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7 changed files with 45 additions and 19 deletions
26
.forgejo/workflows/build.yml
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26
.forgejo/workflows/build.yml
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@ -0,0 +1,26 @@
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name: Build Go (Linux + Windows)
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on:
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push:
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workflow_dispatch:
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jobs:
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build:
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runs-on: docker
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container:
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image: git.rufous-trench.ts.net/crizomb/forgejo-action-goraylib:deb13-node20-go1.24
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steps:
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- uses: actions/checkout@v4
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- name: Build binaries
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run: |
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cd src
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mkdir -p builds_artifact
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GOOS=linux GOARCH=amd64 go build -o builds_artifact/raymarchgo-linux-amd64
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GOOS=windows GOARCH=amd64 go build -o builds_artifact/raymarchgo-windows-amd64.exe
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- name: Upload artifacts
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uses: actions/upload-artifact@v3
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with:
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name: DebugBuilds
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path: src/builds_artifact
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@ -1,2 +1,7 @@
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Simple cpu ray-marching in go
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Focus on Lisiblity & Features
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<video src="https://git.rufous-trench.ts.net/Crizomb/Medias/raw/branch/main/rayMarchingGo.mp4" controls></video>
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also used to test CI/CD things currently
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inc=2
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BIN
src/app-linux-amd64
Executable file
BIN
src/app-linux-amd64
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Binary file not shown.
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@ -1,4 +1,4 @@
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module test_raylib
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module raymarching_go
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go 1.24.7
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13
src/main.go
13
src/main.go
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@ -15,7 +15,7 @@ import (
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const WIDTH = 200
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const HEIGHT = 200
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const TEXTURE_SCALE = 2
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const TEXTURE_SCALE = 4
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const MAX_DIST = 500.0
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const MAX_STEP = 100
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@ -23,9 +23,6 @@ const EPS = 0.1
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const PI = math.Pi
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const SOFT_SHADOW_COEFF = 16
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const LIGHT_POWER_EXP = 2.0
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var LIGHT_POWER_FAC float64 = 2.0
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var lightPos Vector3
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var scene SDF
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@ -36,8 +33,8 @@ var screenPhysicalSize float64
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var cameraPos Vector3
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func init() {
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lightPos = Vector3{0, -200, 100}
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LIGHT_POWER_FAC = math.Pow(lightPos.Length(), LIGHT_POWER_EXP) * LIGHT_POWER_FAC
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lightPos = Vector3{100, -400, 400}
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cameraPos = Vector3{0, -10, 25}
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screenSpherical = Vector3{10, PI/2 + 0.2, PI / 2}
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screenPhysicalSize = 5
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@ -46,9 +43,11 @@ func init() {
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func update(t float64) {
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sphereMat := RED_MAT
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sphereMat2 := GREEN_MAT
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sphereMat.specularFac = 0.5
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sphereMat2.specularFac = 0.5
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sphere := TranslatedSDF{Sphere{10, sphereMat}, Vector3{-15, 100, 10}}
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sphere2 := TranslatedSDF{Sphere{10, sphereMat}, Vector3{15, 100, 10}}
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sphere2 := TranslatedSDF{Sphere{10, sphereMat2}, Vector3{15, 100, 10}}
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// boxMat := BLUE_MAT
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// box := TranslatedSDF{Box{Vector3{10, 2, 10}, boxMat}, Vector3{0, 100, 10}}
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@ -9,30 +9,26 @@ import (
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)
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func phongShading(point Vector3, normal Vector3, mat Material) Vector3 {
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lightVecNormalized := (lightPos.Sub(point)).Normalized()
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reflectLight := Reflect(lightVecNormalized, normal)
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lightVec := (lightPos.Sub(point)).Normalized()
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reflectLight := Reflect(lightVec, normal)
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eyeVec := (cameraPos.Sub(point)).Normalized()
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brutMat := mat.GetMaterialBrut()
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ambiant := brutMat.ambiantColor.GetColor(point)
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diffusePower := brutMat.diffuseFac * max(0, normal.Dot(lightVecNormalized))
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diffusePower := brutMat.diffuseFac * max(0, normal.Dot(lightVec))
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diffuse := brutMat.diffuseColor.GetColor(point).Scale(diffusePower)
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specularPower := brutMat.specularFac * math.Pow(max(0, reflectLight.Dot(eyeVec)), brutMat.specularExp)
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specular := brutMat.specularColor.GetColor(point).Scale(specularPower)
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return (ambiant.Add(diffuse).Add(specular))
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return ambiant.Add(diffuse).Add(specular)
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}
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func shadow(point Vector3) float64 {
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lightVec := (lightPos.Sub(point))
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lightVecLength := lightVec.Length()
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direction := lightVec.Scale(1 / lightVecLength)
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direction := (lightPos.Sub(point)).Normalized()
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p := point.Add(direction.Scale(5 * EPS))
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res := 1.0
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dist_total := 0.0
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lightPower := LIGHT_POWER_FAC / math.Pow(lightVecLength, LIGHT_POWER_EXP)
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for range MAX_STEP {
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dist := scene.Distance(p)
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if dist < EPS {
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@ -45,7 +41,7 @@ func shadow(point Vector3) float64 {
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dist_total += dist
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p.Radd(direction.Scale(dist))
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}
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return res * lightPower
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return res
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}
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func reflect(point Vector3, direction Vector3, normal Vector3, mat Material, reflectNumber int) Vector3 {
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@ -71,7 +67,7 @@ func rayMarch(origin Vector3, direction Vector3, reflectNumber int) (bool, Vecto
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mat := scene.GetMaterial(p)
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normal := Gradient(scene, p, EPS).Normalized()
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phongShade := phongShading(p, normal, mat)
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shadowCoeff := max(shadow(p), 0.1)
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shadowCoeff := max(shadow(p), 0.3)
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reflectColor := reflect(p, direction, normal, mat, reflectNumber)
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return true, phongShade.Add(reflectColor).Scale(shadowCoeff)
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// return true, phongShading(p, normal, *mat)
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BIN
src/raymarching_go
Executable file
BIN
src/raymarching_go
Executable file
Binary file not shown.
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