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