diff --git a/README.md b/README.md index 4a7f52e..725c7a3 100644 --- a/README.md +++ b/README.md @@ -1,2 +1,2 @@ Simple cpu ray-marching in go -Focus on Lisiblity & Features, sacrifice performance +Focus on Lisiblity & Features diff --git a/src/main.go b/src/main.go index 1868e3b..8b092f2 100644 --- a/src/main.go +++ b/src/main.go @@ -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 @@ -69,7 +69,7 @@ func compute_pixel(y0 int, y1 int, wg *sync.WaitGroup, screenCenter Vector3, phi origin := screenCenter.Add(phiVec.Scale(-sx)).Add(thetaVec.Scale(sy)) direction := (origin.Sub(cameraPos)).Normalized() - hit, colorVec := rayMarch(origin, direction) + hit, colorVec := rayMarch(origin, direction, 1) var fr, fg, fb float64 if hit { fr, fg, fb = colorVec.Unpack() diff --git a/src/material.go b/src/material.go index d9075ee..d238e1a 100644 --- a/src/material.go +++ b/src/material.go @@ -1,6 +1,8 @@ package main -import "math" +import ( + "math" +) type Color interface { GetColor(Vector3) Vector3 @@ -60,7 +62,7 @@ func MixMat(mat1 MaterialBrut, mat2 MaterialBrut, t float64, p Vector3) Material mat1.specularColor.GetColor(p).Scale(1 - t).Add((mat2.specularColor.GetColor(p)).Scale(t)), mat1.specularFac*(1-t) + mat2.specularFac*t, mat1.specularExp*(1-t) + mat2.specularExp*t, - (mat1.reflectanceFac*(1-t) + mat2.reflectanceFac) * t, + mat1.reflectanceFac*(1-t) + mat2.reflectanceFac*t, mat1.reflectanceTint.GetColor(p).Scale(1 - t).Add((mat2.reflectanceTint.GetColor(p)).Scale(t)), mat1.refractFac*(1-t) + mat2.refractFac*t, mat1.refractIndice*(1-t) + mat2.refractIndice*t, @@ -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 { @@ -86,7 +88,7 @@ func DefaultMaterial(diffuseColor Color) MaterialBrut { specularColor: Vector3{255, 255, 255}, specularFac: 1, specularExp: 35.0, - reflectanceFac: 0.0, + reflectanceFac: 0.2, reflectanceTint: Vector3{255, 255, 255}, refractFac: 0.0, refractIndice: 1.0, @@ -95,7 +97,7 @@ func DefaultMaterial(diffuseColor Color) MaterialBrut { // Colors -var RED = Vector3{255, 0, 0} +var RED = Vector3{125, 0, 0} var GREEN = Vector3{0, 255, 0} var BLUE = Vector3{0, 0, 255} var WHITE = Vector3{255, 255, 255} diff --git a/src/primitives_sdf.go b/src/primitives_sdf.go index 9999c1e..ba173ab 100644 --- a/src/primitives_sdf.go +++ b/src/primitives_sdf.go @@ -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 } diff --git a/src/ray_marching.go b/src/ray_marching.go index d7b806f..8a8aec7 100644 --- a/src/ray_marching.go +++ b/src/ray_marching.go @@ -39,23 +39,42 @@ 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 } -func rayMarch(origin Vector3, direction Vector3) (bool, Vector3) { +func reflect(point Vector3, direction Vector3, normal Vector3, mat Material, reflectNumber int) Vector3 { + brutMat := mat.GetMaterialBrut() + if reflectNumber <= 0 || brutMat.reflectanceFac < EPS { + return Vector3{0, 0, 0} + } + reflected := Reflect(direction, normal).Scale(-1) + reflectRayOrigin := point.Add(reflected.Scale(5 * EPS)) + hit, color := rayMarch(reflectRayOrigin, reflected, reflectNumber-1) + if !hit { + color = Vector3{0, 0, 0} + } + // fmt.Println("Reflect") + return color.Scale(brutMat.reflectanceFac) +} + +func rayMarch(origin Vector3, direction Vector3, reflectNumber int) (bool, Vector3) { p := origin for range MAX_STEP { 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)) + phongShade := phongShading(p, normal, mat) + shadowCoeff := max(shadow(p), 0.3) + reflectColor := reflect(p, direction, normal, mat, reflectNumber) + return true, phongShade.Add(reflectColor).Scale(shadowCoeff) + // 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 } diff --git a/src/sdf.go b/src/sdf.go index 64f52c0..c57df23 100644 --- a/src/sdf.go +++ b/src/sdf.go @@ -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 } diff --git a/src/vec3.go b/src/vec3.go index 7aea4c9..3f02686 100644 --- a/src/vec3.go +++ b/src/vec3.go @@ -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 {