Working but nothing so far

This commit is contained in:
Crizomb 2025-09-26 02:14:10 +02:00
parent 6ed5b21890
commit c0c129db88
5 changed files with 136 additions and 35 deletions

View file

@ -3,3 +3,9 @@ package main
type Color interface {
GetColor(Vector3) Vector3
}
var RED = Vector3{255, 0, 0}
var GREEN = Vector3{0, 255, 0}
var BLUE = Vector3{0, 0, 255}
var WHITE = Vector3{255, 255, 255}
var GREY = Vector3{127, 127, 127}

View file

@ -8,7 +8,7 @@ type Sphere struct {
}
func (s Sphere) Distance(p Vector3) (float64, Color) {
return p.Sub(s.center).Length(), s.color
return p.Sub(s.center).Length() - s.radius, s.color
}
// Box

View file

@ -1,44 +1,129 @@
package main
import (
"math"
rl "github.com/gen2brain/raylib-go/raylib"
)
const MAX_DIST = 1000.0
const MAX_STEP = 100
const EPS = 0.1
const WIDTH = 500
const HEIGHT = 500
const PI = math.Pi
// var sphere Sphere = Sphere{Vector3{0, 0, 100}, 10, RED}
// var plane Plane = Plane{Vector3{0, 1, 0}, -10, GREY}
// var scene UnionSDF = UnionSDF{sphere, plane}
// x right, y forward, z up
var scene Sphere = Sphere{Vector3{0, 100, 0}, 5, RED}
var cameraPos Vector3 = Vector3{0, -10, 0}
// radius, theta, phi
var screenSpherical Vector3 = Vector3{10, PI / 2, PI / 2}
var screenPhysicalSize float64 = 5
func rayMarch(origin Vector3, direction Vector3) (bool, Vector3) {
p := origin
for range MAX_STEP {
dist, color := scene.Distance(p)
// fmt.Println(dist)
if dist < EPS {
// fmt.Println("hit")
return true, color.GetColor(p)
}
if dist > MAX_DIST {
break
}
// fmt.Println("Before")
// fmt.Println(p, dist)
p = p.Add(direction.Scale(dist))
// fmt.Println("After")
// fmt.Println(p, DistanceOnly(scene, p))
}
return false, GREY
}
func genImage() *rl.Image {
screenCartesian, _, theta_vec, phi_vec := screenSpherical.SphericalToCartesian()
screenCenter := cameraPos.Add(screenCartesian)
// fmt.Println(theta_vec, phi_vec)
image := rl.GenImageColor(WIDTH, HEIGHT, rl.Black)
for pixel_x := range WIDTH {
for pixel_y := range HEIGHT {
sx := screenPhysicalSize * (float64(pixel_x)/WIDTH - 0.5)
sy := screenPhysicalSize * (float64(pixel_y)/WIDTH - 0.5)
origin := screenCenter.Add(theta_vec.Scale(-sx)).Add(phi_vec.Scale(-sy))
direction := (origin.Sub(cameraPos)).Normalized()
// fmt.Println(origin, direction)
hit, color_vec := rayMarch(origin, direction)
var fr, fg, fb float64
if hit {
fr, fg, fb = color_vec.Unpack()
} else {
fr, fg, fb = 0, 0, 0
}
r, g, b := uint8(fr), uint8(fg), uint8(fb)
rl.ImageDrawPixel(image, int32(pixel_x), int32(pixel_y), rl.Color{R: r, G: g, B: b, A: 255})
}
}
return image
}
func main() {
screenWidth := int32(800)
screenHeight := int32(450)
rl.InitWindow(screenWidth, screenHeight, "Bouncing Ball in Go - raylib")
defer rl.CloseWindow()
rl.SetTargetFPS(60)
// Ball properties
ballRadius := float32(20)
ballPos := rl.NewVector2(float32(screenWidth)/2.0, float32(screenHeight)/2.0)
ballSpeed := rl.NewVector2(4, 3)
ballColor := rl.Red
rl.InitWindow(WIDTH, HEIGHT, "raymarching")
texture := rl.LoadTextureFromImage(genImage())
for !rl.WindowShouldClose() {
// Update
ballPos.X += ballSpeed.X
ballPos.Y += ballSpeed.Y
// Bounce on edges
if ballPos.X >= float32(screenWidth)-ballRadius || ballPos.X <= ballRadius {
ballSpeed.X *= -1
}
if ballPos.Y >= float32(screenHeight)-ballRadius || ballPos.Y <= ballRadius {
ballSpeed.Y *= -1
}
// Draw
rl.BeginDrawing()
rl.ClearBackground(rl.RayWhite)
rl.DrawText("Bouncing Ball Example", 10, 10, 20, rl.DarkGray)
rl.DrawCircleV(ballPos, ballRadius, ballColor)
rl.ClearBackground(rl.Black)
rl.DrawTexture(texture, 0, 0, rl.White)
rl.EndDrawing()
}
}
// func main() {
// screenWidth := int32(800)
// screenHeight := int32(450)
// rl.InitWindow(screenWidth, screenHeight, "Bouncing Ball in Go - raylib")
// defer rl.CloseWindow()
// rl.SetTargetFPS(60)
// // Ball properties
// ballRadius := float32(20)
// ballPos := rl.NewVector2(float32(screenWidth)/2.0, float32(screenHeight)/2.0)
// ballSpeed := rl.NewVector2(4, 3)
// ballColor := rl.Red
// for !rl.WindowShouldClose() {
// // Update
// ballPos.X += ballSpeed.X
// ballPos.Y += ballSpeed.Y
// // Bounce on edges
// if ballPos.X >= float32(screenWidth)-ballRadius || ballPos.X <= ballRadius {
// ballSpeed.X *= -1
// }
// if ballPos.Y >= float32(screenHeight)-ballRadius || ballPos.Y <= ballRadius {
// ballSpeed.Y *= -1
// }
// // Draw
// rl.BeginDrawing()
// rl.ClearBackground(rl.RayWhite)
// rl.DrawText("Bouncing Ball Example", 10, 10, 20, rl.DarkGray)
// rl.DrawCircleV(ballPos, ballRadius, ballColor)
// rl.EndDrawing()
// }
// }

2
sdf.go
View file

@ -2,8 +2,6 @@ package main
import "math"
const EPS = 0.001
type SDF interface {
Distance(Vector3) (float64, Color)
}

14
vec3.go
View file

@ -92,8 +92,20 @@ func (v Vector3) Unpack() (float64, float64, float64) {
return v.X, v.Y, v.Z
}
// Others maths thingies
// Return position, and units vectors of spherical into cartesian coords (r, theta, phi) units vecs
func (v Vector3) SphericalToCartesian() (Vector3, Vector3, Vector3, Vector3) {
p, theta, phi := v.Unpack()
cos_theta, sin_theta := math.Cos(theta), math.Sin(theta)
cos_phi, sin_phi := math.Cos(phi), math.Sin(phi)
cart_pos := Vector3{p * cos_theta * cos_phi, p * sin_theta * sin_phi, p * cos_theta}
unit_vec_r := Vector3{sin_theta * cos_phi, sin_theta * cos_phi, cos_theta}
unit_vec_theta := Vector3{cos_theta * cos_phi, cos_theta * sin_phi, -sin_theta}
unit_vec_phi := Vector3{-sin_phi, cos_phi, 0}
return cart_pos, unit_vec_r, unit_vec_theta, unit_vec_phi
}
// Others maths thingies
func Clamp(x float64, a float64, b float64) float64 {
return min(max(x, a), b)
}