40 lines
1.1 KiB
HLSL
40 lines
1.1 KiB
HLSL
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#define _MAT_VARIANT1(NEW_NAME, BASE_FN, TYPE_1, ARG_1) \
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SurfacePoint NEW_NAME(float3 p, TYPE_1 ARG_1, Material mat = DEFAULT_MAT) {\
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SurfacePoint o;\
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o.dist = BASE_FN(p, ARG_1);\
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o.mat = mat;\
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return o;\
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}
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#define _MAT_VARIANT2(NEW_NAME, BASE_FN, TYPE_1, ARG_1, TYPE_2, ARG_2) \
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SurfacePoint NEW_NAME(float3 p, TYPE_1 ARG_1, TYPE_2 ARG_2, Material mat = DEFAULT_MAT) {\
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SurfacePoint o;\
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o.dist = BASE_FN(p, ARG_1, ARG_2);\
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o.mat = mat;\
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return o;\
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}
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#define _MAT_VARIANT3(NEW_NAME, BASE_FN, TYPE_1, ARG_1, TYPE_2, ARG_2, TYPE_3, ARG_3) \
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SurfacePoint NEW_NAME(float3 p, TYPE_1 ARG_1, TYPE_2 ARG_2, TYPE_3 ARG_3, Material mat = DEFAULT_MAT) {\
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SurfacePoint o;\
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o.dist = BASE_FN(p, ARG_1, ARG_2, ARG_3);\
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o.mat = mat;\
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return o;\
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}
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//
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// Most of these are taken from https://iquilezles.org/articles/distfunctions/
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// Thank you Inigo Quilez <3
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float sdBox(float3 p, float3 size) {
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float3 q = abs(p) - size / 2.0;
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return length(max(q, 0)) + min(max(q.x, max(q.y, q.z)), 0);
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}
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_MAT_VARIANT1(mBox, sdBox, float3, size)
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float sdSphere(float3 p, float radius) {
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return length(p) - radius;
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}
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_MAT_VARIANT1(mSphere, sdSphere, float, radius)
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