adding scene + zoom less slow

This commit is contained in:
MagicTINTIN 2023-03-21 14:06:13 +01:00
parent 2ee55100e5
commit 4574eb9452
4 changed files with 261 additions and 5 deletions

9
main.c
View file

@ -7,6 +7,8 @@
#define STB_IMAGE_IMPLEMENTATION
#include "./Libraries/stb/stb_image.h"
#include "headers/shader.h"
#define SCENE "shaders/default.fs"
#define FULLSCREEN 0
#define EXPERIMENTAL_FEATURES 0
/* ## DEBUG MODE ##
@ -141,10 +143,11 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
int stateControl = glfwGetKey(window, GLFW_KEY_LEFT_CONTROL);
// we only use yoffset as it is present on normal mice
if (DEBUG_MODE % 5 == 0)
if (DEBUG_MODE % 5 == 0) {
printf("scroll value : %f | precision : %f | ",yoffset, camPrecision);
printf((stateControl == GLFW_PRESS) ? "ctrl -> speed" : "Zooming");
printf("\n");
}
if (stateControl == GLFW_PRESS) {
camPrecision += yoffset/2;
if (camPrecision <= 1)
@ -219,7 +222,7 @@ int main (){
glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to unbind in the setupVertexArray function and then bind here, but we'll do so for clarity, organization, and avoiding possible bugs in future
GLuint quad_shader = glCreateProgram();
int compilerInfo=buildShaders(quad_shader, "shaders/generic.vs", "shaders/quad.fs");
int compilerInfo=buildShaders(quad_shader, "shaders/generic.vs", SCENE);
if(compilerInfo>0){
return compilerInfo;
}
@ -319,7 +322,7 @@ int main (){
glUniform3f(glGetUniformLocation(quad_shader, "iEy"), ey[0],ey[1],ey[2]);
glUniform3f(glGetUniformLocation(quad_shader, "iEz"), ez[0],ez[1],ez[2]);
glUniform3f(glGetUniformLocation(quad_shader, "iCamPos"), camPosX,camPosY,camPosZ);
glUniform1f(glGetUniformLocation(quad_shader, "iFovValue"), fovValue*multiplicatorFov);
glUniform1f(glGetUniformLocation(quad_shader, "iFovValue"), fovValue*fovValue*multiplicatorFov);
// glBindVertexArray(0); // no need to unbind it every time
}

120
shaders/default.fs Normal file
View file

@ -0,0 +1,120 @@
#version 330 core
in vec2 FragCoord;
in float Time;
in vec3 Ex;
in vec3 Ey;
in vec3 Ez;
in vec3 CamPos;
in float fovValue;
in float FacteurLargeur;
out vec4 FragColor;
//uniform sampler2D generalTexture;
vec3 rotate(vec3 pos, vec3 angles){
float ca=cos(angles.x);
float sa=sin(angles.x);
float cb=cos(angles.y);
float sb=sin(angles.y);
float cc=cos(angles.z);
float sc=sin(angles.z);
return vec3(cb*cc*pos.x+(sa*sb*cc-ca*sc)*pos.y+(ca*sb*cc+sa*sc)*pos.z,
cb*sc*pos.x+(sa*sb*sc+ca*cc)*pos.y+(ca*sb*sc-sa*cc)*pos.z,
-sb*pos.x+sa*cb*pos.y+ca*cb*pos.z);
}
vec3 infinity(vec3 pos,vec3 box){
return mod(pos+.5*box,box)-.5*box;
}
vec3 repeter(vec3 p, float size, vec3 repet)
{
return p-size*clamp(round(p/size),-repet,repet);
}
float SDF_Box_Frame( vec3 p, vec3 b, float e )
{
p = abs(p )-b;
vec3 q = abs(p+e)-e;
return min(min(
length(max(vec3(p.x,q.y,q.z),0.0))+min(max(p.x,max(q.y,q.z)),0.0),
length(max(vec3(q.x,p.y,q.z),0.0))+min(max(q.x,max(p.y,q.z)),0.0)),
length(max(vec3(q.x,q.y,p.z),0.0))+min(max(q.x,max(q.y,p.z)),0.0));
}
float Inflate( float b, float r )
{
return b - r;
}
float SDF_Sphere(vec3 p,float r){
return length(p)-r;
}
float SDF_Global(vec3 p){
return SDF_Sphere(p,.5);
//return max(SDF_Sphere(p,.5),-SDF_Box_Frame(rotate(p,vec3(0.,.2*Time,0.)),vec3(1.,1.,1.),.3));//min(SDF_Box_Frame(p,vec3(.5,.5,.5),0.1),SDF_Circle(mod(p+vec3(.5),vec3(1.,1.,1.))-vec3(.5),.15));
}
vec4 Get_Impact(vec3 origin,vec3 dir){//must have length(dir)==1
vec3 pos=origin;
float dist;
for(int i=0;i<30;i++){
dist=SDF_Global(pos);
pos+=dist*dir;
if(dist<=.01) return vec4(pos,1.);
if(dist>=20.0) return vec4(pos,-1.);
}
return vec4(pos,-1.);
}
vec3 grad(vec3 p){
vec2 epsilon = vec2(.01,0.);
return normalize(vec3(SDF_Global(p+epsilon.xyy)-SDF_Global(p-epsilon.xyy),
SDF_Global(p+epsilon.yxy)-SDF_Global(p-epsilon.yxy),
SDF_Global(p+epsilon.yyx)-SDF_Global(p-epsilon.yyx)));
}
vec3 Get_Color(vec3 origin,vec3 dir){
vec4 impact = Get_Impact(origin,dir);
if(impact.w<0.) return (impact.y+1.)*.05*vec3(.5,.7,1.);
vec3 normale=grad(impact.xyz);
vec3 sunPos=vec3(3.,3.5,.5);//vec3(3.*sin(Time*1.5),3.*cos(Time*3.),3.*cos(Time*1.5));
return vec3(clamp(0.,1.,dot(sunPos-impact.xyz,normale)));//normale;
}
float Mandel(vec2 co){
vec2 coo = co.xy;
float limf=100.0;
float cf=0.0;
int c;
for(c=0;c<30;c++){
coo=vec2(pow(coo.x,2.0)-pow(coo.y,2.0)+co.x,2.*coo.x*coo.y+co.y);
if(length(coo)>=2.0){
return cf/limf;
}
cf+=1.0;
}
return 0.0;
}
void main(){
vec3 lookingAt = vec3(0.);
vec3 posCam = CamPos;//vec3(-3.*sin(Time*.15),.6*cos(Time*.15),3.*cos(Time*.15));
//vec3 posCam = vec3(-3.*sin(MousePos.x/400)*(1-abs(atan(MousePos.y/500))),2*atan(MousePos.y/300),3.*cos(MousePos.x/400)*(1-abs(atan(MousePos.y/500))));
//float pan=-MousePos.x/180.;
//float tilt=-MousePos.y/180.;
//tilt=max(min(tilt,3.14*.45),-3.14*.45);
//vec3 ez = vec3(cos(tilt)*sin(pan),sin(tilt),cos(tilt)*cos(pan));//normalize(lookingAt-posCam);////base orthonormée
//vec3 ex = normalize(cross(ez,vec3(0.,1.,0.)));
//vec3 ey = cross(ex,ez);
vec3 dir = normalize(FragCoord.x * normalize(Ex) + FragCoord.y * normalize(Ey) + fovValue * Ez);
//float c=Mandel(FragCoord*1.5);
FragColor=vec4(Get_Color(posCam,dir),1.);//c,c,c,1.);
}

View file

@ -0,0 +1,121 @@
#version 330 core
in vec2 FragCoord;
in float Time;
in vec3 Ex;
in vec3 Ey;
in vec3 Ez;
in vec3 CamPos;
in float fovValue;
in float FacteurLargeur;
out vec4 FragColor;
//uniform sampler2D generalTexture;
vec3 rotate(vec3 pos, vec3 angles){
float ca=cos(angles.x);
float sa=sin(angles.x);
float cb=cos(angles.y);
float sb=sin(angles.y);
float cc=cos(angles.z);
float sc=sin(angles.z);
return vec3(cb*cc*pos.x+(sa*sb*cc-ca*sc)*pos.y+(ca*sb*cc+sa*sc)*pos.z,
cb*sc*pos.x+(sa*sb*sc+ca*cc)*pos.y+(ca*sb*sc-sa*cc)*pos.z,
-sb*pos.x+sa*cb*pos.y+ca*cb*pos.z);
}
vec3 infinity(vec3 pos,vec3 box){
return mod(pos+.5*box,box)-.5*box;
}
vec3 repeter(vec3 p, vec3 size, vec3 repet)
{
return p-size*clamp(vec3(round(p.x/size.x),round(p.y/size.y),round(p.z/size.z)),-repet,repet);
}
float SDF_Box_Frame( vec3 p, vec3 b, float e )
{
p = abs(p )-b;
vec3 q = abs(p+e)-e;
return min(min(
length(max(vec3(p.x,q.y,q.z),0.0))+min(max(p.x,max(q.y,q.z)),0.0),
length(max(vec3(q.x,p.y,q.z),0.0))+min(max(q.x,max(p.y,q.z)),0.0)),
length(max(vec3(q.x,q.y,p.z),0.0))+min(max(q.x,max(q.y,p.z)),0.0));
}
float Inflate( float b, float r )
{
return b - r;
}
float SDF_Sphere(vec3 p,float r){
return length(p)-r;
}
float SDF_Global(vec3 p){
//return SDF_Box_Frame(rotate(p,vec3(0.,.2*Time,0.)),vec3(.5,.5,.5),.1);
//return max(SDF_Sphere(p,.5),-SDF_Box_Frame(rotate(p,vec3(0.,.2*Time,0.)),vec3(1.,1.,1.),.3));//min(SDF_Box_Frame(p,vec3(.5,.5,.5),0.1),SDF_Circle(mod(p+vec3(.5),vec3(1.,1.,1.))-vec3(.5),.15));
return min(SDF_Box_Frame(repeter(p, vec3(4.,2.,10.), vec3(2., 25., 5.)), vec3(1.,1.,1.),.1),p.y); //infinity(p, vec(0.3, 0.2, 0.5))
}
vec4 Get_Impact(vec3 origin,vec3 dir){//must have length(dir)==1
vec3 pos=origin;
float dist;
for(int i=0;i<30;i++){
dist=SDF_Global(pos);
pos+=dist*dir;
if(dist<=.01) return vec4(pos,1.);
if(dist>=20.0) return vec4(pos,-1.);
}
return vec4(pos,-1.);
}
vec3 grad(vec3 p){
vec2 epsilon = vec2(.01,0.);
return normalize(vec3(SDF_Global(p+epsilon.xyy)-SDF_Global(p-epsilon.xyy),
SDF_Global(p+epsilon.yxy)-SDF_Global(p-epsilon.yxy),
SDF_Global(p+epsilon.yyx)-SDF_Global(p-epsilon.yyx)));
}
vec3 Get_Color(vec3 origin,vec3 dir){
vec4 impact = Get_Impact(origin,dir);
if(impact.w<0.) return (impact.y+1.)*.05*vec3(.5,.7,1.);
vec3 normale=grad(impact.xyz);
vec3 sunPos=vec3(3.,3.5,.5);//vec3(3.*sin(Time*1.5),3.*cos(Time*3.),3.*cos(Time*1.5));
return vec3(clamp(0.,1.,dot(sunPos-impact.xyz,normale)));//normale;
}
float Mandel(vec2 co){
vec2 coo = co.xy;
float limf=100.0;
float cf=0.0;
int c;
for(c=0;c<30;c++){
coo=vec2(pow(coo.x,2.0)-pow(coo.y,2.0)+co.x,2.*coo.x*coo.y+co.y);
if(length(coo)>=2.0){
return cf/limf;
}
cf+=1.0;
}
return 0.0;
}
void main(){
vec3 lookingAt = vec3(0.);
vec3 posCam = CamPos;//vec3(-3.*sin(Time*.15),.6*cos(Time*.15),3.*cos(Time*.15));
//vec3 posCam = vec3(-3.*sin(MousePos.x/400)*(1-abs(atan(MousePos.y/500))),2*atan(MousePos.y/300),3.*cos(MousePos.x/400)*(1-abs(atan(MousePos.y/500))));
//float pan=-MousePos.x/180.;
//float tilt=-MousePos.y/180.;
//tilt=max(min(tilt,3.14*.45),-3.14*.45);
//vec3 ez = vec3(cos(tilt)*sin(pan),sin(tilt),cos(tilt)*cos(pan));//normalize(lookingAt-posCam);////base orthonormée
//vec3 ex = normalize(cross(ez,vec3(0.,1.,0.)));
//vec3 ey = cross(ex,ez);
vec3 dir = normalize(FragCoord.x * normalize(Ex) + FragCoord.y * normalize(Ey) + fovValue * Ez);
//float c=Mandel(FragCoord*1.5);
FragColor=vec4(Get_Color(posCam,dir),1.);//c,c,c,1.);
}

View file

@ -28,6 +28,12 @@ vec3 infinity(vec3 pos,vec3 box){
return mod(pos+.5*box,box)-.5*box;
}
vec3 repeter(vec3 p, float size, vec3 repet)
{
return p-size*clamp(round(p/size),-repet,repet);
}
float SDF_Box_Frame( vec3 p, vec3 b, float e )
{
p = abs(p )-b;
@ -38,12 +44,18 @@ float SDF_Box_Frame( vec3 p, vec3 b, float e )
length(max(vec3(q.x,q.y,p.z),0.0))+min(max(q.x,max(q.y,p.z)),0.0));
}
float SDF_Circle(vec3 p,float r){
float Inflate( float b, float r )
{
return b - r;
}
float SDF_Sphere(vec3 p,float r){
return length(p)-r;
}
float SDF_Global(vec3 p){
return SDF_Box_Frame(rotate(p,vec3(0.,.2*Time,0.)),vec3(.5,.5,.5),.1);//min(SDF_Box_Frame(p,vec3(.5,.5,.5),0.1),SDF_Circle(mod(p+vec3(.5),vec3(1.,1.,1.))-vec3(.5),.15));
return SDF_Box_Frame(rotate(p,vec3(0.,.2*Time,0.)),vec3(.5,.5,.5),.1);
//return max(SDF_Sphere(p,.5),-SDF_Box_Frame(rotate(p,vec3(0.,.2*Time,0.)),vec3(1.,1.,1.),.3));//min(SDF_Box_Frame(p,vec3(.5,.5,.5),0.1),SDF_Circle(mod(p+vec3(.5),vec3(1.,1.,1.))-vec3(.5),.15));
}
vec4 Get_Impact(vec3 origin,vec3 dir){//must have length(dir)==1