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Author SHA1 Message Date
84020abe5c Light weakening 2025-09-28 19:59:58 +02:00
7 changed files with 19 additions and 45 deletions

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@ -1,26 +0,0 @@
name: Build Go (Linux + Windows)
on:
push:
workflow_dispatch:
jobs:
build:
runs-on: docker
container:
image: git.rufous-trench.ts.net/crizomb/forgejo-action-goraylib:deb13-node20-go1.24
steps:
- uses: actions/checkout@v4
- name: Build binaries
run: |
cd src
mkdir -p builds_artifact
GOOS=linux GOARCH=amd64 go build -o builds_artifact/raymarchgo-linux-amd64
GOOS=windows GOARCH=amd64 go build -o builds_artifact/raymarchgo-windows-amd64.exe
- name: Upload artifacts
uses: actions/upload-artifact@v3
with:
name: DebugBuilds
path: src/builds_artifact

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@ -1,7 +1,2 @@
Simple cpu ray-marching in go Simple cpu ray-marching in go
Focus on Lisiblity & Features Focus on Lisiblity & Features
<video src="https://git.rufous-trench.ts.net/Crizomb/Medias/raw/branch/main/rayMarchingGo.mp4" controls></video>
also used to test CI/CD things currently
inc=2

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@ -1,4 +1,4 @@
module raymarching_go module test_raylib
go 1.24.7 go 1.24.7

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@ -15,7 +15,7 @@ import (
const WIDTH = 200 const WIDTH = 200
const HEIGHT = 200 const HEIGHT = 200
const TEXTURE_SCALE = 4 const TEXTURE_SCALE = 2
const MAX_DIST = 500.0 const MAX_DIST = 500.0
const MAX_STEP = 100 const MAX_STEP = 100
@ -23,6 +23,9 @@ const EPS = 0.1
const PI = math.Pi const PI = math.Pi
const SOFT_SHADOW_COEFF = 16 const SOFT_SHADOW_COEFF = 16
const LIGHT_POWER_EXP = 2.0
var LIGHT_POWER_FAC float64 = 2.0
var lightPos Vector3 var lightPos Vector3
var scene SDF var scene SDF
@ -33,8 +36,8 @@ var screenPhysicalSize float64
var cameraPos Vector3 var cameraPos Vector3
func init() { func init() {
lightPos = Vector3{100, -400, 400} lightPos = Vector3{0, -200, 100}
LIGHT_POWER_FAC = math.Pow(lightPos.Length(), LIGHT_POWER_EXP) * LIGHT_POWER_FAC
cameraPos = Vector3{0, -10, 25} cameraPos = Vector3{0, -10, 25}
screenSpherical = Vector3{10, PI/2 + 0.2, PI / 2} screenSpherical = Vector3{10, PI/2 + 0.2, PI / 2}
screenPhysicalSize = 5 screenPhysicalSize = 5
@ -43,11 +46,9 @@ func init() {
func update(t float64) { func update(t float64) {
sphereMat := RED_MAT sphereMat := RED_MAT
sphereMat2 := GREEN_MAT
sphereMat.specularFac = 0.5 sphereMat.specularFac = 0.5
sphereMat2.specularFac = 0.5
sphere := TranslatedSDF{Sphere{10, sphereMat}, Vector3{-15, 100, 10}} sphere := TranslatedSDF{Sphere{10, sphereMat}, Vector3{-15, 100, 10}}
sphere2 := TranslatedSDF{Sphere{10, sphereMat2}, Vector3{15, 100, 10}} sphere2 := TranslatedSDF{Sphere{10, sphereMat}, Vector3{15, 100, 10}}
// boxMat := BLUE_MAT // boxMat := BLUE_MAT
// box := TranslatedSDF{Box{Vector3{10, 2, 10}, boxMat}, Vector3{0, 100, 10}} // box := TranslatedSDF{Box{Vector3{10, 2, 10}, boxMat}, Vector3{0, 100, 10}}

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@ -9,26 +9,30 @@ import (
) )
func phongShading(point Vector3, normal Vector3, mat Material) Vector3 { func phongShading(point Vector3, normal Vector3, mat Material) Vector3 {
lightVec := (lightPos.Sub(point)).Normalized() lightVecNormalized := (lightPos.Sub(point)).Normalized()
reflectLight := Reflect(lightVec, normal)
reflectLight := Reflect(lightVecNormalized, normal)
eyeVec := (cameraPos.Sub(point)).Normalized() eyeVec := (cameraPos.Sub(point)).Normalized()
brutMat := mat.GetMaterialBrut() brutMat := mat.GetMaterialBrut()
ambiant := brutMat.ambiantColor.GetColor(point) ambiant := brutMat.ambiantColor.GetColor(point)
diffusePower := brutMat.diffuseFac * max(0, normal.Dot(lightVec)) diffusePower := brutMat.diffuseFac * max(0, normal.Dot(lightVecNormalized))
diffuse := brutMat.diffuseColor.GetColor(point).Scale(diffusePower) diffuse := brutMat.diffuseColor.GetColor(point).Scale(diffusePower)
specularPower := brutMat.specularFac * math.Pow(max(0, reflectLight.Dot(eyeVec)), brutMat.specularExp) specularPower := brutMat.specularFac * math.Pow(max(0, reflectLight.Dot(eyeVec)), brutMat.specularExp)
specular := brutMat.specularColor.GetColor(point).Scale(specularPower) specular := brutMat.specularColor.GetColor(point).Scale(specularPower)
return ambiant.Add(diffuse).Add(specular) return (ambiant.Add(diffuse).Add(specular))
} }
func shadow(point Vector3) float64 { func shadow(point Vector3) float64 {
direction := (lightPos.Sub(point)).Normalized() lightVec := (lightPos.Sub(point))
lightVecLength := lightVec.Length()
direction := lightVec.Scale(1 / lightVecLength)
p := point.Add(direction.Scale(5 * EPS)) p := point.Add(direction.Scale(5 * EPS))
res := 1.0 res := 1.0
dist_total := 0.0 dist_total := 0.0
lightPower := LIGHT_POWER_FAC / math.Pow(lightVecLength, LIGHT_POWER_EXP)
for range MAX_STEP { for range MAX_STEP {
dist := scene.Distance(p) dist := scene.Distance(p)
if dist < EPS { if dist < EPS {
@ -41,7 +45,7 @@ func shadow(point Vector3) float64 {
dist_total += dist dist_total += dist
p.Radd(direction.Scale(dist)) p.Radd(direction.Scale(dist))
} }
return res return res * lightPower
} }
func reflect(point Vector3, direction Vector3, normal Vector3, mat Material, reflectNumber int) Vector3 { func reflect(point Vector3, direction Vector3, normal Vector3, mat Material, reflectNumber int) Vector3 {
@ -67,7 +71,7 @@ func rayMarch(origin Vector3, direction Vector3, reflectNumber int) (bool, Vecto
mat := scene.GetMaterial(p) mat := scene.GetMaterial(p)
normal := Gradient(scene, p, EPS).Normalized() normal := Gradient(scene, p, EPS).Normalized()
phongShade := phongShading(p, normal, mat) phongShade := phongShading(p, normal, mat)
shadowCoeff := max(shadow(p), 0.3) shadowCoeff := max(shadow(p), 0.1)
reflectColor := reflect(p, direction, normal, mat, reflectNumber) reflectColor := reflect(p, direction, normal, mat, reflectNumber)
return true, phongShade.Add(reflectColor).Scale(shadowCoeff) return true, phongShade.Add(reflectColor).Scale(shadowCoeff)
// return true, phongShading(p, normal, *mat) // return true, phongShading(p, normal, *mat)

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