RayMarchingGo/src/sdf.go

193 lines
4.8 KiB
Go

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}
}