Materials
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5 changed files with 113 additions and 106 deletions
63
sdf.go
63
sdf.go
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@ -3,7 +3,7 @@ package main
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import "math"
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type SDF interface {
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Distance(Vector3) (float64, Color)
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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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@ -25,7 +25,7 @@ type TranslatedSDF struct {
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translate Vector3
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}
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func (s TranslatedSDF) Distance(p Vector3) (float64, Color) {
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func (s TranslatedSDF) Distance(p Vector3) (float64, Material) {
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return s.primitive.Distance(p.Sub(s.translate))
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}
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@ -35,7 +35,7 @@ type RotatedSDF struct {
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angle float64
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}
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func (s RotatedSDF) Distance(p Vector3) (float64, Color) {
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func (s RotatedSDF) Distance(p Vector3) (float64, Material) {
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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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@ -45,7 +45,7 @@ type ScaledSDF struct {
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scale float64
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}
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func (s ScaledSDF) Distance(p Vector3) (float64, Color) {
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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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}
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@ -55,7 +55,7 @@ type RepeatSDF struct {
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cellSize Vector3
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}
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func (s RepeatSDF) Distance(p Vector3) (float64, Color) {
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func (s RepeatSDF) Distance(p Vector3) (float64, 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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@ -68,7 +68,7 @@ type UnionSDF struct {
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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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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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@ -85,7 +85,7 @@ type SubstractionSDF struct {
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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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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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@ -98,15 +98,14 @@ type IntersectionSDF struct {
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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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func (s IntersectionSDF) 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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c1 := color1.GetColor(p)
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c2 := color2.GetColor(p)
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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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color := c1.Add(c2).Scale(0.5)
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return d, color
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mat := MixMat(mat1, mat2, 0.5, p)
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return d, mat
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}
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type SmoothUnionSDF struct {
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@ -115,17 +114,15 @@ type SmoothUnionSDF struct {
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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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func (s SmoothUnionSDF) Distance(p Vector3) (float64, Material) {
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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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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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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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mat := MixMat(mat1, mat2, t, p)
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return d, mat
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}
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type SmoothSubstractionSDF struct {
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@ -134,17 +131,15 @@ type SmoothSubstractionSDF struct {
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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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func (s SmoothSubstractionSDF) Distance(p Vector3) (float64, Material) {
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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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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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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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mat := MixMat(mat1, mat2, t, p)
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return d, mat
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}
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type SmoothIntersectionSDF struct {
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@ -153,14 +148,12 @@ type SmoothIntersectionSDF struct {
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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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func (s SmoothIntersectionSDF) Distance(p Vector3) (float64, Material) {
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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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d1, mat1 := s.primitive1.Distance(p)
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d2, mat2 := s.primitive2.Distance(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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mat := MixMat(mat1, mat2, t, p)
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return d, mat
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}
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