157 lines
4.2 KiB
Metal
157 lines
4.2 KiB
Metal
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#include <metal_stdlib>
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using namespace metal;
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struct Ray {
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float3 origin;
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float3 direction;
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Ray(float3 o, float3 d) {
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origin = o;
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direction = d;
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}
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};
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struct Sphere {
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float3 center;
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float radius;
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Sphere(float3 c, float r) {
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center = c;
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radius = r;
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}
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};
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struct Plane {
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float yCoord;
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Plane(float y) {
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yCoord = y;
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}
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};
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struct Box {
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float3 center;
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float size;
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Box(float3 c, float s) {
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center = c;
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size = s;
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}
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};
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struct Camera {
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float3 position;
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Ray ray = Ray(float3(0), float3(0));
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float rayDivergence;
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Camera(float3 pos, Ray r, float div) {
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position = pos;
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ray = r;
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rayDivergence = div;
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}
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};
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float unionOp(float d0, float d1) {
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return min(d0, d1);
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}
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float differenceOp(float d0, float d1) {
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return max(d0, -d1);
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}
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float distToSphere(Ray ray, Sphere s) {
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return length(ray.origin - s.center) - s.radius;
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}
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float distToPlane(Ray ray, Plane plane) {
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return ray.origin.y - plane.yCoord;
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}
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float distToBox(Ray r, Box b) {
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float3 d = abs(r.origin - b.center) - float3(b.size);
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return min(max(d.x, max(d.y, d.z)), 0.0) + length(max(d, 0.0));
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}
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float distToScene(Ray r) {
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Plane p = Plane(0.0);
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float d2p = distToPlane(r, p);
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Sphere s1 = Sphere(float3(0.0, 0.5, 0.0), 8.0);
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Sphere s2 = Sphere(float3(0.0, 0.5, 0.0), 6.0);
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Sphere s3 = Sphere(float3(10., -5., -10.), 15.0);
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Box b = Box(float3(1., 1., -4.), 1.);
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float dtb = distToBox(r, b);
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float d2s1 = distToSphere(r, s1);
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float d2s2 = distToSphere(r, s2);
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float d2s3 = distToSphere(r, s3);
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float dist = differenceOp(d2s1, d2s2);
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dist = differenceOp(dist, d2s3);
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dist = unionOp(dist, dtb);
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dist = unionOp(d2p, dist);
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return dist;
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}
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float3 getNormal(Ray ray) {
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float2 eps = float2(0.001, 0.0);
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float3 n = float3(distToScene(Ray(ray.origin + eps.xyy, ray.direction)) -
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distToScene(Ray(ray.origin - eps.xyy, ray.direction)),
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distToScene(Ray(ray.origin + eps.yxy, ray.direction)) -
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distToScene(Ray(ray.origin - eps.yxy, ray.direction)),
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distToScene(Ray(ray.origin + eps.yyx, ray.direction)) -
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distToScene(Ray(ray.origin - eps.yyx, ray.direction)));
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return normalize(n);
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}
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float ao(float3 pos, float3 n) {
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float eps = 0.01;
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pos += n * eps * 2.0;
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float occlusion = 0.0;
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for (float i=1.0; i<10.0; i++) {
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float d = distToScene(Ray(pos, float3(0)));
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float coneWidth = 2.0 * eps;
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float occlusionAmount = max(coneWidth - d, 0.);
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float occlusionFactor = occlusionAmount / coneWidth;
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occlusionFactor *= 1.0 - (i / 10.0);
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occlusion = max(occlusion, occlusionFactor);
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eps *= 2.0;
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pos += n * eps;
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}
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return max(0.0, 1.0 - occlusion);
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}
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Camera setupCam(float3 pos, float3 target, float fov, float2 uv, int x) {
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uv *= fov;
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float3 cw = normalize(target - pos );
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float3 cp = float3(0.0, 1.0, 0.0);
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float3 cu = normalize(cross(cw, cp));
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float3 cv = normalize(cross(cu, cw));
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Ray ray = Ray(pos, normalize(uv.x * cu + uv.y * cv + 0.5 * cw));
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Camera cam = Camera(pos, ray, fov / float(x));
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return cam;
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}
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kernel void compute(texture2d<float, access::write> output [[texture(0)]],
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constant float &time [[buffer(0)]],
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uint2 gid [[thread_position_in_grid]]) {
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int width = output.get_width();
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int height = output.get_height();
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float2 uv = float2(gid) / float2(width, height);
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uv = uv * 2.0 - 1.0;
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uv.y = -uv.y;
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float3 camPos = float3(sin(time) * 10., 3., cos(time) * 10.);
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Camera cam = setupCam(camPos, float3(0), 1.25, uv, width);
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float3 col = float3(1.0);
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bool hit = false;
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for (int i=0; i<200; i++) {
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float dist = distToScene(cam.ray);
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if (dist < 0.001) {
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hit = true;
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break;
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}
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cam.ray.origin += cam.ray.direction * dist;
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}
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if (!hit) {
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col = float3(0.5);
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} else {
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float3 n = getNormal(cam.ray);
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float o = ao(cam.ray.origin, n);
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col = col * o;
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}
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output.write(float4(col, 1.0), gid);
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}
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