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Author SHA1 Message Date
a6770d7fac reflection added 2025-09-28 04:46:54 +02:00
6fc7d7a4c3 Revert "little opti ?"
This reverts commit 40c0846029.
2025-09-28 04:15:28 +02:00
40c0846029 little opti ? 2025-09-28 04:09:58 +02:00
0ded879dce 2x Perf, because wtf *Material is useless, Material is an interface so it's already a ref 2025-09-28 03:08:27 +02:00
a6a3785a9f small opti 2025-09-28 02:45:46 +02:00
0cf71d7abb Nah I want performance 2025-09-28 00:54:40 +02:00
7 changed files with 73 additions and 46 deletions

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@ -1,2 +1,2 @@
Simple cpu ray-marching in go Simple cpu ray-marching in go
Focus on Lisiblity & Features, sacrifice performance Focus on Lisiblity & Features

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@ -13,8 +13,8 @@ import (
rl "github.com/gen2brain/raylib-go/raylib" rl "github.com/gen2brain/raylib-go/raylib"
) )
const WIDTH = 100 const WIDTH = 200
const HEIGHT = 100 const HEIGHT = 200
const TEXTURE_SCALE = 4 const TEXTURE_SCALE = 4
const MAX_DIST = 500.0 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)) origin := screenCenter.Add(phiVec.Scale(-sx)).Add(thetaVec.Scale(sy))
direction := (origin.Sub(cameraPos)).Normalized() direction := (origin.Sub(cameraPos)).Normalized()
hit, colorVec := rayMarch(origin, direction) hit, colorVec := rayMarch(origin, direction, 1)
var fr, fg, fb float64 var fr, fg, fb float64
if hit { if hit {
fr, fg, fb = colorVec.Unpack() fr, fg, fb = colorVec.Unpack()

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@ -1,6 +1,8 @@
package main package main
import "math" import (
"math"
)
type Color interface { type Color interface {
GetColor(Vector3) Vector3 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.specularColor.GetColor(p).Scale(1 - t).Add((mat2.specularColor.GetColor(p)).Scale(t)),
mat1.specularFac*(1-t) + mat2.specularFac*t, mat1.specularFac*(1-t) + mat2.specularFac*t,
mat1.specularExp*(1-t) + mat2.specularExp*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.reflectanceTint.GetColor(p).Scale(1 - t).Add((mat2.reflectanceTint.GetColor(p)).Scale(t)),
mat1.refractFac*(1-t) + mat2.refractFac*t, mat1.refractFac*(1-t) + mat2.refractFac*t,
mat1.refractIndice*(1-t) + mat2.refractIndice*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 { type MixedMaterial struct {
mat1 *Material mat1 Material
mat2 *Material mat2 Material
t float64 t float64
p Vector3 p Vector3
} }
func (mixedMat MixedMaterial) GetMaterialBrut() MaterialBrut { 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 { func DefaultMaterial(diffuseColor Color) MaterialBrut {
@ -86,7 +88,7 @@ func DefaultMaterial(diffuseColor Color) MaterialBrut {
specularColor: Vector3{255, 255, 255}, specularColor: Vector3{255, 255, 255},
specularFac: 1, specularFac: 1,
specularExp: 35.0, specularExp: 35.0,
reflectanceFac: 0.0, reflectanceFac: 0.2,
reflectanceTint: Vector3{255, 255, 255}, reflectanceTint: Vector3{255, 255, 255},
refractFac: 0.0, refractFac: 0.0,
refractIndice: 1.0, refractIndice: 1.0,
@ -95,7 +97,7 @@ func DefaultMaterial(diffuseColor Color) MaterialBrut {
// Colors // Colors
var RED = Vector3{255, 0, 0} var RED = Vector3{125, 0, 0}
var GREEN = Vector3{0, 255, 0} var GREEN = Vector3{0, 255, 0}
var BLUE = Vector3{0, 0, 255} var BLUE = Vector3{0, 0, 255}
var WHITE = Vector3{255, 255, 255} var WHITE = Vector3{255, 255, 255}

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

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@ -39,23 +39,42 @@ func shadow(point Vector3) float64 {
} }
res = min(res, SOFT_SHADOW_COEFF*dist/dist_total) res = min(res, SOFT_SHADOW_COEFF*dist/dist_total)
dist_total += dist dist_total += dist
p = p.Add(direction.Scale(dist)) p.Radd(direction.Scale(dist))
} }
return res 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 p := origin
for range MAX_STEP { for range MAX_STEP {
dist, mat := scene.Distance(p) dist, mat := scene.Distance(p)
if dist < EPS { if dist < EPS {
normal := Gradient(scene, p, EPS).Normalized() 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 { if dist > MAX_DIST {
break break
} }
p = p.Add(direction.Scale(dist)) p.Radd(direction.Scale(dist))
} }
return false, GREY return false, GREY
} }

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

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@ -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} 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 { func (u Vector3) Neg() Vector3 {
return Vector3{-u.X, -u.Y, -u.Z} return Vector3{-u.X, -u.Y, -u.Z}
} }
func (u Vector3) Sub(v Vector3) Vector3 { 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 { func (u Vector3) Scale(a float64) Vector3 {