From b3dcda11e6481dc39ade57ef46aae3c3e8ddf44c Mon Sep 17 00:00:00 2001 From: Crizomb Date: Sun, 28 Sep 2025 18:44:59 +0200 Subject: [PATCH] 5x performance, sdf.Distance return only Distance now. Creation of sdf.GetMaterial --- src/main.go | 4 +- src/primitives_sdf.go | 24 ++++++-- src/ray_marching.go | 5 +- src/sdf.go | 133 ++++++++++++++++++++++++++---------------- 4 files changed, 105 insertions(+), 61 deletions(-) diff --git a/src/main.go b/src/main.go index d17e93f..275e33d 100644 --- a/src/main.go +++ b/src/main.go @@ -54,8 +54,8 @@ func update(t float64) { sphere.translate.Z = 20 * math.Sin(t) sphere2.translate.Z = 20 * math.Sin(t*0.5) - // scene = SmoothUnionSDF{SmoothUnionSDF{sphere, plane, 2.5}, sphere2, 2.5} - scene = UnionSDF{UnionSDF{sphere, plane}, sphere2} + scene = SmoothUnionSDF{SmoothUnionSDF{sphere, plane, 2.5}, sphere2, 2.5} + // scene = UnionSDF{UnionSDF{sphere, plane}, sphere2} // scene = UnionSDF{plane, sphere} } diff --git a/src/primitives_sdf.go b/src/primitives_sdf.go index ba173ab..12eebf3 100644 --- a/src/primitives_sdf.go +++ b/src/primitives_sdf.go @@ -6,8 +6,12 @@ type Sphere struct { material Material } -func (s Sphere) Distance(p Vector3) (float64, Material) { - return p.Length() - s.radius, s.material +func (s Sphere) Distance(p Vector3) float64 { + return p.Length() - s.radius +} + +func (s Sphere) GetMaterial(p Vector3) Material { + return s.material } // Box @@ -16,9 +20,13 @@ type Box struct { material Material } -func (s Box) Distance(p Vector3) (float64, Material) { +func (s Box) Distance(p Vector3) float64 { q := p.Abs().Sub(s.dimensions) - return q.Max(0.0).Length() + min(max(q.X, max(q.Y, q.Z)), 0.0), s.material + return q.Max(0.0).Length() + min(max(q.X, max(q.Y, q.Z)), 0.0) +} + +func (s Box) GetMaterial(p Vector3) Material { + return s.material } // Plane @@ -27,6 +35,10 @@ type Plane struct { material Material } -func (s Plane) Distance(p Vector3) (float64, Material) { - return p.Dot(s.normal), s.material +func (s Plane) Distance(p Vector3) float64 { + return p.Dot(s.normal) +} + +func (s Plane) GetMaterial(p Vector3) Material { + return s.material } diff --git a/src/ray_marching.go b/src/ray_marching.go index 8a8aec7..0cf1b17 100644 --- a/src/ray_marching.go +++ b/src/ray_marching.go @@ -30,7 +30,7 @@ func shadow(point Vector3) float64 { res := 1.0 dist_total := 0.0 for range MAX_STEP { - dist, _ := scene.Distance(p) + dist := scene.Distance(p) if dist < EPS { return 0 } @@ -62,8 +62,9 @@ func reflect(point Vector3, direction Vector3, normal Vector3, mat Material, ref func rayMarch(origin Vector3, direction Vector3, reflectNumber int) (bool, Vector3) { p := origin for range MAX_STEP { - dist, mat := scene.Distance(p) + dist := scene.Distance(p) if dist < EPS { + mat := scene.GetMaterial(p) normal := Gradient(scene, p, EPS).Normalized() phongShade := phongShading(p, normal, mat) shadowCoeff := max(shadow(p), 0.3) diff --git a/src/sdf.go b/src/sdf.go index c57df23..f41ae66 100644 --- a/src/sdf.go +++ b/src/sdf.go @@ -5,18 +5,14 @@ import ( ) type SDF interface { - Distance(Vector3) (float64, Material) -} - -func DistanceOnly(sdf SDF, p Vector3) float64 { - dist, _ := sdf.Distance(p) - return dist + Distance(Vector3) float64 + GetMaterial(Vector3) Material } func Gradient(sdf SDF, p Vector3, eps float64) Vector3 { - dx := (DistanceOnly(sdf, p.Add(Vector3{X: eps})) - DistanceOnly(sdf, p.Add(Vector3{X: -eps}))) / (2 * eps) - dy := (DistanceOnly(sdf, p.Add(Vector3{Y: eps})) - DistanceOnly(sdf, p.Add(Vector3{Y: -eps}))) / (2 * eps) - dz := (DistanceOnly(sdf, p.Add(Vector3{Z: eps})) - DistanceOnly(sdf, p.Add(Vector3{Z: -eps}))) / (2 * eps) + 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} } @@ -27,29 +23,40 @@ type TranslatedSDF struct { translate Vector3 } -func (s TranslatedSDF) Distance(p Vector3) (float64, Material) { +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, Material) { +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, Material) { - dist, color := s.primitive.Distance(p.Scale(1 / s.scale)) - return dist * s.scale, color +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 { @@ -57,29 +64,39 @@ type RepeatSDF struct { cellSize Vector3 } -func (s RepeatSDF) Distance(p Vector3) (float64, Material) { +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, Material) { - d1, color1 := s.primitive1.Distance(p) - d2, color2 := s.primitive2.Distance(p) - d := min(d1, d2) +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 d, color + return color } type SubstractionSDF struct { @@ -87,12 +104,12 @@ type SubstractionSDF struct { primitive2 SDF } -func (s SubstractionSDF) Distance(p Vector3) (float64, Material) { - d1, color1 := s.primitive1.Distance(p) - d2, _ := s.primitive2.Distance(p) +func (s SubstractionSDF) Distance(p Vector3) float64 { + return max(s.primitive1.Distance(p), -s.primitive2.Distance(p)) +} - d := max(d1, -d2) - return d, color1 +func (s SubstractionSDF) GetMaterial(p Vector3) Material { + return s.primitive1.GetMaterial(p) } type IntersectionSDF struct { @@ -100,14 +117,13 @@ type IntersectionSDF struct { primitive2 SDF } -func (s IntersectionSDF) Distance(p Vector3) (float64, Material) { +func (s IntersectionSDF) Distance(p Vector3) float64 { + return max(s.primitive1.Distance(p), s.primitive2.Distance(p)) +} - d1, mat1 := s.primitive1.Distance(p) - d2, mat2 := s.primitive2.Distance(p) - d := max(d1, d2) - - var mat Material = MixedMaterial{mat1, mat2, 0.5, p} - return d, mat +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 { @@ -116,15 +132,20 @@ type SmoothUnionSDF struct { k float64 } -func (s SmoothUnionSDF) Distance(p Vector3) (float64, Material) { +func (s SmoothUnionSDF) Distance(p Vector3) float64 { k := 4 * s.k - d1, mat1 := s.primitive1.Distance(p) - d2, mat2 := s.primitive2.Distance(p) + d1 := s.primitive1.Distance(p) + d2 := s.primitive2.Distance(p) h := max(k-math.Abs(d1-d2), 0.0) - d := min(d1, d2) - h*h*0.25/k + 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) - var mat Material = MixedMaterial{mat2, mat1, t, p} - return d, mat + return MixedMaterial{mat2, mat1, t, p} } type SmoothSubstractionSDF struct { @@ -133,15 +154,20 @@ type SmoothSubstractionSDF struct { k float64 } -func (s SmoothSubstractionSDF) Distance(p Vector3) (float64, Material) { +func (s SmoothSubstractionSDF) Distance(p Vector3) float64 { k := 4 * s.k - d1, mat1 := s.primitive1.Distance(p) - d2, mat2 := s.primitive2.Distance(p) + d1 := s.primitive1.Distance(p) + d2 := s.primitive2.Distance(p) h := max(k-math.Abs(-d1-d2), 0.0) - d := max(d1, -d2) + h*h*0.25/k + 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) - var mat Material = MixedMaterial{mat1, mat2, t, p} - return d, mat + return MixedMaterial{mat1, mat2, t, p} } type SmoothIntersectionSDF struct { @@ -150,13 +176,18 @@ type SmoothIntersectionSDF struct { k float64 } -func (s SmoothIntersectionSDF) Distance(p Vector3) (float64, Material) { +func (s SmoothIntersectionSDF) Distance(p Vector3) float64 { k := 4 * s.k - d1, mat1 := s.primitive1.Distance(p) - d2, mat2 := s.primitive2.Distance(p) + d1 := s.primitive1.Distance(p) + d2 := s.primitive2.Distance(p) h := max(k-math.Abs(d1-d2), 0.0) - d := max(d1, d2) + h*h*0.25/k - t := SmoothStep(d2-d1, -k, k) - var mat Material = MixedMaterial{mat1, mat2, t, p} - return d, mat + 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} }