Realtime + refactor

This commit is contained in:
Crizomb 2025-09-28 00:47:22 +02:00
parent 10086e103b
commit 038145d3e5
2 changed files with 134 additions and 105 deletions

134
src/main.go Normal file
View file

@ -0,0 +1,134 @@
package main
// RIGHT : x
// FORWARD : Y
// UP : Z
import (
"fmt"
"math"
"runtime"
"sync"
rl "github.com/gen2brain/raylib-go/raylib"
)
const WIDTH = 200
const HEIGHT = 200
const TEXTURE_SCALE = 4
const MAX_DIST = 1000.0
const MAX_STEP = 200
const EPS = 0.1
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
var sphere TranslatedSDF
func init() {
lightPos = Vector3{100, -400, 400}
cameraPos = Vector3{0, -10, 25}
screenSpherical = Vector3{10, PI/2 + 0.2, PI / 2}
screenPhysicalSize = 5
}
func update(t float64) {
sphereMat := RED_MAT
sphereMat.specularFac = 0.5
sphere = TranslatedSDF{Sphere{10, 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}
sphere.translate.Z = 20 * math.Sin(t)
scene = SmoothUnionSDF{sphere, plane, 2.5}
// scene = UnionSDF{plane, sphere}
}
func compute_pixel(y0 int, y1 int, wg *sync.WaitGroup, screenCenter Vector3, phiVec Vector3, thetaVec Vector3, image *rl.Image) {
defer wg.Done()
for pixelY := y0; pixelY < y1; pixelY++ {
for pixelX := range WIDTH {
sx := screenPhysicalSize * (float64(pixelX)/WIDTH - 0.5)
sy := screenPhysicalSize * (float64(pixelY)/HEIGHT - 0.5)
origin := screenCenter.Add(phiVec.Scale(-sx)).Add(thetaVec.Scale(sy))
direction := (origin.Sub(cameraPos)).Normalized()
hit, colorVec := rayMarch(origin, direction)
var fr, fg, fb float64
if hit {
fr, fg, fb = colorVec.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(pixelX), int32(pixelY), rl.Color{R: r, G: g, B: b, A: 255})
}
}
}
func genImage() *rl.Image {
screenCartesian, _, thetaVec, phiVec := screenSpherical.SphericalToCartesian()
screenCenter := cameraPos.Add(screenCartesian)
image := rl.GenImageColor(WIDTH, HEIGHT, rl.Black)
// numWorkers := 1
numWorkers := runtime.NumCPU()
var wg sync.WaitGroup
wg.Add(numWorkers)
bandHeight := HEIGHT / numWorkers
for worker := range numWorkers {
startY := worker * bandHeight
endY := startY + bandHeight
if worker == numWorkers-1 {
endY = HEIGHT
}
go compute_pixel(startY, endY, &wg, screenCenter, phiVec, thetaVec, image)
}
wg.Wait()
return image
}
func main() {
rl.InitWindow(WIDTH*TEXTURE_SCALE, HEIGHT*TEXTURE_SCALE, "raymarching")
var texture rl.Texture2D
time := rl.GetTime()
t := 0.0
for !rl.WindowShouldClose() {
new_time := rl.GetTime()
dt := new_time - time
t += dt
time = new_time
update(t)
fmt.Println("FPS ", 1/dt)
rl.BeginDrawing()
rl.ClearBackground(rl.Black)
texture = rl.LoadTextureFromImage(genImage())
rl.DrawTextureEx(texture, rl.Vector2{X: 0, Y: 0}, 0.0, TEXTURE_SCALE, rl.White)
rl.EndDrawing()
}
}

View file

@ -6,51 +6,8 @@ package main
import (
"math"
"runtime"
"sync"
rl "github.com/gen2brain/raylib-go/raylib"
)
const MAX_DIST = 1000.0
const MAX_STEP = 1000
const EPS = 0.01
const WIDTH = 500
const HEIGHT = 500
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{10, 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{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)
@ -102,65 +59,3 @@ func rayMarch(origin Vector3, direction Vector3) (bool, Vector3) {
}
return false, GREY
}
func genImage() *rl.Image {
screenCartesian, _, thetaVec, phiVec := screenSpherical.SphericalToCartesian()
screenCenter := cameraPos.Add(screenCartesian)
image := rl.GenImageColor(WIDTH, HEIGHT, rl.Black)
numWorkers := runtime.NumCPU()
var wg sync.WaitGroup
wg.Add(numWorkers)
bandHeight := HEIGHT / numWorkers
for worker := range numWorkers {
startY := worker * bandHeight
endY := startY + bandHeight
if worker == numWorkers-1 {
endY = HEIGHT
}
go func(y0, y1 int) {
defer wg.Done()
for pixelY := y0; pixelY < y1; pixelY++ {
for pixelX := range WIDTH {
sx := screenPhysicalSize * (float64(pixelX)/WIDTH - 0.5)
sy := screenPhysicalSize * (float64(pixelY)/HEIGHT - 0.5)
origin := screenCenter.Add(phiVec.Scale(-sx)).Add(thetaVec.Scale(sy))
direction := (origin.Sub(cameraPos)).Normalized()
hit, colorVec := rayMarch(origin, direction)
var fr, fg, fb float64
if hit {
fr, fg, fb = colorVec.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(pixelX), int32(pixelY), rl.Color{R: r, G: g, B: b, A: 255})
}
}
}(startY, endY)
}
wg.Wait()
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()
}
}