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mirror of https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git synced 2025-09-19 11:56:01 +08:00

Ray march node added

This commit is contained in:
Digvijaysinh Gohil
2024-03-26 10:59:07 +05:30
parent 6cfeaaec5e
commit 1d15214565
4 changed files with 120 additions and 0 deletions

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@tool
class_name VisualShaderNodeRayMarch extends VisualShaderNodeCustom
func _get_name() -> String:
return "RayMarch"
func _get_category() -> String:
return "RayMarching"
func _get_description() -> String:
return "A simple ray marcher."
func _get_return_icon_type() -> PortType:
return PORT_TYPE_SCALAR
func _get_input_port_count() -> int:
return 6
func _get_input_port_name(port: int) -> String:
match port:
0:
return "signed distance"
1:
return "ray origin"
2:
return "ray direction"
3:
return "max steps"
4:
return "max distance"
_:
return "distance threshold"
func _get_input_port_type(port: int) -> PortType:
match port:
1, 2:
return PORT_TYPE_VECTOR_3D
3:
return PORT_TYPE_SCALAR_INT
_:
return PORT_TYPE_SCALAR
func _get_input_port_default_value(port: int) -> Variant:
match port:
1:
return Vector3(0, 0, -1)
2:
return Vector3(0 ,0 ,0)
3:
return 15
4:
return 15.0
5:
return 1e-2
_:
return null
func _get_output_port_count() -> int:
return 1
func _get_output_port_name(port: int) -> String:
return "distance"
func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String:
var code: String = preload("RayMarch.gdshaderinc").code
return code
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var signed_distance: String = "0.0"
if input_vars[0]:
signed_distance = input_vars[0]
var ray_origin: String = input_vars[1]
var ray_direction: String = input_vars[2]
var max_steps: String = input_vars[3]
var max_dist: String = input_vars[4]
var dist_threshold: String = input_vars[5]
return output_vars[0] + " = ray_march(%s, %s, %s, %s, %s, %s);" % [ray_origin, ray_direction, max_steps, max_dist, dist_threshold, signed_distance]

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float ray_march(vec3 ray_origin, vec3 ray_dir, int max_steps, float max_dist, float dist_threshold, float signed_dist) {
ray_dir = normalize(ray_dir);
dist_threshold = abs(dist_threshold);
float dist_from_origin = 0.;
float dist_to_surface;
for(int i = 0; i < max_steps; i++) {
vec3 point = ray_origin + dist_from_origin * ray_dir;
dist_to_surface = signed_dist;
dist_from_origin += dist_to_surface;
if(dist_to_surface < dist_threshold || dist_to_surface > max_dist)
break;
}
return dist_from_origin;
}