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6 changed files with 49 additions and 40 deletions

View file

@ -13,8 +13,8 @@ import (
rl "github.com/gen2brain/raylib-go/raylib"
)
const WIDTH = 100
const HEIGHT = 100
const WIDTH = 200
const HEIGHT = 200
const TEXTURE_SCALE = 4
const MAX_DIST = 500.0

View file

@ -1,6 +1,8 @@
package main
import "math"
import (
"math"
)
type Color interface {
GetColor(Vector3) Vector3
@ -68,14 +70,14 @@ func MixMat(mat1 MaterialBrut, mat2 MaterialBrut, t float64, p Vector3) Material
}
type MixedMaterial struct {
mat1 *Material
mat2 *Material
mat1 Material
mat2 Material
t float64
p Vector3
}
func (mixedMat MixedMaterial) GetMaterialBrut() MaterialBrut {
return MixMat((*mixedMat.mat1).GetMaterialBrut(), (*mixedMat.mat2).GetMaterialBrut(), mixedMat.t, mixedMat.p)
return MixMat((mixedMat.mat1).GetMaterialBrut(), (mixedMat.mat2).GetMaterialBrut(), mixedMat.t, mixedMat.p)
}
func DefaultMaterial(diffuseColor Color) MaterialBrut {

View file

@ -6,8 +6,8 @@ type Sphere struct {
material Material
}
func (s Sphere) Distance(p Vector3) (float64, *Material) {
return p.Length() - s.radius, &s.material
func (s Sphere) Distance(p Vector3) (float64, Material) {
return p.Length() - s.radius, s.material
}
// Box
@ -16,9 +16,9 @@ type Box struct {
material Material
}
func (s Box) Distance(p Vector3) (float64, *Material) {
func (s Box) Distance(p Vector3) (float64, Material) {
q := p.Abs().Sub(s.dimensions)
return q.Max(0.0).Length() + min(max(q.X, max(q.Y, q.Z)), 0.0), &s.material
return q.Max(0.0).Length() + min(max(q.X, max(q.Y, q.Z)), 0.0), s.material
}
// Plane
@ -27,6 +27,6 @@ type Plane struct {
material Material
}
func (s Plane) Distance(p Vector3) (float64, *Material) {
return p.Dot(s.normal), &s.material
func (s Plane) Distance(p Vector3) (float64, Material) {
return p.Dot(s.normal), s.material
}

View file

@ -39,7 +39,7 @@ func shadow(point Vector3) float64 {
}
res = min(res, SOFT_SHADOW_COEFF*dist/dist_total)
dist_total += dist
p = p.Add(direction.Scale(dist))
p.Radd(direction.Scale(dist))
}
return res
}
@ -50,12 +50,13 @@ func rayMarch(origin Vector3, direction Vector3) (bool, Vector3) {
dist, mat := scene.Distance(p)
if dist < EPS {
normal := Gradient(scene, p, EPS).Normalized()
return true, phongShading(p, normal, *mat).Scale(max(shadow(p), 0.3))
return true, phongShading(p, normal, mat).Scale(max(shadow(p), 0.3))
// return true, phongShading(p, normal, *mat)
}
if dist > MAX_DIST {
break
}
p = p.Add(direction.Scale(dist))
p.Radd(direction.Scale(dist))
}
return false, GREY
}

View file

@ -5,7 +5,7 @@ import (
)
type SDF interface {
Distance(Vector3) (float64, *Material)
Distance(Vector3) (float64, Material)
}
func DistanceOnly(sdf SDF, p Vector3) float64 {
@ -27,7 +27,7 @@ type TranslatedSDF struct {
translate Vector3
}
func (s TranslatedSDF) Distance(p Vector3) (float64, *Material) {
func (s TranslatedSDF) Distance(p Vector3) (float64, Material) {
return s.primitive.Distance(p.Sub(s.translate))
}
@ -37,7 +37,7 @@ type RotatedSDF struct {
angle float64
}
func (s RotatedSDF) Distance(p Vector3) (float64, *Material) {
func (s RotatedSDF) Distance(p Vector3) (float64, Material) {
rotated_p := Rotate(p, s.rotVector, s.angle)
return s.primitive.Distance(rotated_p)
}
@ -47,7 +47,7 @@ type ScaledSDF struct {
scale float64
}
func (s ScaledSDF) Distance(p Vector3) (float64, *Material) {
func (s ScaledSDF) Distance(p Vector3) (float64, Material) {
dist, color := s.primitive.Distance(p.Scale(1 / s.scale))
return dist * s.scale, color
}
@ -57,7 +57,7 @@ type RepeatSDF struct {
cellSize Vector3
}
func (s RepeatSDF) Distance(p Vector3) (float64, *Material) {
func (s RepeatSDF) Distance(p Vector3) (float64, Material) {
x, y, z := p.Unpack()
sx, sy, sz := s.cellSize.Unpack()
round := math.RoundToEven
@ -70,10 +70,10 @@ type UnionSDF struct {
primitive2 SDF
}
func (s UnionSDF) Distance(p Vector3) (float64, *Material) {
func (s UnionSDF) Distance(p Vector3) (float64, Material) {
d1, color1 := s.primitive1.Distance(p)
d2, color2 := s.primitive2.Distance(p)
d := math.Min(d1, d2)
d := min(d1, d2)
color := color1
if d2 < d1 {
@ -87,11 +87,11 @@ type SubstractionSDF struct {
primitive2 SDF
}
func (s SubstractionSDF) Distance(p Vector3) (float64, *Material) {
func (s SubstractionSDF) Distance(p Vector3) (float64, Material) {
d1, color1 := s.primitive1.Distance(p)
d2, _ := s.primitive2.Distance(p)
d := math.Max(d1, -d2)
d := max(d1, -d2)
return d, color1
}
@ -100,14 +100,14 @@ type IntersectionSDF struct {
primitive2 SDF
}
func (s IntersectionSDF) Distance(p Vector3) (float64, *Material) {
func (s IntersectionSDF) Distance(p Vector3) (float64, Material) {
d1, mat1 := s.primitive1.Distance(p)
d2, mat2 := s.primitive2.Distance(p)
d := math.Max(d1, d2)
d := max(d1, d2)
var mat Material = MixedMaterial{mat1, mat2, 0.5, p}
return d, &mat
return d, mat
}
type SmoothUnionSDF struct {
@ -116,15 +116,15 @@ type SmoothUnionSDF struct {
k float64
}
func (s SmoothUnionSDF) Distance(p Vector3) (float64, *Material) {
func (s SmoothUnionSDF) Distance(p Vector3) (float64, Material) {
k := 4 * s.k
d1, mat1 := s.primitive1.Distance(p)
d2, mat2 := s.primitive2.Distance(p)
h := math.Max(k-math.Abs(d1-d2), 0.0)
d := math.Min(d1, d2) - h*h*0.25/k
h := max(k-math.Abs(d1-d2), 0.0)
d := min(d1, d2) - h*h*0.25/k
t := SmoothStep(d2-d1, -k, k)
var mat Material = MixedMaterial{mat2, mat1, t, p}
return d, &mat
return d, mat
}
type SmoothSubstractionSDF struct {
@ -133,15 +133,15 @@ type SmoothSubstractionSDF struct {
k float64
}
func (s SmoothSubstractionSDF) Distance(p Vector3) (float64, *Material) {
func (s SmoothSubstractionSDF) Distance(p Vector3) (float64, Material) {
k := 4 * s.k
d1, mat1 := s.primitive1.Distance(p)
d2, mat2 := s.primitive2.Distance(p)
h := math.Max(k-math.Abs(-d1-d2), 0.0)
d := math.Max(d1, -d2) + h*h*0.25/k
h := max(k-math.Abs(-d1-d2), 0.0)
d := max(d1, -d2) + h*h*0.25/k
t := SmoothStep(d1-d2, -k, k)
var mat Material = MixedMaterial{mat1, mat2, t, p}
return d, &mat
return d, mat
}
type SmoothIntersectionSDF struct {
@ -150,13 +150,13 @@ type SmoothIntersectionSDF struct {
k float64
}
func (s SmoothIntersectionSDF) Distance(p Vector3) (float64, *Material) {
func (s SmoothIntersectionSDF) Distance(p Vector3) (float64, Material) {
k := 4 * s.k
d1, mat1 := s.primitive1.Distance(p)
d2, mat2 := s.primitive2.Distance(p)
h := math.Max(k-math.Abs(d1-d2), 0.0)
d := math.Max(d1, d2) + h*h*0.25/k
h := max(k-math.Abs(d1-d2), 0.0)
d := max(d1, d2) + h*h*0.25/k
t := SmoothStep(d2-d1, -k, k)
var mat Material = MixedMaterial{mat1, mat2, t, p}
return d, &mat
return d, mat
}

View file

@ -16,12 +16,18 @@ func (u Vector3) Add(v Vector3) Vector3 {
return Vector3{u.X + v.X, u.Y + v.Y, u.Z + v.Z}
}
func (u *Vector3) Radd(v Vector3) {
u.X += v.X
u.Y += v.Y
u.Z += v.Z
}
func (u Vector3) Neg() Vector3 {
return Vector3{-u.X, -u.Y, -u.Z}
}
func (u Vector3) Sub(v Vector3) Vector3 {
return u.Add(v.Neg())
return Vector3{u.X - v.X, u.Y - v.Y, u.Z - v.Z}
}
func (u Vector3) Scale(a float64) Vector3 {