Merge branch 'master' of ssh://gitea.service.jazzwhom.top:2221/mttu-developers/konabot
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2026-04-29 18:52:01 +08:00
2 changed files with 73 additions and 13 deletions

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@ -1,16 +1,16 @@
# 指令介绍
简易 Raymarch 小玩具
用法march `<scene>`
用法march `[scene]`
march torus(1.0, 0.2).color(1.0, 0.2, 0.2) torus(1.0, 0.2).rot(90, 0, 0).color(0.2, 0.2, 1.0) camera(4.0).pos(4, 0, 0).lookat(0)
# 主要语法
`<scene>` ::= `<scene>` "." `<op>` |`<obj>`
`[scene]` ::= `[scene]` "." `[op]` |`[obj]`
`<obj>` ::= `<obj_ty>` | `<obj_ty>` "(" <args> ")"
`[obj]` ::= `[obj_ty]` | `[obj_ty]` "(" [args] ")"
`<op>` ::= `<op_ty>` | `<op_ty>` "(" `<args>` ")"
`[op]` ::= `[op_ty]` | `[op_ty]` "(" `[args]` ")"
`<args>` ::= `<args>` "," `<arg>` | `<arg>`
`[args]` ::= `[args]` "," `[arg]` | `[arg]`
其中 `obj_ty`、`op_ty` 分别为物体类型(如 `cube`、`sphere`、`torus` 等)与变换类型(如 `pos`、`rot`)。
@ -37,4 +37,4 @@
`rounded`:圆角
# 特殊说明
`<op_ty>` 不包含 scale。非正交的变换会破坏 SDF 的性质。
`[op_ty]` 不包含 scale。非正交的变换会破坏 SDF 的性质。

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@ -2,6 +2,7 @@
const float EPS = 0.001;
const int MAX_ITER = 128;
const float INF = 1e10;
const float PI = 3.14159;
uniform vec2 u_resolution;
out vec4 fragColor;
@ -68,17 +69,76 @@ vec3 nrm(vec3 p) {
));
}
float saturate(float x) {
return clamp(x, 0.0, 1.0);
}
float ggx_distribution(vec3 n, vec3 h, float roughness) {
float alpha = roughness * roughness;
float alpha2 = alpha * alpha;
float NdotH = saturate(dot(n, h));
float denom = NdotH * NdotH * (alpha2 - 1.0) + 1.0;
return alpha2 / max(PI * denom * denom, EPS);
}
float geometry_schlick_ggx(float NdotX, float roughness) {
float r = roughness + 1.0;
float k = r * r / 8.0;
return NdotX / max(NdotX * (1.0 - k) + k, EPS);
}
float geometry_smith(vec3 n, vec3 v, vec3 l, float roughness) {
float NdotV = saturate(dot(n, v));
float NdotL = saturate(dot(n, l));
return geometry_schlick_ggx(NdotV, roughness) * geometry_schlick_ggx(NdotL, roughness);
}
vec3 fresnel_schlick(vec3 f0, float cos_theta) {
return f0 + (1.0 - f0) * pow(1.0 - saturate(cos_theta), 5.0);
}
vec3 tonemap_aces(vec3 c) {
const float a = 2.51;
const float b = 0.03;
const float c1 = 2.43;
const float d = 0.59;
const float e = 0.14;
return clamp((c * (a * c + b)) / (c * (c1 * c + d) + e), 0.0, 1.0);
}
vec4 materialColor(int obj_id) {
<COLOR_BLOCK>
return vec4(1.0);
}
vec4 color(vec3 p, int obj_id) {
vec3 normal = nrm(p);
vec3 light_dir = normalize(vec3(0.5, 0.8, -0.6));
float light = 0.2 + 0.8 * max(dot(normal, light_dir), 0.0);
vec4 base = materialColor(obj_id);
return vec4(base.rgb * light, base.a);
vec4 color(vec3 p, vec3 r, int obj_id) {
vec3 light_col = vec3(1.0);
vec4 albedo = materialColor(obj_id);
vec3 N = nrm(p);
vec3 V = normalize(-r);
vec3 L = normalize(vec3(0.5, 0.8, -0.6));
vec3 H = normalize(V + L);
float roughness = 0.45;
float metallic = 0.02;
float NdotL = saturate(dot(N, L));
float NdotV = saturate(dot(N, V));
float D = ggx_distribution(N, H, roughness);
float G = geometry_smith(N, V, L, roughness);
vec3 F0 = mix(vec3(0.04), albedo.rgb, metallic);
vec3 F = fresnel_schlick(F0, dot(V, H));
vec3 kD = (1.0 - F) * (1.0 - metallic);
vec3 diffuse = kD * albedo.rgb / PI;
vec3 specular = D * G * F / max(4.0 * NdotL * NdotV, EPS);
float hemi = N.y * 0.5 + 0.5;
vec3 sky_ambient = vec3(0.60, 0.72, 0.92);
vec3 ground_ambient = vec3(0.18, 0.16, 0.14);
vec3 ambient = mix(ground_ambient, sky_ambient, hemi) * (diffuse + 0.25 * F0) * 0.35;
vec3 col = ambient + (diffuse + specular) * light_col * NdotL;
col = tonemap_aces(col);
col = pow(col, vec3(1.0 / 2.2));
return vec4(col, 1.0);
}
vec4 march(vec3 p, vec3 r) {
@ -87,7 +147,7 @@ vec4 march(vec3 p, vec3 r) {
for(int i = 0; i < MAX_ITER; ++i) {
qry = sd(p);
if(qry.value < EPS){
col = color(p, qry.obj_id);
col = color(p, r, qry.obj_id);
break;
}
p += qry.value * r;