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0ded879dce
| Author | SHA1 | Date | |
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| 0ded879dce | |||
| a6a3785a9f |
6 changed files with 49 additions and 40 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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rl "github.com/gen2brain/raylib-go/raylib"
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)
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)
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const WIDTH = 100
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const WIDTH = 200
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const HEIGHT = 100
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const HEIGHT = 200
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const TEXTURE_SCALE = 4
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const TEXTURE_SCALE = 4
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const MAX_DIST = 500.0
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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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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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type Color interface {
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GetColor(Vector3) Vector3
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GetColor(Vector3) Vector3
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@ -68,14 +70,14 @@ func MixMat(mat1 MaterialBrut, mat2 MaterialBrut, t float64, p Vector3) Material
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}
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}
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type MixedMaterial struct {
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type MixedMaterial struct {
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mat1 *Material
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mat1 Material
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mat2 *Material
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mat2 Material
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t float64
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t float64
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p Vector3
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p Vector3
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}
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}
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func (mixedMat MixedMaterial) GetMaterialBrut() MaterialBrut {
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func (mixedMat MixedMaterial) GetMaterialBrut() MaterialBrut {
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return MixMat((*mixedMat.mat1).GetMaterialBrut(), (*mixedMat.mat2).GetMaterialBrut(), mixedMat.t, mixedMat.p)
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return MixMat((mixedMat.mat1).GetMaterialBrut(), (mixedMat.mat2).GetMaterialBrut(), mixedMat.t, mixedMat.p)
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}
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}
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func DefaultMaterial(diffuseColor Color) MaterialBrut {
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func DefaultMaterial(diffuseColor Color) MaterialBrut {
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@ -6,8 +6,8 @@ type Sphere struct {
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material Material
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material Material
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}
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}
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func (s Sphere) Distance(p Vector3) (float64, *Material) {
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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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return p.Length() - s.radius, s.material
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}
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}
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// Box
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// Box
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@ -16,9 +16,9 @@ type Box struct {
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material Material
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material Material
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}
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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, Material) {
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q := p.Abs().Sub(s.dimensions)
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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), s.material
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}
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}
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// Plane
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// Plane
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@ -27,6 +27,6 @@ type Plane struct {
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material Material
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material Material
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}
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}
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func (s Plane) Distance(p Vector3) (float64, *Material) {
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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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return p.Dot(s.normal), s.material
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}
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}
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@ -39,7 +39,7 @@ func shadow(point Vector3) float64 {
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}
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}
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res = min(res, SOFT_SHADOW_COEFF*dist/dist_total)
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res = min(res, SOFT_SHADOW_COEFF*dist/dist_total)
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dist_total += dist
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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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}
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return res
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return res
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}
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}
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@ -50,12 +50,13 @@ func rayMarch(origin Vector3, direction Vector3) (bool, Vector3) {
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dist, mat := scene.Distance(p)
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dist, mat := scene.Distance(p)
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if dist < EPS {
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if dist < EPS {
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normal := Gradient(scene, p, EPS).Normalized()
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normal := Gradient(scene, p, EPS).Normalized()
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return true, phongShading(p, normal, *mat).Scale(max(shadow(p), 0.3))
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return true, phongShading(p, normal, mat).Scale(max(shadow(p), 0.3))
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// return true, phongShading(p, normal, *mat)
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}
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}
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if dist > MAX_DIST {
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if dist > MAX_DIST {
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break
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break
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}
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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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}
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return false, GREY
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return false, GREY
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}
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}
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48
src/sdf.go
48
src/sdf.go
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@ -5,7 +5,7 @@ import (
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)
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)
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type SDF interface {
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type SDF interface {
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Distance(Vector3) (float64, *Material)
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Distance(Vector3) (float64, Material)
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}
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}
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func DistanceOnly(sdf SDF, p Vector3) float64 {
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func DistanceOnly(sdf SDF, p Vector3) float64 {
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@ -27,7 +27,7 @@ type TranslatedSDF struct {
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translate Vector3
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translate Vector3
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}
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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, Material) {
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return s.primitive.Distance(p.Sub(s.translate))
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return s.primitive.Distance(p.Sub(s.translate))
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}
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}
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@ -37,7 +37,7 @@ type RotatedSDF struct {
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angle float64
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angle float64
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}
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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, Material) {
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rotated_p := Rotate(p, s.rotVector, s.angle)
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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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return s.primitive.Distance(rotated_p)
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}
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}
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@ -47,7 +47,7 @@ type ScaledSDF struct {
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scale float64
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scale float64
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}
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}
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func (s ScaledSDF) Distance(p Vector3) (float64, *Material) {
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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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dist, color := s.primitive.Distance(p.Scale(1 / s.scale))
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return dist * s.scale, color
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return dist * s.scale, color
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}
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}
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@ -57,7 +57,7 @@ type RepeatSDF struct {
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cellSize Vector3
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cellSize Vector3
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}
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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, Material) {
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x, y, z := p.Unpack()
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x, y, z := p.Unpack()
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sx, sy, sz := s.cellSize.Unpack()
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sx, sy, sz := s.cellSize.Unpack()
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round := math.RoundToEven
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round := math.RoundToEven
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@ -70,10 +70,10 @@ type UnionSDF struct {
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primitive2 SDF
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primitive2 SDF
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}
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}
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func (s UnionSDF) Distance(p Vector3) (float64, *Material) {
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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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d1, color1 := s.primitive1.Distance(p)
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d2, color2 := s.primitive2.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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color := color1
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if d2 < d1 {
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if d2 < d1 {
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@ -87,11 +87,11 @@ type SubstractionSDF struct {
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primitive2 SDF
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primitive2 SDF
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}
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}
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func (s SubstractionSDF) Distance(p Vector3) (float64, *Material) {
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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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d1, color1 := s.primitive1.Distance(p)
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d2, _ := s.primitive2.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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return d, color1
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}
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}
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@ -100,14 +100,14 @@ type IntersectionSDF struct {
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primitive2 SDF
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primitive2 SDF
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}
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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, Material) {
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d1, mat1 := s.primitive1.Distance(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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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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var mat Material = MixedMaterial{mat1, mat2, 0.5, p}
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return d, &mat
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return d, mat
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}
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}
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type SmoothUnionSDF struct {
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type SmoothUnionSDF struct {
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@ -116,15 +116,15 @@ type SmoothUnionSDF struct {
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k float64
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k float64
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}
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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, Material) {
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k := 4 * s.k
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k := 4 * s.k
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d1, mat1 := s.primitive1.Distance(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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d2, mat2 := s.primitive2.Distance(p)
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h := math.Max(k-math.Abs(d1-d2), 0.0)
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h := 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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d := min(d1, d2) - h*h*0.25/k
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t := SmoothStep(d2-d1, -k, 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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var mat Material = MixedMaterial{mat2, mat1, t, p}
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return d, &mat
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return d, mat
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}
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}
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type SmoothSubstractionSDF struct {
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type SmoothSubstractionSDF struct {
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@ -133,15 +133,15 @@ type SmoothSubstractionSDF struct {
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k float64
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k float64
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}
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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, Material) {
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k := 4 * s.k
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k := 4 * s.k
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d1, mat1 := s.primitive1.Distance(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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d2, mat2 := s.primitive2.Distance(p)
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h := math.Max(k-math.Abs(-d1-d2), 0.0)
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h := 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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d := max(d1, -d2) + h*h*0.25/k
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t := SmoothStep(d1-d2, -k, 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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var mat Material = MixedMaterial{mat1, mat2, t, p}
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return d, &mat
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return d, mat
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}
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}
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type SmoothIntersectionSDF struct {
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type SmoothIntersectionSDF struct {
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@ -150,13 +150,13 @@ type SmoothIntersectionSDF struct {
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k float64
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k float64
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}
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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, Material) {
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k := 4 * s.k
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k := 4 * s.k
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d1, mat1 := s.primitive1.Distance(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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d2, mat2 := s.primitive2.Distance(p)
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h := math.Max(k-math.Abs(d1-d2), 0.0)
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h := 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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d := max(d1, d2) + h*h*0.25/k
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t := SmoothStep(d2-d1, -k, 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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var mat Material = MixedMaterial{mat1, mat2, t, p}
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return d, &mat
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return d, mat
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}
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}
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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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return Vector3{u.X + v.X, u.Y + v.Y, u.Z + v.Z}
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}
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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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func (u Vector3) Neg() Vector3 {
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return Vector3{-u.X, -u.Y, -u.Z}
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return Vector3{-u.X, -u.Y, -u.Z}
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}
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}
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func (u Vector3) Sub(v Vector3) Vector3 {
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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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}
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func (u Vector3) Scale(a float64) Vector3 {
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func (u Vector3) Scale(a float64) Vector3 {
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