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a6770d7fac
...
30ba975eb5
7 changed files with 46 additions and 73 deletions
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@ -1,2 +1,2 @@
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Simple cpu ray-marching in go
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Focus on Lisiblity & Features
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Focus on Lisiblity & Features, sacrifice performance
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@ -13,8 +13,8 @@ import (
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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const WIDTH = 200
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const HEIGHT = 200
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const WIDTH = 100
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const HEIGHT = 100
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const TEXTURE_SCALE = 4
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const MAX_DIST = 500.0
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@ -69,7 +69,7 @@ func compute_pixel(y0 int, y1 int, wg *sync.WaitGroup, screenCenter Vector3, phi
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origin := screenCenter.Add(phiVec.Scale(-sx)).Add(thetaVec.Scale(sy))
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direction := (origin.Sub(cameraPos)).Normalized()
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hit, colorVec := rayMarch(origin, direction, 1)
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hit, colorVec := rayMarch(origin, direction)
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var fr, fg, fb float64
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if hit {
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fr, fg, fb = colorVec.Unpack()
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@ -1,8 +1,6 @@
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package main
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import (
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"math"
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)
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import "math"
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type Color interface {
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GetColor(Vector3) Vector3
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@ -62,7 +60,7 @@ func MixMat(mat1 MaterialBrut, mat2 MaterialBrut, t float64, p Vector3) Material
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mat1.specularColor.GetColor(p).Scale(1 - t).Add((mat2.specularColor.GetColor(p)).Scale(t)),
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mat1.specularFac*(1-t) + mat2.specularFac*t,
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mat1.specularExp*(1-t) + mat2.specularExp*t,
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mat1.reflectanceFac*(1-t) + mat2.reflectanceFac*t,
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(mat1.reflectanceFac*(1-t) + mat2.reflectanceFac) * t,
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mat1.reflectanceTint.GetColor(p).Scale(1 - t).Add((mat2.reflectanceTint.GetColor(p)).Scale(t)),
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mat1.refractFac*(1-t) + mat2.refractFac*t,
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mat1.refractIndice*(1-t) + mat2.refractIndice*t,
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@ -70,14 +68,14 @@ func MixMat(mat1 MaterialBrut, mat2 MaterialBrut, t float64, p Vector3) Material
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}
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type MixedMaterial struct {
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mat1 Material
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mat2 Material
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mat1 *Material
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mat2 *Material
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t float64
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p Vector3
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}
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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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func DefaultMaterial(diffuseColor Color) MaterialBrut {
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@ -88,7 +86,7 @@ func DefaultMaterial(diffuseColor Color) MaterialBrut {
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specularColor: Vector3{255, 255, 255},
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specularFac: 1,
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specularExp: 35.0,
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reflectanceFac: 0.2,
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reflectanceFac: 0.0,
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reflectanceTint: Vector3{255, 255, 255},
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refractFac: 0.0,
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refractIndice: 1.0,
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@ -97,7 +95,7 @@ func DefaultMaterial(diffuseColor Color) MaterialBrut {
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// Colors
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var RED = Vector3{125, 0, 0}
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var RED = Vector3{255, 0, 0}
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var GREEN = Vector3{0, 255, 0}
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var BLUE = Vector3{0, 0, 255}
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var WHITE = Vector3{255, 255, 255}
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@ -6,8 +6,8 @@ type Sphere struct {
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material Material
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}
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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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func (s Sphere) Distance(p Vector3) (float64, *Material) {
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return p.Length() - s.radius, &s.material
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}
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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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}
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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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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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// Plane
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@ -27,6 +27,6 @@ type Plane struct {
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material Material
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}
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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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func (s Plane) Distance(p Vector3) (float64, *Material) {
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return p.Dot(s.normal), &s.material
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}
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@ -39,42 +39,23 @@ func shadow(point Vector3) float64 {
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}
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res = min(res, SOFT_SHADOW_COEFF*dist/dist_total)
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dist_total += dist
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p.Radd(direction.Scale(dist))
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p = p.Add(direction.Scale(dist))
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}
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return res
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}
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func reflect(point Vector3, direction Vector3, normal Vector3, mat Material, reflectNumber int) Vector3 {
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brutMat := mat.GetMaterialBrut()
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if reflectNumber <= 0 || brutMat.reflectanceFac < EPS {
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return Vector3{0, 0, 0}
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}
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reflected := Reflect(direction, normal).Scale(-1)
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reflectRayOrigin := point.Add(reflected.Scale(5 * EPS))
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hit, color := rayMarch(reflectRayOrigin, reflected, reflectNumber-1)
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if !hit {
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color = Vector3{0, 0, 0}
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}
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// fmt.Println("Reflect")
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return color.Scale(brutMat.reflectanceFac)
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}
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func rayMarch(origin Vector3, direction Vector3, reflectNumber int) (bool, Vector3) {
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func rayMarch(origin Vector3, direction Vector3) (bool, Vector3) {
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p := origin
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for range MAX_STEP {
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dist, mat := scene.Distance(p)
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if dist < EPS {
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normal := Gradient(scene, p, EPS).Normalized()
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phongShade := phongShading(p, normal, mat)
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shadowCoeff := max(shadow(p), 0.3)
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reflectColor := reflect(p, direction, normal, mat, reflectNumber)
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return true, phongShade.Add(reflectColor).Scale(shadowCoeff)
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// return true, phongShading(p, normal, *mat)
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return true, phongShading(p, normal, *mat).Scale(max(shadow(p), 0.3))
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}
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if dist > MAX_DIST {
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break
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}
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p.Radd(direction.Scale(dist))
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p = p.Add(direction.Scale(dist))
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}
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return false, GREY
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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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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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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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}
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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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}
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@ -37,7 +37,7 @@ type RotatedSDF struct {
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angle float64
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}
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func (s RotatedSDF) Distance(p Vector3) (float64, 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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return s.primitive.Distance(rotated_p)
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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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}
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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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return dist * s.scale, color
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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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}
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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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sx, sy, sz := s.cellSize.Unpack()
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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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}
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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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d2, color2 := s.primitive2.Distance(p)
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d := min(d1, d2)
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d := math.Min(d1, d2)
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color := color1
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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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}
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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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d2, _ := s.primitive2.Distance(p)
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d := max(d1, -d2)
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d := math.Max(d1, -d2)
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return d, color1
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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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}
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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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d2, mat2 := s.primitive2.Distance(p)
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d := max(d1, d2)
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d := math.Max(d1, d2)
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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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type SmoothUnionSDF struct {
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@ -116,15 +116,15 @@ type SmoothUnionSDF struct {
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k float64
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}
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func (s SmoothUnionSDF) Distance(p Vector3) (float64, 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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d1, mat1 := s.primitive1.Distance(p)
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d2, mat2 := s.primitive2.Distance(p)
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h := max(k-math.Abs(d1-d2), 0.0)
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d := min(d1, d2) - h*h*0.25/k
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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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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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type SmoothSubstractionSDF struct {
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@ -133,15 +133,15 @@ type SmoothSubstractionSDF struct {
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k float64
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}
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func (s SmoothSubstractionSDF) Distance(p Vector3) (float64, 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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d1, mat1 := s.primitive1.Distance(p)
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d2, mat2 := s.primitive2.Distance(p)
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h := max(k-math.Abs(-d1-d2), 0.0)
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d := max(d1, -d2) + h*h*0.25/k
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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(d1-d2, -k, k)
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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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type SmoothIntersectionSDF struct {
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@ -150,13 +150,13 @@ type SmoothIntersectionSDF struct {
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k float64
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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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d1, mat1 := s.primitive1.Distance(p)
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d2, mat2 := s.primitive2.Distance(p)
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h := max(k-math.Abs(d1-d2), 0.0)
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d := max(d1, d2) + h*h*0.25/k
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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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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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@ -16,18 +16,12 @@ 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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}
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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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return Vector3{-u.X, -u.Y, -u.Z}
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}
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func (u Vector3) Sub(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 u.Add(v.Neg())
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}
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func (u Vector3) Scale(a float64) Vector3 {
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