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Random_10_OFX.dctl
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Random_10_OFX.dctl
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// Random 10 OFX DCTL
DEFINE_UI_PARAMS(TIME, Rotate Shapes, DCTLUI_SLIDER_FLOAT, 0, -1, 1, 0.001)
DEFINE_UI_PARAMS(ROTATE, Rotate Stage, DCTLUI_SLIDER_FLOAT, 0, -1, 1, 0.001)
#define minkowski(v, m) pow(dot(pow(v, v * 0.0f + m), v * 0.0f + 1.0f), 1.0f/m)
#define TAU (8.0f * atan(1.0f))
#define PHI ((_sqrtf(5.0f) + 1.0f) * 0.5f)
#define PHI2 (PHI * PHI)
#define PHI3 (PHI * PHI * PHI)
#define VIEW_POSITION make_float3(0.0f, 2.9f, -24.0f)
#define MAX_FLOAT (_powf(2.0f, 128.0f) - 1.0f)
__DEVICE__ float3 g_color = {0.0f, 0.0f, 0.0f};
__DEVICE__ float2 mouse = {0.0f, 0.0f};
__DEVICE__ float time = 0.0f;
typedef struct
{
float2 r0, r1;
} mat2;
__DEVICE__ mat2 make_mat2(float2 A, float2 B)
{
mat2 C;
C.r0 = A;
C.r1 = B;
return C;
}
__DEVICE__ float2 multi(float2 A, mat2 B)
{
float2 C;
C.x = A.x * B.r0.x + A.y * B.r0.y;
C.y = A.x * B.r1.x + A.y * B.r1.y;
return C;
}
__DEVICE__ float fract(float A)
{
float B;
B = A - _floor(A);
return B;
}
__DEVICE__ float2 fract(float2 A)
{
float2 B;
B.x = A.x - _floor(A.x);
B.y = A.y - _floor(A.y);
return B;
}
__DEVICE__ float3 fract(float3 A)
{
float3 B;
B.x = A.x - _floor(A.x);
B.y = A.y - _floor(A.y);
B.z = A.z - _floor(A.z);
return B;
}
__DEVICE__ float mix(float A, float B, float C)
{
return A * (1.0f - C) + B * C;
}
__DEVICE__ float3 mix(float3 A, float3 B, float C)
{
return A * (1.0f - C) + B * C;
}
__DEVICE__ float2 FLOOR( float2 A)
{
return make_float2(_floor(A.x), _floor(A.y));
}
__DEVICE__ float3 ABS( float3 A)
{
return make_float3(_fabs(A.x), _fabs(A.y), _fabs(A.z));
}
__DEVICE__ float3 MAX( float3 A, float B)
{
return make_float3(_fmaxf(A.x, B), _fmaxf(A.y, B), _fmaxf(A.z, B));
}
__DEVICE__ float3 POW( float3 in, float3 pw)
{
float3 out;
out.x = _powf( in.x, pw.x);
out.y = _powf( in.y, pw.y);
out.z = _powf( in.z, pw.z);
return out;
}
__DEVICE__ float3 CLAMP( float3 in, float clampMin, float clampMax)
{
float3 out;
out.x = _clampf( in.x, clampMin, clampMax);
out.y = _clampf( in.y, clampMin, clampMax);
out.z = _clampf( in.z, clampMin, clampMax);
return out;
}
__DEVICE__ float3 hsv(float h, float s, float v)
{
return mix( make_float3(1.0f), CLAMP(( ABS( fract(h + make_float3(3.0f, 2.0f, 1.0f) / 3.0f) * 6.0f - 3.0f) -1.0f), 0.0f, 1.0f), s) * v;
}
__DEVICE__ mat2 rmat(float t)
{
float c = _cosf(t);
float s = _sinf(t);
return make_mat2(make_float2(c, s), make_float2(-s, c));
}
//generalized distance functions
#define n1 make_float3(1.0f, 0.0f, 0.0f)
#define n2 make_float3(0.0f, 1.0f, 0.0f)
#define n3 make_float3(0.0f, 0.0f, 1.0f)
#define n4 make_float3(0.577f, 0.577f, 0.577f)
#define n5 make_float3(-0.577f, 0.577f, 0.577f)
#define n6 make_float3(0.577f, -0.577f, 0.577f)
#define n7 make_float3(0.577f, 0.577f, -0.577f)
#define n8 make_float3(0.0f, 0.357f, 0.934f)
#define n9 make_float3(0.0f, -0.357f, 0.934f)
#define n10 make_float3(0.934f, 0.0f, 0.357f)
#define n11 make_float3(-0.934f, 0.0f, 0.357f)
#define n12 make_float3(0.357f, 0.934f, 0.0f)
#define n13 make_float3(-0.357f, 0.934f, 0.0f)
#define n14 make_float3(0.0f, 0.851f, 0.526f)
#define n15 make_float3(0.0f, -0.851f, 0.526f)
#define n16 make_float3(0.526f, 0.0f, 0.851f)
#define n17 make_float3(-0.526f, 0.0f, 0.851f)
#define n18 make_float3(0.851f, 0.526f, 0.0f)
#define n19 make_float3(-0.851f, 0.526f, 0.0f)
__DEVICE__ float octahedral(float3 p, float e, float r)
{
float s = _powf(_fabs(dot(p, n4)), e);
s += _powf(_fabs(dot(p, n5)), e);
s += _powf(_fabs(dot(p, n6)), e);
s += _powf(_fabs(dot(p, n7)), e);
s = _fminf(s, MAX_FLOAT);
s = _powf(s, 1.0f/e);
return s - r;
}
__DEVICE__ float dodecahedral(float3 p, float e, float r)
{
float s = _powf(_fabs(dot(p, n14)), e);
s += _powf(_fabs(dot(p, n15)), e);
s += _powf(_fabs(dot(p, n16)), e);
s += _powf(_fabs(dot(p, n17)), e);
s += _powf(_fabs(dot(p, n18)), e);
s += _powf(_fabs(dot(p, n19)), e);
s = _fminf(s, MAX_FLOAT);
s = _powf(s, 1.0f/e);
return s - r;
}
__DEVICE__ float icosahedral(float3 p, float e, float r)
{
float s = _powf(_fabs(dot(p, n4)), e);
s += _powf(_fabs(dot(p, n5)), e);
s += _powf(_fabs(dot(p, n6)), e);
s += _powf(_fabs(dot(p, n7)), e);
s += _powf(_fabs(dot(p, n8)), e);
s += _powf(_fabs(dot(p, n9)), e);
s += _powf(_fabs(dot(p, n10)), e);
s += _powf(_fabs(dot(p, n11)), e);
s += _powf(_fabs(dot(p, n12)), e);
s += _powf(_fabs(dot(p, n13)), e);
s = _fminf(s, MAX_FLOAT);
s = _powf(s, 1.0f/e);
return s - r;
}
__DEVICE__ float toctahedral(float3 p, float e, float r)
{
float s = _powf(_fabs(dot(p, n1)), e);
s += _powf(_fabs(dot(p, n2)), e);
s += _powf(_fabs(dot(p, n3)), e);
s += _powf(_fabs(dot(p, n4)), e);
s += _powf(_fabs(dot(p, n5)), e);
s += _powf(_fabs(dot(p, n6)), e);
s += _powf(_fabs(dot(p, n7)), e);
s = _fminf(s, MAX_FLOAT);
s = _powf(s, 1.0f/e);
return s - r;
}
__DEVICE__ float ticosahedral(float3 p, float e, float r)
{
float s = _powf(_fabs(dot(p, n4)), e);
s += _powf(_fabs(dot(p, n5)), e);
s += _powf(_fabs(dot(p, n6)), e);
s += _powf(_fabs(dot(p, n7)), e);
s += _powf(_fabs(dot(p, n8)), e);
s += _powf(_fabs(dot(p, n9)), e);
s += _powf(_fabs(dot(p, n10)), e);
s += _powf(_fabs(dot(p, n11)), e);
s += _powf(_fabs(dot(p, n12)), e);
s += _powf(_fabs(dot(p, n13)), e);
s += _powf(_fabs(dot(p, n14)), e);
s += _powf(_fabs(dot(p, n15)), e);
s += _powf(_fabs(dot(p, n16)), e);
s += _powf(_fabs(dot(p, n17)), e);
s += _powf(_fabs(dot(p, n18)), e);
s += _powf(_fabs(dot(p, n19)), e);
s = _fminf(s, MAX_FLOAT);
s = _powf(s, 1.0f/e);
return s - r;
}
__DEVICE__ float icosidodecahedron(float3 p, float e, float r)
{
float4 v = normalize(make_float4(PHI3, PHI2, PHI, 0.0f));
p = ABS(p);
float s = 0.0f;
s += _powf(_fabs(dot(p, make_float3(v.x, v.y, v.w))), e);
s += _powf(_fabs(dot(p, make_float3(v.y, v.w, v.x))), e);
s += _powf(_fabs(dot(p, make_float3(v.w, v.x, v.y))), e);
s += _powf(_fabs(dot(p, make_float3(v.y, v.y, v.y))), e);
s += _powf(_fabs(dot(p, make_float3(v.x, v.w, v.z))), e);
s += _powf(_fabs(dot(p, make_float3(v.z, v.x, v.w))), e);
s += _powf(_fabs(dot(p, make_float3(v.w, v.z, v.x))), e);
s = _fminf(s, MAX_FLOAT);
s = _powf(s, 1.0f/e);
return s - r;
}
__DEVICE__ float rhombictriacontahedron(float3 p, float e, float r)
{
p = ABS(p);
float4 v = normalize(make_float4(PHI3, PHI2, PHI, 0.0f));
float3 f0 = (make_float3(v.y, v.y, v.y) + make_float3(v.x, v.w, v.z))/2.0f;
float3 f1 = make_float3(v.x, v.w, v.w);
float3 f2 = make_float3(v.w, v.x, v.w);
float3 f3 = make_float3(v.w, v.w, v.x);
float3 f4 = (make_float3(v.w, v.x, v.y) + make_float3(v.y, v.w, v.x))/2.0f;
float3 f5 = (make_float3(v.y, v.y, v.y) + make_float3(v.z, v.x, v.w))/2.0f;
float s = 0.0f;
s += _powf(_fabs(dot(p, f0)), e);
s += _powf(_fabs(dot(p, f1)), e);
s += _powf(_fabs(dot(p, f2)), e);
s += _powf(_fabs(dot(p, f3)), e);
s += _powf(_fabs(dot(p, f4)), e);
s += _powf(_fabs(dot(p, f5)), e);
s = _fminf(s, MAX_FLOAT);
s = _powf(s, 1.0f/e);
return s - r;
}
__DEVICE__ float cube(float3 p, float3 s)
{
float3 d = ABS(p) - s;
return _fminf(_fmaxf(d.x, _fmaxf(d.y, d.z)), 0.0f) + length(MAX(d, 0.0f));
}
__DEVICE__ float segment(float3 p, float3 a, float3 b, float r)
{
float3 pa = p - a;
float3 ba = b - a;
float h = _clampf(dot(pa, ba) / dot(ba, ba), 0.0f, 1.0f);
return length(pa - ba * h) - r;
}
__DEVICE__ float rtc_edges(float3 position, float scale, float radius)
{
position = ABS(position);
float4 v = make_float4(PHI3, PHI2, PHI, 0.0f) * scale;
float ea = segment(position, make_float3(v.x, v.y, v.w), make_float3(v.y, v.y, v.y), radius);
float eb = segment(position, make_float3(v.x, v.y, v.w), make_float3(v.x, v.w, v.z), radius);
float ec = segment(position, make_float3(v.x, v.y, v.w), make_float3(v.z, v.x, v.w), radius);
float ed = segment(position, make_float3(v.y, v.w, v.x), make_float3(v.y, v.y, v.y), radius);
float ee = segment(position, make_float3(v.y, v.w, v.x), make_float3(v.w, v.z, v.x), radius);
float ef = segment(position, make_float3(v.y, v.w, v.x), make_float3(v.x, v.w, v.z), radius);
float eg = segment(position, make_float3(v.w, v.x, v.y), make_float3(v.y, v.y, v.y), radius);
float eh = segment(position, make_float3(v.w, v.x, v.y), make_float3(v.w, v.z, v.x), radius);
float ei = segment(position, make_float3(v.w, v.x, v.y), make_float3(v.z, v.x, v.w), radius);
float edges = _fminf(_fminf(_fminf(_fminf(_fminf(_fminf(_fminf(_fminf(ea, eb), ec), ed), ee), ef), eg), eh), ei);
return edges;
}
__DEVICE__ float2 inverse_ulam(float n)
{
float r = _sqrtf(n + 0.25f);
float s = 3.0f - fract(r) * 4.0f;
r *= _fmod(r, 2.0f) > 1.0f ? 0.5f : -0.5f;
return s > 1.0f ? make_float2(r, 2.0f * r - r * s) : make_float2(r * s, r);
}
__DEVICE__ float ulam_spiral(float2 p)
{
float x = _fabs(p.x);
float y = _fabs(p.y);
bool q = x > y;
x = _fmaxf(x, y);
y = q ? _fabs(p.x + p.y) : _fabs(p.x - p.y);
y = y + 4.0f * (x * x);
x *= 2.0f;
if(_fabs(p.x) <= _fabs(p.y))
{
return p.y > 0.0f ? y - x : y + x;
}
else
{
return p.x > 0.0f ? y - x - x : y;
}
}
__DEVICE__ float map(float3 position)
{
float3 origin = position;
float2 originXZ = make_float2(origin.x, origin.z);
//origin.xz *= rmat(mouse.x * TAU + TAU/2.0f);
originXZ = multi(originXZ, rmat(mouse.x * TAU + TAU/2.0f));
origin = make_float3(originXZ.x, origin.y, originXZ.y);
float radius = 0.95f;
float exponent = 256.0f;
float base = cube(origin + make_float3(0.0f, 4.0f, 0.0f), make_float3( 9.0f, 0.025f, 9.0f));
//float index = floor(ulam_spiral(floor(origin.xz/6.+.5)));
float index = _floor(ulam_spiral(FLOOR(make_float2(origin.x, origin.z)/6.0f + 0.5)));
float range = 64.0f;
float2 offset = FLOOR(inverse_ulam(index) * 6.0f + 2.0f);
if(position.y < 0.2f)
{
origin = origin - (index <= 9. ? make_float3(offset.x, 0.0f, offset.y) : make_float3(0.0f,0.0f, 0.0f));
origin.y += 1.75f + _cosf(index + time * 0.8f) * 0.125f;
//origin.zy *= rmat(time * 0.0625f + index);
float2 originZY = make_float2(origin.z, origin.y);
originZY = multi(originZY, rmat(time * 0.0625f + index));
origin = make_float3(origin.x, originZY.y, originZY.x);
//origin.xz *= rmat(time * 0.3f + index);
originXZ = make_float2(origin.x, origin.z);
originXZ = multi(originXZ, rmat(time * 0.3f + index));
origin = make_float3(originXZ.x, origin.y, originXZ.y);
float oct = octahedral(origin, exponent, radius);
float dod = dodecahedral(origin, exponent, radius);
float ico = icosahedral(origin, exponent, radius);
float toc = toctahedral(origin, exponent, radius);
float tic = ticosahedral(origin, exponent, radius);
float ics = icosidodecahedron(origin, exponent, radius);
float rtc = rhombictriacontahedron(origin, exponent, radius);//
float edg = rtc_edges(origin, 0.25f, 0.0625f);
float cub = cube(origin, make_float3(1.0f, 1.0f, 1.0f));
float prim = index == 0.0f ? oct :
index == 1.0f ? dod :
index == 2.0f ? ico :
index == 3.0f ? toc :
index == 4.0f ? tic :
index == 5.0f ? ics :
index == 6.0f ? rtc :
index == 7.0f ? edg :
index == 8.0f ? cub :
64.0f;
range = _fminf(prim, base);
g_color = prim == range ? hsv(index/9.0f, 2.0f, 1.0f) : make_float3(1.0f, 1.0f, 1.0f) * 1.9f;
}
return range;
}
__DEVICE__ float3 derive(float3 position, float range)
{
float2 offset = make_float2(0.0f, range);
float3 normal = make_float3(0.0f);
normal.x = map(position + make_float3(offset.y, offset.x, offset.x)) - map(position - make_float3(offset.y, offset.x, offset.x));
normal.y = map(position + make_float3(offset.x, offset.y, offset.x)) - map(position - make_float3(offset.x, offset.y, offset.x));
normal.z = map(position + make_float3(offset.x, offset.x, offset.y)) - map(position - make_float3(offset.x, offset.x, offset.y));
return normalize(normal);
}
__DEVICE__ float smoothmin(float a, float b, float x)
{
return -(_logf(_expf(x * -a) +_expf(x * -b)) / x);
}
__DEVICE__ float shadow(float3 origin, float3 direction, float mint, float maxt, float k)
{
float sh = 1.0f;
float t = mint;
float h = 0.0f;
for (int i = 0; i < 32; i++)
{
if (t > maxt)
continue;
h = map(origin + direction * t);
sh = smoothmin(sh, k * h/t, 8.0f);
t += _clampf( h, mint, 0.95f );
}
return _clampf(sh, 0.0f, 1.0f);
}
__DEVICE__ float ambient_occlusion(float3 position, float3 normal)
{
float delta = 0.125f;
float occlusion = 0.0f;
float t = 0.6f;
for (float i = 1.0f; i <= 12.0f; i++)
{
occlusion += t * (i * delta - map(position + normal * delta * i));
t *= 0.61f;
}
const float k = 1.0f;
return 1.0f - _clampf(k * occlusion, 0.0f, 1.0f);
}
__DEVICE__ float3 transform(int p_Width, int p_Height, int p_X, int p_Y, float p_R, float p_G, float p_B)
{
float X = (float)p_X;
float Y = (float)p_Y;
float width = (float)p_Width;
float height = (float)p_Height;
Y = height - Y;
time = TIME * 30;
mouse.x = ROTATE;
float2 resolution = make_float2(width, height);
float2 XY = make_float2(X, Y);
float2 aspect = resolution / resolution.y;
float2 uv = XY / resolution;
uv = (uv - 0.5f) * aspect;
float2 m = (mouse - 0.5f) * aspect;
float3 direction = normalize( make_float3(uv - make_float2(0.0f, 0.45f), PHI));
float3 origin = VIEW_POSITION;
origin.z += ROTATE * 10;
float3 position = origin;
//raytrace
float minimum_range = 1.0f / _fmaxf(resolution.x, resolution.y);
float max_range = 36.0f;
float range = max_range;
float total_range = 10.0f;
float steps = 1.0f;
//float prior_range = max_range;
for(int count = 1; count < 72; count++)
{
if(range >= minimum_range && total_range < max_range)
{
range = _fminf( map(position), 0.71f);
range *= _clampf(0.985f + 0.125f/range - 0.125f, 1.05f, 1.125f);
if(_fabs(range) < 0.125f)
{
total_range *= 1.0015f;
}
total_range += range;
position = origin + direction * total_range;
steps++;
}
}
float3 background_color = (make_float3(0.375f, 0.375f, 0.5f) - uv.y) * 0.8625f;
float3 color = background_color;
if(steps < 71.0f && total_range < max_range)
{
position = position - direction * minimum_range;
float3 surface_direction = derive(position, minimum_range * 8.0f);
float3 light_position = VIEW_POSITION + make_float3(-64.0f, 64.0f, -16.0f);
float3 light_direction = normalize(light_position - position);
float light = _fmaxf(dot(surface_direction, light_direction), 0.0f);
float3 reflection = reflect(direction, surface_direction);
float specular = _powf(_clampf(dot(reflection, light_direction), 0.0f, 1.0f), 8.0f);
float bounce = _powf(_clampf(dot(light_direction, reflect(direction, surface_direction) * -1.0f), 0.0f, 1.0f), 2.0f);
float3 material_color = make_float3(1.0f, 1.0f, 1.0f);
color = (material_color + g_color) * 0.25f + light * 1.25f + g_color * specular * 0.85f + specular + bounce * 0.125f;
color = color * (0.9f + 0.0625f * shadow(position+surface_direction*minimum_range, light_direction, 0.125f, 32.0f, 322.0f));
color = color + (_cosf(ambient_occlusion(position, light_direction-surface_direction)) * 0.125f);
color = color * ((1.0f - _fabs(_logf(steps * 0.25f/total_range)) * 0.0125f) + bounce * 0.75f);
}
color = color + (steps * steps * 0.00025f);
color = POW(color * 0.5f, make_float3(1.6f, 1.6f, 1.6f));
return color;
}