5x performance, sdf.Distance return only Distance now. Creation of sdf.GetMaterial
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b5c9eaf692
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4 changed files with 105 additions and 61 deletions
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@ -54,8 +54,8 @@ func update(t float64) {
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sphere.translate.Z = 20 * math.Sin(t)
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sphere2.translate.Z = 20 * math.Sin(t*0.5)
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// scene = SmoothUnionSDF{SmoothUnionSDF{sphere, plane, 2.5}, sphere2, 2.5}
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scene = UnionSDF{UnionSDF{sphere, plane}, sphere2}
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scene = SmoothUnionSDF{SmoothUnionSDF{sphere, plane, 2.5}, sphere2, 2.5}
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// scene = UnionSDF{UnionSDF{sphere, plane}, sphere2}
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// scene = UnionSDF{plane, sphere}
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}
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@ -6,8 +6,12 @@ type Sphere struct {
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material Material
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}
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func (s Sphere) Distance(p Vector3) (float64, Material) {
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return p.Length() - s.radius, s.material
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func (s Sphere) Distance(p Vector3) float64 {
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return p.Length() - s.radius
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}
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func (s Sphere) GetMaterial(p Vector3) Material {
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return s.material
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}
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// Box
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@ -16,9 +20,13 @@ type Box struct {
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material Material
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}
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func (s Box) Distance(p Vector3) (float64, Material) {
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func (s Box) Distance(p Vector3) float64 {
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q := p.Abs().Sub(s.dimensions)
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return q.Max(0.0).Length() + min(max(q.X, max(q.Y, q.Z)), 0.0), s.material
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return q.Max(0.0).Length() + min(max(q.X, max(q.Y, q.Z)), 0.0)
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}
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func (s Box) GetMaterial(p Vector3) Material {
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return s.material
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}
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// Plane
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@ -27,6 +35,10 @@ type Plane struct {
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material Material
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}
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func (s Plane) Distance(p Vector3) (float64, Material) {
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return p.Dot(s.normal), s.material
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func (s Plane) Distance(p Vector3) float64 {
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return p.Dot(s.normal)
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}
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func (s Plane) GetMaterial(p Vector3) Material {
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return s.material
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}
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@ -30,7 +30,7 @@ func shadow(point Vector3) float64 {
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res := 1.0
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dist_total := 0.0
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for range MAX_STEP {
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dist, _ := scene.Distance(p)
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dist := scene.Distance(p)
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if dist < EPS {
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return 0
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}
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@ -62,8 +62,9 @@ func reflect(point Vector3, direction Vector3, normal Vector3, mat Material, ref
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func rayMarch(origin Vector3, direction Vector3, reflectNumber int) (bool, Vector3) {
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p := origin
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for range MAX_STEP {
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dist, mat := scene.Distance(p)
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dist := scene.Distance(p)
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if dist < EPS {
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mat := scene.GetMaterial(p)
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normal := Gradient(scene, p, EPS).Normalized()
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phongShade := phongShading(p, normal, mat)
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shadowCoeff := max(shadow(p), 0.3)
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133
src/sdf.go
133
src/sdf.go
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@ -5,18 +5,14 @@ import (
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)
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type SDF interface {
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Distance(Vector3) (float64, Material)
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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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Distance(Vector3) float64
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GetMaterial(Vector3) Material
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}
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func Gradient(sdf SDF, p Vector3, eps float64) Vector3 {
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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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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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return Vector3{X: dx, Y: dy, Z: dz}
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}
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@ -27,29 +23,40 @@ type TranslatedSDF struct {
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translate Vector3
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}
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func (s TranslatedSDF) Distance(p Vector3) (float64, Material) {
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func (s TranslatedSDF) Distance(p Vector3) float64 {
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return s.primitive.Distance(p.Sub(s.translate))
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}
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func (s TranslatedSDF) GetMaterial(p Vector3) Material {
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return s.primitive.GetMaterial(p.Sub(s.translate))
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}
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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, Material) {
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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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return s.primitive.Distance(rotated_p)
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}
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func (s RotatedSDF) GetMaterial(p Vector3) Material {
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rotated_p := Rotate(p, s.rotVector, s.angle)
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return s.primitive.GetMaterial(rotated_p)
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}
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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, Material) {
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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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func (s ScaledSDF) Distance(p Vector3) float64 {
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return s.primitive.Distance(p.Scale(1 / s.scale))
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}
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func (s ScaledSDF) GetMaterial(p Vector3) Material {
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return s.primitive.GetMaterial(p.Scale(1 / s.scale))
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}
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type RepeatSDF struct {
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@ -57,29 +64,39 @@ type RepeatSDF struct {
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cellSize Vector3
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}
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func (s RepeatSDF) Distance(p Vector3) (float64, Material) {
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func (s RepeatSDF) 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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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 RepeatSDF) GetMaterial(p Vector3) Material {
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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.GetMaterial(p.Sub(nearest_cell))
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}
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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, 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 := min(d1, d2)
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func (s UnionSDF) Distance(p Vector3) float64 {
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return min(s.primitive1.Distance(p), s.primitive2.Distance(p))
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}
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func (s UnionSDF) GetMaterial(p Vector3) Material {
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d1, color1 := s.primitive1.Distance(p), s.primitive1.GetMaterial(p)
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d2, color2 := s.primitive2.Distance(p), s.primitive2.GetMaterial(p)
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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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return color
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}
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type SubstractionSDF struct {
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@ -87,12 +104,12 @@ type SubstractionSDF struct {
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primitive2 SDF
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}
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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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func (s SubstractionSDF) Distance(p Vector3) float64 {
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return max(s.primitive1.Distance(p), -s.primitive2.Distance(p))
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}
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d := max(d1, -d2)
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return d, color1
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func (s SubstractionSDF) GetMaterial(p Vector3) Material {
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return s.primitive1.GetMaterial(p)
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}
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type IntersectionSDF struct {
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@ -100,14 +117,13 @@ type IntersectionSDF struct {
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primitive2 SDF
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}
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func (s IntersectionSDF) Distance(p Vector3) (float64, Material) {
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func (s IntersectionSDF) Distance(p Vector3) float64 {
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return max(s.primitive1.Distance(p), s.primitive2.Distance(p))
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}
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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 := 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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func (s IntersectionSDF) GetMaterial(p Vector3) Material {
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mat1, mat2 := s.primitive1.GetMaterial(p), s.primitive2.GetMaterial(p)
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return MixedMaterial{mat1, mat2, 0.5, p}
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}
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type SmoothUnionSDF struct {
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@ -116,15 +132,20 @@ type SmoothUnionSDF struct {
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k float64
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}
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func (s SmoothUnionSDF) Distance(p Vector3) (float64, Material) {
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func (s SmoothUnionSDF) Distance(p Vector3) float64 {
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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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d1 := s.primitive1.Distance(p)
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d2 := s.primitive2.Distance(p)
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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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return min(d1, d2) - h*h*0.25/k
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}
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func (s SmoothUnionSDF) GetMaterial(p Vector3) Material {
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k := 4 * s.k
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d1, mat1 := s.primitive1.Distance(p), s.primitive1.GetMaterial(p)
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d2, mat2 := s.primitive2.Distance(p), s.primitive2.GetMaterial(p)
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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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return MixedMaterial{mat2, mat1, t, p}
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}
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type SmoothSubstractionSDF struct {
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@ -133,15 +154,20 @@ type SmoothSubstractionSDF struct {
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k float64
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}
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func (s SmoothSubstractionSDF) Distance(p Vector3) (float64, Material) {
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func (s SmoothSubstractionSDF) Distance(p Vector3) float64 {
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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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d1 := s.primitive1.Distance(p)
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d2 := s.primitive2.Distance(p)
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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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return max(d1, -d2) + h*h*0.25/k
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}
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func (s SmoothSubstractionSDF) GetMaterial(p Vector3) Material {
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k := 4 * s.k
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d1, mat1 := s.primitive1.Distance(p), s.primitive1.GetMaterial(p)
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d2, mat2 := s.primitive2.Distance(p), s.primitive2.GetMaterial(p)
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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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return MixedMaterial{mat1, mat2, t, p}
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}
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type SmoothIntersectionSDF struct {
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@ -150,13 +176,18 @@ type SmoothIntersectionSDF struct {
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k float64
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}
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func (s SmoothIntersectionSDF) Distance(p Vector3) (float64, Material) {
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func (s SmoothIntersectionSDF) Distance(p Vector3) float64 {
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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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d1 := s.primitive1.Distance(p)
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d2 := s.primitive2.Distance(p)
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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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return max(d1, d2) + h*h*0.25/k
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}
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func (s SmoothIntersectionSDF) GetMaterial(p Vector3) Material {
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k := 4 * s.k
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d1, mat1 := s.primitive1.Distance(p), s.primitive1.GetMaterial(p)
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d2, mat2 := s.primitive2.Distance(p), s.primitive2.GetMaterial(p)
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t := SmoothStep(d2-d1, -k, k)
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return MixedMaterial{mat1, mat2, t, p}
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}
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