small opti

This commit is contained in:
Crizomb 2025-09-28 02:45:46 +02:00
parent 0cf71d7abb
commit a6a3785a9f
5 changed files with 23 additions and 15 deletions

View file

@ -13,8 +13,8 @@ import (
rl "github.com/gen2brain/raylib-go/raylib"
)
const WIDTH = 100
const HEIGHT = 100
const WIDTH = 200
const HEIGHT = 200
const TEXTURE_SCALE = 4
const MAX_DIST = 500.0

View file

@ -1,6 +1,8 @@
package main
import "math"
import (
"math"
)
type Color interface {
GetColor(Vector3) Vector3

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@ -39,7 +39,7 @@ func shadow(point Vector3) float64 {
}
res = min(res, SOFT_SHADOW_COEFF*dist/dist_total)
dist_total += dist
p = p.Add(direction.Scale(dist))
p.Radd(direction.Scale(dist))
}
return res
}
@ -55,7 +55,7 @@ func rayMarch(origin Vector3, direction Vector3) (bool, Vector3) {
if dist > MAX_DIST {
break
}
p = p.Add(direction.Scale(dist))
p.Radd(direction.Scale(dist))
}
return false, GREY
}

View file

@ -73,7 +73,7 @@ type UnionSDF struct {
func (s UnionSDF) Distance(p Vector3) (float64, *Material) {
d1, color1 := s.primitive1.Distance(p)
d2, color2 := s.primitive2.Distance(p)
d := math.Min(d1, d2)
d := min(d1, d2)
color := color1
if d2 < d1 {
@ -91,7 +91,7 @@ func (s SubstractionSDF) Distance(p Vector3) (float64, *Material) {
d1, color1 := s.primitive1.Distance(p)
d2, _ := s.primitive2.Distance(p)
d := math.Max(d1, -d2)
d := max(d1, -d2)
return d, color1
}
@ -104,7 +104,7 @@ func (s IntersectionSDF) Distance(p Vector3) (float64, *Material) {
d1, mat1 := s.primitive1.Distance(p)
d2, mat2 := s.primitive2.Distance(p)
d := math.Max(d1, d2)
d := max(d1, d2)
var mat Material = MixedMaterial{mat1, mat2, 0.5, p}
return d, &mat
@ -120,8 +120,8 @@ func (s SmoothUnionSDF) Distance(p Vector3) (float64, *Material) {
k := 4 * s.k
d1, mat1 := s.primitive1.Distance(p)
d2, mat2 := s.primitive2.Distance(p)
h := math.Max(k-math.Abs(d1-d2), 0.0)
d := math.Min(d1, d2) - h*h*0.25/k
h := max(k-math.Abs(d1-d2), 0.0)
d := min(d1, d2) - h*h*0.25/k
t := SmoothStep(d2-d1, -k, k)
var mat Material = MixedMaterial{mat2, mat1, t, p}
return d, &mat
@ -137,8 +137,8 @@ func (s SmoothSubstractionSDF) Distance(p Vector3) (float64, *Material) {
k := 4 * s.k
d1, mat1 := s.primitive1.Distance(p)
d2, mat2 := s.primitive2.Distance(p)
h := math.Max(k-math.Abs(-d1-d2), 0.0)
d := math.Max(d1, -d2) + h*h*0.25/k
h := max(k-math.Abs(-d1-d2), 0.0)
d := max(d1, -d2) + h*h*0.25/k
t := SmoothStep(d1-d2, -k, k)
var mat Material = MixedMaterial{mat1, mat2, t, p}
return d, &mat
@ -154,8 +154,8 @@ func (s SmoothIntersectionSDF) Distance(p Vector3) (float64, *Material) {
k := 4 * s.k
d1, mat1 := s.primitive1.Distance(p)
d2, mat2 := s.primitive2.Distance(p)
h := math.Max(k-math.Abs(d1-d2), 0.0)
d := math.Max(d1, d2) + h*h*0.25/k
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

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@ -16,12 +16,18 @@ func (u Vector3) Add(v Vector3) Vector3 {
return Vector3{u.X + v.X, u.Y + v.Y, u.Z + v.Z}
}
func (u *Vector3) Radd(v Vector3) {
u.X += v.X
u.Y += v.Y
u.Z += v.Z
}
func (u Vector3) Neg() Vector3 {
return Vector3{-u.X, -u.Y, -u.Z}
}
func (u Vector3) Sub(v Vector3) Vector3 {
return u.Add(v.Neg())
return Vector3{u.X - v.X, u.Y - v.Y, u.Z - v.Z}
}
func (u Vector3) Scale(a float64) Vector3 {