gsp

glsl-sdf-primitives

A bunch of distance field primitives for ray marching

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Modeling with distance fields

A collection of distance field equations for modeling and ray-marching basic primitives shapes. Primitives can be combined and modified to create more complex shapes using glsl-sdf-ops.

Ray traced primitives

The library is glslify compatible. An demo exists here.

These were taken from iQ's excellent distance functions page

Usage

vec2 doModel(vec3 p);
#pragma glslify: raytrace = require('glsl-raytrace', map = doModel, steps = 90)

// import a primitive
#pragma glslify: sdTorus    = require('glsl-sdf-primitives/sdTorus')

vec2 doModel(vec3 p) {
  return vec2( sdTorus( p, vec2( 0.20, 0.05 )), 0.0 );
}

Primitives

Signed Sphere

sdSphere( vec3 position, float radius )

Signed Box

sdBox( vec3 position, vec3 dimension )

Unsigned Box

sdBox( vec3 position, vec3 dimension )

Unsigned Rounded Box

sdBox( vec3 position, vec3 dimension, float rounding )

Signed Plane

sdPlane( vec3 position, vec4 planeEquation )

Signed Torus

sdTorus( vec3 position, float hole )

Signed Capped Cone

sdCappedCone( vec3 position, vec2 dimension )

Signed Capped Cylinder

sdCappedCylinder( vec3 position, vec2 dimension )

Signed Capsule

sdCapsule( vec3 position, vec3 a, vec3 b, float radius )

Signed Cone

sdCone( vec3 position, vec2 dimension )

Signed Cylinder

sdCylinder( vec3 position, vec2 dimension )

Signed Hexagonal Prism

sdHexPrism( vec3 position, vec2 dimension )

Signed Triangle Prism

sdTriPrism( vec3 position, vec2 dimension )

Unsigned Quadrilateral

udQuad( vec3 p, vec3 a, vec3 b, vec3 c, vec3 d )

Unsigned Triangle

udTriudTriangle( vec3 p, vec3 a, vec3 b, vec3 c )

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