示例#1
0
    // Various distance metrics.
    private static float Distance(float2 p)
    {
        if (SHAPE == 0)
        {
            return(Hlsl.Length(p));
        }
        else
        {
            p = Hlsl.Abs(p);
        }

        switch (SHAPE)
        {
        case 1: return(Hlsl.Max(Hlsl.Length(p), (p.X + p.Y) * 0.7071f + 0.015f));

        case 2: return(Hlsl.Max((p.X + p.Y) * 0.7071f, Hlsl.Max(p.X, p.Y)));

        case 3: return(Hlsl.Pow(Hlsl.Dot(Hlsl.Pow(p, 3), 1), 1.0f / 3.0f));

        default: return((p.X + p.Y) * 0.7071f);
        }
    }
        // 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));
        }