;
return uv;
}
vec2 mixBary(vec2 a, vec2 b, vec2 c, vec3 bary)
{
return a * bary.x + b * bary.y + c * bary.z;
}
vec3 mixBary(vec3 a, vec3 b, vec3 c, vec3 bary)
{
return a * bary.x + b * bary.y + c * bary.z;
}
vec4 mixBary(vec4 a, vec4 b, vec4 c, vec3 bary)
{
return a * bary.x + b * bary.y + c * bary.z;
}
#endif // FUNC_GLSL