Realtime + refactor
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10086e103b
commit
038145d3e5
2 changed files with 134 additions and 105 deletions
134
src/main.go
Normal file
134
src/main.go
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@ -0,0 +1,134 @@
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package main
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// RIGHT : x
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// FORWARD : Y
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// UP : Z
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import (
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"fmt"
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"math"
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"runtime"
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"sync"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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const WIDTH = 200
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const HEIGHT = 200
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const TEXTURE_SCALE = 4
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const MAX_DIST = 1000.0
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const MAX_STEP = 200
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const EPS = 0.1
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const PI = math.Pi
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const SOFT_SHADOW_COEFF = 32
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var lightPos Vector3
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var scene SDF
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// radius, theta, phi
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var screenSpherical Vector3
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var screenPhysicalSize float64
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var cameraPos Vector3
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var sphere TranslatedSDF
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func init() {
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lightPos = Vector3{100, -400, 400}
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cameraPos = Vector3{0, -10, 25}
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screenSpherical = Vector3{10, PI/2 + 0.2, PI / 2}
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screenPhysicalSize = 5
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}
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func update(t float64) {
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sphereMat := RED_MAT
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sphereMat.specularFac = 0.5
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sphere = TranslatedSDF{Sphere{10, sphereMat}, Vector3{0, 100, 10}}
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// boxMat := BLUE_MAT
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// box := TranslatedSDF{Box{Vector3{10, 2, 10}, boxMat}, Vector3{0, 100, 10}}
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// sphere := RepeatSDF{Sphere{20, sphereMat}, Vector3{50, 50, 50}}
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plane := Plane{Vector3{0, 0, 1}, WHITE_GREY_GRID_MAT}
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sphere.translate.Z = 20 * math.Sin(t)
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scene = SmoothUnionSDF{sphere, plane, 2.5}
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// scene = UnionSDF{plane, sphere}
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}
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func compute_pixel(y0 int, y1 int, wg *sync.WaitGroup, screenCenter Vector3, phiVec Vector3, thetaVec Vector3, image *rl.Image) {
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defer wg.Done()
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for pixelY := y0; pixelY < y1; pixelY++ {
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for pixelX := range WIDTH {
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sx := screenPhysicalSize * (float64(pixelX)/WIDTH - 0.5)
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sy := screenPhysicalSize * (float64(pixelY)/HEIGHT - 0.5)
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origin := screenCenter.Add(phiVec.Scale(-sx)).Add(thetaVec.Scale(sy))
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direction := (origin.Sub(cameraPos)).Normalized()
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hit, colorVec := rayMarch(origin, direction)
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var fr, fg, fb float64
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if hit {
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fr, fg, fb = colorVec.Unpack()
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} else {
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fr, fg, fb = 0, 0, 0
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}
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fr, fg, fb = Clamp(fr, 0, 255), Clamp(fg, 0, 255), Clamp(fb, 0, 255)
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r, g, b := uint8(fr), uint8(fg), uint8(fb)
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rl.ImageDrawPixel(image, int32(pixelX), int32(pixelY), rl.Color{R: r, G: g, B: b, A: 255})
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}
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}
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}
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func genImage() *rl.Image {
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screenCartesian, _, thetaVec, phiVec := screenSpherical.SphericalToCartesian()
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screenCenter := cameraPos.Add(screenCartesian)
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image := rl.GenImageColor(WIDTH, HEIGHT, rl.Black)
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// numWorkers := 1
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numWorkers := runtime.NumCPU()
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var wg sync.WaitGroup
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wg.Add(numWorkers)
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bandHeight := HEIGHT / numWorkers
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for worker := range numWorkers {
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startY := worker * bandHeight
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endY := startY + bandHeight
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if worker == numWorkers-1 {
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endY = HEIGHT
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}
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go compute_pixel(startY, endY, &wg, screenCenter, phiVec, thetaVec, image)
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}
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wg.Wait()
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return image
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}
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func main() {
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rl.InitWindow(WIDTH*TEXTURE_SCALE, HEIGHT*TEXTURE_SCALE, "raymarching")
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var texture rl.Texture2D
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time := rl.GetTime()
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t := 0.0
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for !rl.WindowShouldClose() {
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new_time := rl.GetTime()
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dt := new_time - time
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t += dt
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time = new_time
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update(t)
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fmt.Println("FPS ", 1/dt)
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rl.BeginDrawing()
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rl.ClearBackground(rl.Black)
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texture = rl.LoadTextureFromImage(genImage())
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rl.DrawTextureEx(texture, rl.Vector2{X: 0, Y: 0}, 0.0, TEXTURE_SCALE, rl.White)
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rl.EndDrawing()
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}
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}
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@ -6,51 +6,8 @@ package main
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import (
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"math"
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"runtime"
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"sync"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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const MAX_DIST = 1000.0
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const MAX_STEP = 1000
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const EPS = 0.01
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const WIDTH = 500
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const HEIGHT = 500
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const PI = math.Pi
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const SOFT_SHADOW_COEFF = 32
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var lightPos Vector3
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var scene SDF
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// radius, theta, phi
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var screenSpherical Vector3
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var screenPhysicalSize float64
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var cameraPos Vector3
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func init() {
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lightPos = Vector3{100, -400, 400}
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cameraPos = Vector3{0, -10, 25}
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screenSpherical = Vector3{10, PI/2 + 0.2, PI / 2}
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screenPhysicalSize = 5
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sphereMat := RED_MAT
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sphereMat.specularFac = 0.5
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sphere := TranslatedSDF{Sphere{10, sphereMat}, Vector3{0, 100, 10}}
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// boxMat := BLUE_MAT
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// box := TranslatedSDF{Box{Vector3{10, 2, 10}, boxMat}, Vector3{0, 100, 10}}
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// sphere := RepeatSDF{Sphere{20, sphereMat}, Vector3{50, 50, 50}}
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plane := Plane{Vector3{0, 0, 1}, WHITE_GREY_GRID_MAT}
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scene = SmoothUnionSDF{sphere, plane, 2.5}
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// scene = UnionSDF{plane, sphere}
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}
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func phongShading(point Vector3, normal Vector3, mat Material) Vector3 {
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lightVec := (lightPos.Sub(point)).Normalized()
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reflectLight := Reflect(lightVec, normal)
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@ -102,65 +59,3 @@ func rayMarch(origin Vector3, direction Vector3) (bool, Vector3) {
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}
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return false, GREY
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}
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func genImage() *rl.Image {
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screenCartesian, _, thetaVec, phiVec := screenSpherical.SphericalToCartesian()
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screenCenter := cameraPos.Add(screenCartesian)
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image := rl.GenImageColor(WIDTH, HEIGHT, rl.Black)
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numWorkers := runtime.NumCPU()
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var wg sync.WaitGroup
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wg.Add(numWorkers)
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bandHeight := HEIGHT / numWorkers
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for worker := range numWorkers {
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startY := worker * bandHeight
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endY := startY + bandHeight
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if worker == numWorkers-1 {
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endY = HEIGHT
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}
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go func(y0, y1 int) {
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defer wg.Done()
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for pixelY := y0; pixelY < y1; pixelY++ {
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for pixelX := range WIDTH {
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sx := screenPhysicalSize * (float64(pixelX)/WIDTH - 0.5)
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sy := screenPhysicalSize * (float64(pixelY)/HEIGHT - 0.5)
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origin := screenCenter.Add(phiVec.Scale(-sx)).Add(thetaVec.Scale(sy))
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direction := (origin.Sub(cameraPos)).Normalized()
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hit, colorVec := rayMarch(origin, direction)
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var fr, fg, fb float64
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if hit {
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fr, fg, fb = colorVec.Unpack()
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} else {
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fr, fg, fb = 0, 0, 0
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}
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fr, fg, fb = Clamp(fr, 0, 255), Clamp(fg, 0, 255), Clamp(fb, 0, 255)
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r, g, b := uint8(fr), uint8(fg), uint8(fb)
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rl.ImageDrawPixel(image, int32(pixelX), int32(pixelY), rl.Color{R: r, G: g, B: b, A: 255})
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}
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}
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}(startY, endY)
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}
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wg.Wait()
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return image
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}
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func main() {
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rl.InitWindow(WIDTH, HEIGHT, "raymarching")
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texture := rl.LoadTextureFromImage(genImage())
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for !rl.WindowShouldClose() {
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rl.BeginDrawing()
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rl.ClearBackground(rl.Black)
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rl.DrawTexture(texture, 0, 0, rl.White)
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rl.EndDrawing()
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}
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}
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