package main // RIGHT : x // FORWARD : Y // UP : Z import ( "math" rl "github.com/gen2brain/raylib-go/raylib" ) const MAX_DIST = 1000.0 const MAX_STEP = 1000 const EPS = 0.01 const WIDTH = 250 const HEIGHT = 250 const PI = math.Pi const SOFT_SHADOW_COEFF = 32 var lightPos Vector3 var scene SDF // radius, theta, phi var screenSpherical Vector3 var screenPhysicalSize float64 var cameraPos Vector3 func init() { lightPos = Vector3{100, -400, 400} cameraPos = Vector3{0, -10, 25} screenSpherical = Vector3{10, PI/2 + 0.2, PI / 2} screenPhysicalSize = 5 sphereMat := RED_MAT sphereMat.specularFac = 0.5 sphere := TranslatedSDF{Sphere{5, sphereMat}, Vector3{0, 100, 10}} // boxMat := BLUE_MAT // box := TranslatedSDF{Box{Vector3{10, 2, 10}, boxMat}, Vector3{0, 100, 10}} // sphere := RepeatSDF{Sphere{20, sphereMat}, Vector3{50, 50, 50}} plane := Plane{Vector3{0, 0, 1}, WHITE_GREY_GRID_MAT} // scene = SmoothUnionSDF{SubstractionSDF{box, sphere}, plane, 2.5} scene = UnionSDF{plane, sphere} } func phongShading(point Vector3, normal Vector3, mat Material) Vector3 { lightVec := (lightPos.Sub(point)).Normalized() reflectLight := Reflect(lightVec, normal) eyeVec := (cameraPos.Sub(point)).Normalized() ambiant := mat.ambiantColor.GetColor(point) diffusePower := mat.diffuseFac * max(0, normal.Dot(lightVec)) diffuse := mat.diffuseColor.GetColor(point).Scale(diffusePower) specularPower := mat.specularFac * math.Pow(max(0, reflectLight.Dot(eyeVec)), mat.specularExp) specular := mat.specularColor.GetColor(point).Scale(specularPower) return ambiant.Add(diffuse).Add(specular) } func shadow(point Vector3) float64 { direction := (lightPos.Sub(point)).Normalized() p := point.Add(direction.Scale(5 * EPS)) res := 1.0 dist_total := 0.0 for range MAX_STEP { dist, _ := scene.Distance(p) if dist < EPS { return 0 } if dist > MAX_DIST { break } res = min(res, SOFT_SHADOW_COEFF*dist/dist_total) dist_total += dist p = p.Add(direction.Scale(dist)) } return res } func rayMarch(origin Vector3, direction Vector3) (bool, Vector3) { p := origin for range MAX_STEP { dist, mat := scene.Distance(p) if dist < EPS { normal := Gradient(scene, p, EPS).Normalized() return true, phongShading(p, normal, mat).Scale(max(shadow(p), 0.3)) } if dist > MAX_DIST { break } p = p.Add(direction.Scale(dist)) } return false, GREY } func genImage() *rl.Image { screenCartesian, _, theta_vec, phi_vec := screenSpherical.SphericalToCartesian() screenCenter := cameraPos.Add(screenCartesian) image := rl.GenImageColor(WIDTH, HEIGHT, rl.Black) for pixel_x := range WIDTH { for pixel_y := range HEIGHT { sx := screenPhysicalSize * (float64(pixel_x)/WIDTH - 0.5) sy := screenPhysicalSize * (float64(pixel_y)/WIDTH - 0.5) origin := screenCenter.Add(phi_vec.Scale(-sx)).Add(theta_vec.Scale(sy)) direction := (origin.Sub(cameraPos)).Normalized() hit, color_vec := rayMarch(origin, direction) var fr, fg, fb float64 if hit { fr, fg, fb = color_vec.Unpack() } else { fr, fg, fb = 0, 0, 0 } fr, fg, fb = Clamp(fr, 0, 255), Clamp(fg, 0, 255), Clamp(fb, 0, 255) r, g, b := uint8(fr), uint8(fg), uint8(fb) rl.ImageDrawPixel(image, int32(pixel_x), int32(pixel_y), rl.Color{R: r, G: g, B: b, A: 255}) } } return image } func main() { rl.InitWindow(WIDTH, HEIGHT, "raymarching") texture := rl.LoadTextureFromImage(genImage()) for !rl.WindowShouldClose() { rl.BeginDrawing() rl.ClearBackground(rl.Black) rl.DrawTexture(texture, 0, 0, rl.White) rl.EndDrawing() } }