// A standard square grid 2D blobby Truchet routine: Render circles // in opposite corners of a tile, reverse the pattern on alternate // checker tiles, and randomly rotate. private static float Truchet(Float2 p) { const float sc = 0.5f; Float2 ip = Hlsl.Floor(p / sc) + 0.5f; p -= ip * sc; float rnd = Hlsl.Frac(Hlsl.Sin(Hlsl.Dot(ip, new Float2(1, 113))) * 45758.5453f); if (rnd < .5) { p.Y = -p.Y; } float d = Hlsl.Min(Distance(p - 0.5f * sc), Distance(p + 0.5f * sc)) - 0.5f * sc; if (SHAPE == 4) { d += (0.5f - 0.5f / Hlsl.Sqrt(2.0f)) * sc; } if (rnd < 0.5f) { d = -d; } if (Mod(ip.X + ip.Y, 2.0f) < 0.5f) { d = -d; } return(d - 0.03f); }
// Cheap shadows are hard. In fact, I'd almost say, shadowing particular scenes with limited // iterations is impossible... However, I'd be very grateful if someone could prove me wrong. :) private static float SoftShadow(Float3 ro, Float3 lp, Float3 n, float k) { const int iter = 24; ro += n * 0.0015f; Float3 rd = lp - ro; float shade = 1.0f; float t = 0; float end = Hlsl.Max(Hlsl.Length(rd), 0.0001f); rd /= end; for (int i = 0; i < iter; i++) { float d = M(ro + rd * t); shade = Hlsl.Min(shade, k * d / t); t += Hlsl.Clamp(d, 0.01f, 0.25f); if (d < 0.0f || t > end) { break; } } return(Hlsl.Max(shade, 0.0f)); }
static float SDBox(float3 p, float3 b) { float3 q = Hlsl.Abs(p) - b; return(Hlsl.Length(Hlsl.Max(q, 0.0f)) + Hlsl.Min(Hlsl.Max(q.X, Hlsl.Max(q.Y, q.Z)), 0.0f)); }
// The scene's distance function: There'd be faster ways to do this, but it's // more readable this way. Plus, this is a pretty simple scene, so it's // efficient enough. private static float M(Float3 p) { float fl = -p.Z; float obj = Truchet(p.XY); obj = Hlsl.Max(obj, Hlsl.Abs(p.Z) - 0.125f) - Hlsl.SmoothStep(0.03f, 0.25f, -obj) * 0.1f; float studs = 1e5f; const float sc = 0.5f; Float2 q = p.XY + 0.5f * sc; Float2 iq = Hlsl.Floor(q / sc) + 0.5f; q -= iq * sc; if (Mod(iq.X + iq.Y, 2.0f) > 0.5f) { studs = Hlsl.Max(Hlsl.Length(q) - 0.1f * sc - 0.02f, Hlsl.Abs(p.Z) - 0.26f); } objID = fl < obj && fl < studs ? 0 : obj < studs ? 1 : 2; return(Hlsl.Min(Hlsl.Min(fl, obj), studs)); }