Hopefully before really raymarching testing
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5 changed files with 206 additions and 27 deletions
153
sdf.go
153
sdf.go
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@ -1,67 +1,168 @@
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package main
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import "math"
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const EPS = 0.001
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type SDF interface {
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Distance(Vector3) float64
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Distance(Vector3) (float64, Color)
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}
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func DistanceOnly(sdf SDF, p Vector3) float64 {
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dist, _ := sdf.Distance(p)
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return dist
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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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dx := (DistanceOnly(sdf, p.Add(Vector3{X: eps})) - DistanceOnly(sdf, p.Add(Vector3{X: -eps}))) / (2 * eps)
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dy := (DistanceOnly(sdf, p.Add(Vector3{Y: eps})) - DistanceOnly(sdf, p.Add(Vector3{Y: -eps}))) / (2 * eps)
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dz := (DistanceOnly(sdf, p.Add(Vector3{Z: eps})) - DistanceOnly(sdf, 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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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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func (s TranslatedSDF) Distance(p Vector3) (float64, Color) {
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return s.primitive.Distance(p.Sub(s.translate))
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}
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type rotatedSDF struct {
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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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func (s RotatedSDF) Distance(p Vector3) (float64, Color) {
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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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type scaledSDF struct {
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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)) * s.scale
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func (s ScaledSDF) Distance(p Vector3) (float64, Color) {
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dist, color := s.primitive.Distance(p.Scale(1 / s.scale))
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return dist * s.scale, color
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}
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type infiniteRep struct {
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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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// TODO
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// func (s infiniteRep) 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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// }
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// Sphere
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type Sphere struct {
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center Vector3
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radius float64
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func (s RepeatSDF) Distance(p Vector3) (float64, Color) {
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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 Sphere) Distance(p Vector3) float64 {
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return p.Sub(s.center).Length()
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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, Color) {
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d1, color1 := s.primitive1.Distance(p)
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d2, color2 := s.primitive2.Distance(p)
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d := math.Min(d1, d2)
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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 d, 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, Color) {
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d1, color1 := s.primitive1.Distance(p)
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d2, _ := s.primitive2.Distance(p)
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d := math.Max(-d1, d2)
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return d, color1
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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, Color) {
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d1, color1 := s.primitive1.Distance(p)
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d2, color2 := s.primitive2.Distance(p)
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c1 := color1.GetColor(p)
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c2 := color2.GetColor(p)
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d := math.Max(d1, d2)
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color := c1.Add(c2).Scale(0.5)
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return d, color
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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, Color) {
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k := 4 * s.k
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d1, color1 := s.primitive1.Distance(p)
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d2, color2 := s.primitive2.Distance(p)
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c1 := color1.GetColor(p)
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c2 := color2.GetColor(p)
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h := math.Max(k-math.Abs(d1-d2), 0.0)
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d := math.Min(d1, d2) - h*h*0.25/k
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t := SmoothStep(d2-d1, -k, k)
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color := Mix(c1, c2, t)
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return d, color
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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, Color) {
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k := 4 * s.k
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d1, color1 := s.primitive1.Distance(p)
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d2, color2 := s.primitive2.Distance(p)
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c1 := color1.GetColor(p)
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c2 := color2.GetColor(p)
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h := math.Max(k-math.Abs(-d1-d2), 0.0)
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d := math.Max(-d1, d2) + h*h*0.25/k
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t := SmoothStep(d2-d1, -k, k)
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color := Mix(c1, c2, t)
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return d, color
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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, Color) {
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k := 4 * s.k
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d1, color1 := s.primitive1.Distance(p)
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d2, color2 := s.primitive2.Distance(p)
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c1 := color1.GetColor(p)
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c2 := color2.GetColor(p)
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d := math.Max(k-math.Abs(d1-d2), 0.0)
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t := SmoothStep(d2-d1, -k, k)
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color := Mix(c1, c2, t)
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return d, color
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}
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