small opti
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0cf71d7abb
commit
a6a3785a9f
5 changed files with 23 additions and 15 deletions
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@ -13,8 +13,8 @@ import (
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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const WIDTH = 100
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const HEIGHT = 100
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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 = 500.0
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@ -1,6 +1,8 @@
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package main
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import "math"
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import (
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"math"
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)
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type Color interface {
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GetColor(Vector3) Vector3
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@ -39,7 +39,7 @@ func shadow(point Vector3) float64 {
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}
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res = min(res, SOFT_SHADOW_COEFF*dist/dist_total)
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dist_total += dist
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p = p.Add(direction.Scale(dist))
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p.Radd(direction.Scale(dist))
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}
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return res
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}
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@ -55,7 +55,7 @@ func rayMarch(origin Vector3, direction Vector3) (bool, Vector3) {
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if dist > MAX_DIST {
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break
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}
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p = p.Add(direction.Scale(dist))
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p.Radd(direction.Scale(dist))
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}
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return false, GREY
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}
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18
src/sdf.go
18
src/sdf.go
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@ -73,7 +73,7 @@ type UnionSDF struct {
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func (s UnionSDF) Distance(p Vector3) (float64, *Material) {
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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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d := min(d1, d2)
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color := color1
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if d2 < d1 {
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@ -91,7 +91,7 @@ func (s SubstractionSDF) Distance(p Vector3) (float64, *Material) {
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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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d := max(d1, -d2)
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return d, color1
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}
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@ -104,7 +104,7 @@ func (s IntersectionSDF) Distance(p Vector3) (float64, *Material) {
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d1, mat1 := s.primitive1.Distance(p)
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d2, mat2 := s.primitive2.Distance(p)
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d := math.Max(d1, d2)
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d := max(d1, d2)
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var mat Material = MixedMaterial{mat1, mat2, 0.5, p}
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return d, &mat
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@ -120,8 +120,8 @@ func (s SmoothUnionSDF) Distance(p Vector3) (float64, *Material) {
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k := 4 * s.k
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d1, mat1 := s.primitive1.Distance(p)
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d2, mat2 := s.primitive2.Distance(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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h := max(k-math.Abs(d1-d2), 0.0)
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d := min(d1, d2) - h*h*0.25/k
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t := SmoothStep(d2-d1, -k, k)
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var mat Material = MixedMaterial{mat2, mat1, t, p}
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return d, &mat
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@ -137,8 +137,8 @@ func (s SmoothSubstractionSDF) Distance(p Vector3) (float64, *Material) {
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k := 4 * s.k
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d1, mat1 := s.primitive1.Distance(p)
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d2, mat2 := s.primitive2.Distance(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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h := max(k-math.Abs(-d1-d2), 0.0)
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d := max(d1, -d2) + h*h*0.25/k
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t := SmoothStep(d1-d2, -k, k)
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var mat Material = MixedMaterial{mat1, mat2, t, p}
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return d, &mat
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@ -154,8 +154,8 @@ func (s SmoothIntersectionSDF) Distance(p Vector3) (float64, *Material) {
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k := 4 * s.k
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d1, mat1 := s.primitive1.Distance(p)
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d2, mat2 := s.primitive2.Distance(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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h := max(k-math.Abs(d1-d2), 0.0)
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d := max(d1, d2) + h*h*0.25/k
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t := SmoothStep(d2-d1, -k, k)
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var mat Material = MixedMaterial{mat1, mat2, t, p}
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return d, &mat
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@ -16,12 +16,18 @@ func (u Vector3) Add(v Vector3) Vector3 {
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return Vector3{u.X + v.X, u.Y + v.Y, u.Z + v.Z}
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}
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func (u *Vector3) Radd(v Vector3) {
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u.X += v.X
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u.Y += v.Y
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u.Z += v.Z
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}
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func (u Vector3) Neg() Vector3 {
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return Vector3{-u.X, -u.Y, -u.Z}
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}
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func (u Vector3) Sub(v Vector3) Vector3 {
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return u.Add(v.Neg())
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return Vector3{u.X - v.X, u.Y - v.Y, u.Z - v.Z}
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}
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func (u Vector3) Scale(a float64) Vector3 {
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