Given a signed distance function and ray, trace a scene to find the first point of intersection.
raytrace = require(glsl-raytrace, <map>, <steps>)Loads the raytrace function into your shader. Note that map
and steps are required to be defined when using this module.
vec2 map(vec3 position)Your signed distance function, responsible for defining the
solid shapes in your scene. Accepts position, and returns
a vec2, representing:
-1.0. Fortunately there's a bunch of
easily composable primitives so this isn't as scary as it
sounds once you're familiar with it.int stepsThe maximum number of steps to attempt for each trace.
vec2 doModel(vec3 p);
#pragma glslify: raytrace = require('glsl-raytrace', map = doModel, steps = 90)
vec2 doModel(vec3 position) {
float radius = 1.0;
float dist = length(position) - radius;
float objType = 1.0;
return vec2(dist, objType);
}
vec2 raytrace(vec3 ro, vec3 rd)Once set up, you can then use the raytrace function to
trace a ray and get how far it travels before making a
collision. You can then use this value to determine the point
of the collision, the surface normal and lighting conditions,
etc.
ro is the ray origin.rd is a unit vector (i.e. normalized) representing the
ray direction.#pragma glslify: square = require('glsl-square-frame')
#pragma glslify: camera = require('glsl-camera-ray')
#pragma glslify: raytrace = require('glsl-raytrace')
uniform vec2 iResolution;
uniform float iGlobalTime;
void main() {
// Bootstrap a Shadertoy-style raytracing scene:
float cameraAngle = 0.8 * iGlobalTime;
vec3 rayOrigin = vec3(3.5 * sin(cameraAngle), 3.0, 3.5 * cos(cameraAngle));
vec3 rayTarget = vec3(0, 0, 0);
vec2 screenPos = square(iResolution.xy);
float lensLength = 2.0;
vec3 rayDirection = camera(rayOrigin, rayTarget, screenPos, lensLength);
vec2 collision = raytrace(rayOrigin, rayDirection);
// If the ray collides, draw the surface
if (collision.x > -0.5) {
// Determine the point of collision
vec3 pos = rayOrigin + rayDirection * collision.x;
// ...
}
// ...
}
raytrace(vec3 ro, vec3 rd, float maxd, float precis)For more control, you may optionally include:
float maxd: the maxium distance to trace. Defaults to 20.float precis: the minimum closeness to the surface before
considering the trace to be a collision. Defaults to 0.001.
Increasing this number will improve performance.See stackgl/contributing for details.
MIT. See LICENSE.md for details.