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Author SHA1 Message Date
54082ee1bc Update README.md 2025-10-01 23:01:33 +02:00
62e28624eb Merge branch 'dev' 2025-09-28 18:47:37 +02:00
27c4cebb59 SmoothUnion pls 2025-09-28 18:46:24 +02:00
a1a6e0471c Merge pull request 'little scene change' (#1) from dev into master
Reviewed-on: #1
2025-09-28 18:43:03 +02:00
3 changed files with 11 additions and 16 deletions

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@ -1,2 +1,4 @@
Simple cpu ray-marching in go
Focus on Lisiblity & Features
<video src="https://git.rufous-trench.ts.net/Crizomb/Medias/raw/branch/main/rayMarchingGo.mp4" controls></video>

View file

@ -23,9 +23,6 @@ const EPS = 0.1
const PI = math.Pi
const SOFT_SHADOW_COEFF = 16
const LIGHT_POWER_EXP = 2.0
var LIGHT_POWER_FAC float64 = 2.0
var lightPos Vector3
var scene SDF
@ -36,8 +33,8 @@ var screenPhysicalSize float64
var cameraPos Vector3
func init() {
lightPos = Vector3{0, -200, 100}
LIGHT_POWER_FAC = math.Pow(lightPos.Length(), LIGHT_POWER_EXP) * LIGHT_POWER_FAC
lightPos = Vector3{100, -400, 400}
cameraPos = Vector3{0, -10, 25}
screenSpherical = Vector3{10, PI/2 + 0.2, PI / 2}
screenPhysicalSize = 5

View file

@ -9,30 +9,26 @@ import (
)
func phongShading(point Vector3, normal Vector3, mat Material) Vector3 {
lightVecNormalized := (lightPos.Sub(point)).Normalized()
reflectLight := Reflect(lightVecNormalized, normal)
lightVec := (lightPos.Sub(point)).Normalized()
reflectLight := Reflect(lightVec, normal)
eyeVec := (cameraPos.Sub(point)).Normalized()
brutMat := mat.GetMaterialBrut()
ambiant := brutMat.ambiantColor.GetColor(point)
diffusePower := brutMat.diffuseFac * max(0, normal.Dot(lightVecNormalized))
diffusePower := brutMat.diffuseFac * max(0, normal.Dot(lightVec))
diffuse := brutMat.diffuseColor.GetColor(point).Scale(diffusePower)
specularPower := brutMat.specularFac * math.Pow(max(0, reflectLight.Dot(eyeVec)), brutMat.specularExp)
specular := brutMat.specularColor.GetColor(point).Scale(specularPower)
return (ambiant.Add(diffuse).Add(specular))
return ambiant.Add(diffuse).Add(specular)
}
func shadow(point Vector3) float64 {
lightVec := (lightPos.Sub(point))
lightVecLength := lightVec.Length()
direction := lightVec.Scale(1 / lightVecLength)
direction := (lightPos.Sub(point)).Normalized()
p := point.Add(direction.Scale(5 * EPS))
res := 1.0
dist_total := 0.0
lightPower := LIGHT_POWER_FAC / math.Pow(lightVecLength, LIGHT_POWER_EXP)
for range MAX_STEP {
dist := scene.Distance(p)
if dist < EPS {
@ -45,7 +41,7 @@ func shadow(point Vector3) float64 {
dist_total += dist
p.Radd(direction.Scale(dist))
}
return res * lightPower
return res
}
func reflect(point Vector3, direction Vector3, normal Vector3, mat Material, reflectNumber int) Vector3 {
@ -71,7 +67,7 @@ func rayMarch(origin Vector3, direction Vector3, reflectNumber int) (bool, Vecto
mat := scene.GetMaterial(p)
normal := Gradient(scene, p, EPS).Normalized()
phongShade := phongShading(p, normal, mat)
shadowCoeff := max(shadow(p), 0.1)
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)