#include "utils.cl"
#include "types.cl"
#include "sdf.cl"
#include "main.cl"
Go to the source code of this file.
◆ CAMERA_FACING_DIRECTIONS_ARRAY
| #define CAMERA_FACING_DIRECTIONS_ARRAY { (float4)(normalise((float3)(1, 0, 0)), 0.0f) } |
◆ CAMERA_FACING_DIRECTIONS_LENGTH
| #define CAMERA_FACING_DIRECTIONS_LENGTH 1 |
◆ CAMERA_POSITIONS_ARRAY
| #define CAMERA_POSITIONS_ARRAY { (float4)(15, -5, 0, 0) } |
◆ CAMERA_POSITIONS_LENGTH
| #define CAMERA_POSITIONS_LENGTH 1 |
◆ DISPLAY_BOUNDING_VOLUME
| #define DISPLAY_BOUNDING_VOLUME false |
◆ DO_RENDER_MARCHING_ITERATIONS
| #define DO_RENDER_MARCHING_ITERATIONS false |
◆ DO_RENDER_SURFACE_NORMALS
| #define DO_RENDER_SURFACE_NORMALS true |
◆ DO_SOFT_SHADOWS
| #define DO_SOFT_SHADOWS true |
◆ MAXIMUM_MARCH_DISTANCE
| #define MAXIMUM_MARCH_DISTANCE 100 |
◆ MAXIMUM_MARCH_STEPS
| #define MAXIMUM_MARCH_STEPS 300 |
◆ SCENE_BACKGROUND_COLOUR
| #define SCENE_BACKGROUND_COLOUR (float3)(0.1f, 0.1f, 0.1f) |
◆ SURFACE_INTERSECTION_EPSILON
| #define SURFACE_INTERSECTION_EPSILON 0.00001f |
◆ SURFACE_SHADOW_FALLOFF
| #define SURFACE_SHADOW_FALLOFF 5.0f |
◆ DE()
| float DE |
( |
float3 |
position, |
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float |
time |
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) |
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◆ getLight()
| Light getLight |
( |
float |
time | ) |
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◆ getMaterial()
| Material getMaterial |
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float3 |
position, |
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float |
time |
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) |
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◆ SDF()
| Material SDF |
( |
float3 |
position, |
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float |
time, |
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float * |
distance |
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) |
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