package main import ( "math" ) type SDF interface { Distance(Vector3) float64 GetMaterial(Vector3) Material } func Gradient(sdf SDF, p Vector3, eps float64) Vector3 { dx := (sdf.Distance(p.Add(Vector3{X: eps})) - sdf.Distance(p.Add(Vector3{X: -eps}))) / (2 * eps) dy := (sdf.Distance(p.Add(Vector3{Y: eps})) - sdf.Distance(p.Add(Vector3{Y: -eps}))) / (2 * eps) dz := (sdf.Distance(p.Add(Vector3{Z: eps})) - sdf.Distance(p.Add(Vector3{Z: -eps}))) / (2 * eps) return Vector3{X: dx, Y: dy, Z: dz} } // Some transformations see https://iquilezles.org/articles/distfunctions/ type TranslatedSDF struct { primitive SDF translate Vector3 } func (s TranslatedSDF) Distance(p Vector3) float64 { return s.primitive.Distance(p.Sub(s.translate)) } func (s TranslatedSDF) GetMaterial(p Vector3) Material { return s.primitive.GetMaterial(p.Sub(s.translate)) } type RotatedSDF struct { primitive SDF rotVector Vector3 angle float64 } func (s RotatedSDF) Distance(p Vector3) float64 { rotated_p := Rotate(p, s.rotVector, s.angle) return s.primitive.Distance(rotated_p) } func (s RotatedSDF) GetMaterial(p Vector3) Material { rotated_p := Rotate(p, s.rotVector, s.angle) return s.primitive.GetMaterial(rotated_p) } type ScaledSDF struct { primitive SDF scale float64 } func (s ScaledSDF) Distance(p Vector3) float64 { return s.primitive.Distance(p.Scale(1 / s.scale)) } func (s ScaledSDF) GetMaterial(p Vector3) Material { return s.primitive.GetMaterial(p.Scale(1 / s.scale)) } type RepeatSDF struct { primitive SDF cellSize Vector3 } func (s RepeatSDF) Distance(p Vector3) float64 { x, y, z := p.Unpack() sx, sy, sz := s.cellSize.Unpack() round := math.RoundToEven nearest_cell := Vector3{sx * round(x/sx), sy * round(y/sy), sz * round(z/sz)} return s.primitive.Distance(p.Sub(nearest_cell)) } func (s RepeatSDF) GetMaterial(p Vector3) Material { x, y, z := p.Unpack() sx, sy, sz := s.cellSize.Unpack() round := math.RoundToEven nearest_cell := Vector3{sx * round(x/sx), sy * round(y/sy), sz * round(z/sz)} return s.primitive.GetMaterial(p.Sub(nearest_cell)) } type UnionSDF struct { primitive1 SDF primitive2 SDF } func (s UnionSDF) Distance(p Vector3) float64 { return min(s.primitive1.Distance(p), s.primitive2.Distance(p)) } func (s UnionSDF) GetMaterial(p Vector3) Material { d1, color1 := s.primitive1.Distance(p), s.primitive1.GetMaterial(p) d2, color2 := s.primitive2.Distance(p), s.primitive2.GetMaterial(p) color := color1 if d2 < d1 { color = color2 } return color } type SubstractionSDF struct { primitive1 SDF primitive2 SDF } func (s SubstractionSDF) Distance(p Vector3) float64 { return max(s.primitive1.Distance(p), -s.primitive2.Distance(p)) } func (s SubstractionSDF) GetMaterial(p Vector3) Material { return s.primitive1.GetMaterial(p) } type IntersectionSDF struct { primitive1 SDF primitive2 SDF } func (s IntersectionSDF) Distance(p Vector3) float64 { return max(s.primitive1.Distance(p), s.primitive2.Distance(p)) } func (s IntersectionSDF) GetMaterial(p Vector3) Material { mat1, mat2 := s.primitive1.GetMaterial(p), s.primitive2.GetMaterial(p) return MixedMaterial{mat1, mat2, 0.5, p} } type SmoothUnionSDF struct { primitive1 SDF primitive2 SDF k float64 } func (s SmoothUnionSDF) Distance(p Vector3) float64 { k := 4 * s.k d1 := s.primitive1.Distance(p) d2 := s.primitive2.Distance(p) h := max(k-math.Abs(d1-d2), 0.0) return min(d1, d2) - h*h*0.25/k } func (s SmoothUnionSDF) GetMaterial(p Vector3) Material { k := 4 * s.k d1, mat1 := s.primitive1.Distance(p), s.primitive1.GetMaterial(p) d2, mat2 := s.primitive2.Distance(p), s.primitive2.GetMaterial(p) t := SmoothStep(d2-d1, -k, k) return MixedMaterial{mat2, mat1, t, p} } type SmoothSubstractionSDF struct { primitive1 SDF primitive2 SDF k float64 } func (s SmoothSubstractionSDF) Distance(p Vector3) float64 { k := 4 * s.k d1 := s.primitive1.Distance(p) d2 := s.primitive2.Distance(p) h := max(k-math.Abs(-d1-d2), 0.0) return max(d1, -d2) + h*h*0.25/k } func (s SmoothSubstractionSDF) GetMaterial(p Vector3) Material { k := 4 * s.k d1, mat1 := s.primitive1.Distance(p), s.primitive1.GetMaterial(p) d2, mat2 := s.primitive2.Distance(p), s.primitive2.GetMaterial(p) t := SmoothStep(d1-d2, -k, k) return MixedMaterial{mat1, mat2, t, p} } type SmoothIntersectionSDF struct { primitive1 SDF primitive2 SDF k float64 } func (s SmoothIntersectionSDF) Distance(p Vector3) float64 { k := 4 * s.k d1 := s.primitive1.Distance(p) d2 := s.primitive2.Distance(p) h := max(k-math.Abs(d1-d2), 0.0) return max(d1, d2) + h*h*0.25/k } func (s SmoothIntersectionSDF) GetMaterial(p Vector3) Material { k := 4 * s.k d1, mat1 := s.primitive1.Distance(p), s.primitive1.GetMaterial(p) d2, mat2 := s.primitive2.Distance(p), s.primitive2.GetMaterial(p) t := SmoothStep(d2-d1, -k, k) return MixedMaterial{mat1, mat2, t, p} }