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9 changed files with 61 additions and 138 deletions

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@ -1,26 +0,0 @@
name: Build Go (Linux + Windows)
on:
push:
workflow_dispatch:
jobs:
build:
runs-on: docker
container:
image: git.rufous-trench.ts.net/crizomb/forgejo-action-goraylib:deb13-node20-go1.24
steps:
- uses: actions/checkout@v4
- name: Build binaries
run: |
cd src
mkdir -p builds_artifact
GOOS=linux GOARCH=amd64 go build -o builds_artifact/raymarchgo-linux-amd64
GOOS=windows GOARCH=amd64 go build -o builds_artifact/raymarchgo-windows-amd64.exe
- name: Upload artifacts
uses: actions/upload-artifact@v3
with:
name: DebugBuilds
path: src/builds_artifact

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@ -1,7 +1,2 @@
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>
also used to test CI/CD things currently
inc=2

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@ -1,4 +1,4 @@
module raymarching_go
module test_raylib
go 1.24.7

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@ -15,7 +15,7 @@ import (
const WIDTH = 200
const HEIGHT = 200
const TEXTURE_SCALE = 4
const TEXTURE_SCALE = 2
const MAX_DIST = 500.0
const MAX_STEP = 100
@ -43,11 +43,9 @@ func init() {
func update(t float64) {
sphereMat := RED_MAT
sphereMat2 := GREEN_MAT
sphereMat.specularFac = 0.5
sphereMat2.specularFac = 0.5
sphere := TranslatedSDF{Sphere{10, sphereMat}, Vector3{-15, 100, 10}}
sphere2 := TranslatedSDF{Sphere{10, sphereMat2}, Vector3{15, 100, 10}}
sphere2 := TranslatedSDF{Sphere{10, sphereMat}, Vector3{15, 100, 10}}
// boxMat := BLUE_MAT
// box := TranslatedSDF{Box{Vector3{10, 2, 10}, boxMat}, Vector3{0, 100, 10}}

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@ -6,12 +6,8 @@ type Sphere struct {
material Material
}
func (s Sphere) Distance(p Vector3) float64 {
return p.Length() - s.radius
}
func (s Sphere) GetMaterial(p Vector3) Material {
return s.material
func (s Sphere) Distance(p Vector3) (float64, Material) {
return p.Length() - s.radius, s.material
}
// Box
@ -20,13 +16,9 @@ type Box struct {
material Material
}
func (s Box) Distance(p Vector3) float64 {
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)
}
func (s Box) GetMaterial(p Vector3) Material {
return s.material
return q.Max(0.0).Length() + min(max(q.X, max(q.Y, q.Z)), 0.0), s.material
}
// Plane
@ -35,10 +27,6 @@ type Plane struct {
material Material
}
func (s Plane) Distance(p Vector3) float64 {
return p.Dot(s.normal)
}
func (s Plane) GetMaterial(p Vector3) Material {
return s.material
func (s Plane) Distance(p Vector3) (float64, Material) {
return p.Dot(s.normal), s.material
}

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@ -30,7 +30,7 @@ func shadow(point Vector3) float64 {
res := 1.0
dist_total := 0.0
for range MAX_STEP {
dist := scene.Distance(p)
dist, _ := scene.Distance(p)
if dist < EPS {
return 0
}
@ -62,9 +62,8 @@ func reflect(point Vector3, direction Vector3, normal Vector3, mat Material, ref
func rayMarch(origin Vector3, direction Vector3, reflectNumber int) (bool, Vector3) {
p := origin
for range MAX_STEP {
dist := scene.Distance(p)
dist, mat := scene.Distance(p)
if dist < EPS {
mat := scene.GetMaterial(p)
normal := Gradient(scene, p, EPS).Normalized()
phongShade := phongShading(p, normal, mat)
shadowCoeff := max(shadow(p), 0.3)

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@ -5,14 +5,18 @@ import (
)
type SDF interface {
Distance(Vector3) float64
GetMaterial(Vector3) Material
Distance(Vector3) (float64, Material)
}
func DistanceOnly(sdf SDF, p Vector3) float64 {
dist, _ := sdf.Distance(p)
return dist
}
func Gradient(sdf SDF, p Vector3, eps float64) Vector3 {
dx := (sdf.Distance(p.Add(Vector3{X: eps})) - sdf.Distance(p.Add(Vector3{X: -eps}))) / (2 * eps)
dy := (sdf.Distance(p.Add(Vector3{Y: eps})) - sdf.Distance(p.Add(Vector3{Y: -eps}))) / (2 * eps)
dz := (sdf.Distance(p.Add(Vector3{Z: eps})) - sdf.Distance(p.Add(Vector3{Z: -eps}))) / (2 * eps)
dx := (DistanceOnly(sdf, p.Add(Vector3{X: eps})) - DistanceOnly(sdf, p.Add(Vector3{X: -eps}))) / (2 * eps)
dy := (DistanceOnly(sdf, p.Add(Vector3{Y: eps})) - DistanceOnly(sdf, p.Add(Vector3{Y: -eps}))) / (2 * eps)
dz := (DistanceOnly(sdf, p.Add(Vector3{Z: eps})) - DistanceOnly(sdf, p.Add(Vector3{Z: -eps}))) / (2 * eps)
return Vector3{X: dx, Y: dy, Z: dz}
}
@ -23,40 +27,29 @@ type TranslatedSDF struct {
translate Vector3
}
func (s TranslatedSDF) Distance(p Vector3) float64 {
func (s TranslatedSDF) Distance(p Vector3) (float64, Material) {
return s.primitive.Distance(p.Sub(s.translate))
}
func (s TranslatedSDF) GetMaterial(p Vector3) Material {
return s.primitive.GetMaterial(p.Sub(s.translate))
}
type RotatedSDF struct {
primitive SDF
rotVector Vector3
angle float64
}
func (s RotatedSDF) Distance(p Vector3) float64 {
func (s RotatedSDF) Distance(p Vector3) (float64, Material) {
rotated_p := Rotate(p, s.rotVector, s.angle)
return s.primitive.Distance(rotated_p)
}
func (s RotatedSDF) GetMaterial(p Vector3) Material {
rotated_p := Rotate(p, s.rotVector, s.angle)
return s.primitive.GetMaterial(rotated_p)
}
type ScaledSDF struct {
primitive SDF
scale float64
}
func (s ScaledSDF) Distance(p Vector3) float64 {
return s.primitive.Distance(p.Scale(1 / s.scale))
}
func (s ScaledSDF) GetMaterial(p Vector3) Material {
return s.primitive.GetMaterial(p.Scale(1 / s.scale))
func (s ScaledSDF) Distance(p Vector3) (float64, Material) {
dist, color := s.primitive.Distance(p.Scale(1 / s.scale))
return dist * s.scale, color
}
type RepeatSDF struct {
@ -64,39 +57,29 @@ type RepeatSDF struct {
cellSize Vector3
}
func (s RepeatSDF) Distance(p Vector3) float64 {
func (s RepeatSDF) Distance(p Vector3) (float64, Material) {
x, y, z := p.Unpack()
sx, sy, sz := s.cellSize.Unpack()
round := math.RoundToEven
nearest_cell := Vector3{sx * round(x/sx), sy * round(y/sy), sz * round(z/sz)}
return s.primitive.Distance(p.Sub(nearest_cell))
}
func (s RepeatSDF) GetMaterial(p Vector3) Material {
x, y, z := p.Unpack()
sx, sy, sz := s.cellSize.Unpack()
round := math.RoundToEven
nearest_cell := Vector3{sx * round(x/sx), sy * round(y/sy), sz * round(z/sz)}
return s.primitive.GetMaterial(p.Sub(nearest_cell))
}
type UnionSDF struct {
primitive1 SDF
primitive2 SDF
}
func (s UnionSDF) Distance(p Vector3) float64 {
return min(s.primitive1.Distance(p), s.primitive2.Distance(p))
}
func (s UnionSDF) GetMaterial(p Vector3) Material {
d1, color1 := s.primitive1.Distance(p), s.primitive1.GetMaterial(p)
d2, color2 := s.primitive2.Distance(p), s.primitive2.GetMaterial(p)
func (s UnionSDF) Distance(p Vector3) (float64, Material) {
d1, color1 := s.primitive1.Distance(p)
d2, color2 := s.primitive2.Distance(p)
d := min(d1, d2)
color := color1
if d2 < d1 {
color = color2
}
return color
return d, color
}
type SubstractionSDF struct {
@ -104,12 +87,12 @@ type SubstractionSDF struct {
primitive2 SDF
}
func (s SubstractionSDF) Distance(p Vector3) float64 {
return max(s.primitive1.Distance(p), -s.primitive2.Distance(p))
}
func (s SubstractionSDF) Distance(p Vector3) (float64, Material) {
d1, color1 := s.primitive1.Distance(p)
d2, _ := s.primitive2.Distance(p)
func (s SubstractionSDF) GetMaterial(p Vector3) Material {
return s.primitive1.GetMaterial(p)
d := max(d1, -d2)
return d, color1
}
type IntersectionSDF struct {
@ -117,13 +100,14 @@ type IntersectionSDF struct {
primitive2 SDF
}
func (s IntersectionSDF) Distance(p Vector3) float64 {
return max(s.primitive1.Distance(p), s.primitive2.Distance(p))
}
func (s IntersectionSDF) Distance(p Vector3) (float64, Material) {
func (s IntersectionSDF) GetMaterial(p Vector3) Material {
mat1, mat2 := s.primitive1.GetMaterial(p), s.primitive2.GetMaterial(p)
return MixedMaterial{mat1, mat2, 0.5, p}
d1, mat1 := s.primitive1.Distance(p)
d2, mat2 := s.primitive2.Distance(p)
d := max(d1, d2)
var mat Material = MixedMaterial{mat1, mat2, 0.5, p}
return d, mat
}
type SmoothUnionSDF struct {
@ -132,20 +116,15 @@ type SmoothUnionSDF struct {
k float64
}
func (s SmoothUnionSDF) Distance(p Vector3) float64 {
func (s SmoothUnionSDF) Distance(p Vector3) (float64, Material) {
k := 4 * s.k
d1 := s.primitive1.Distance(p)
d2 := s.primitive2.Distance(p)
d1, mat1 := s.primitive1.Distance(p)
d2, mat2 := s.primitive2.Distance(p)
h := max(k-math.Abs(d1-d2), 0.0)
return min(d1, d2) - h*h*0.25/k
}
func (s SmoothUnionSDF) GetMaterial(p Vector3) Material {
k := 4 * s.k
d1, mat1 := s.primitive1.Distance(p), s.primitive1.GetMaterial(p)
d2, mat2 := s.primitive2.Distance(p), s.primitive2.GetMaterial(p)
d := min(d1, d2) - h*h*0.25/k
t := SmoothStep(d2-d1, -k, k)
return MixedMaterial{mat2, mat1, t, p}
var mat Material = MixedMaterial{mat2, mat1, t, p}
return d, mat
}
type SmoothSubstractionSDF struct {
@ -154,20 +133,15 @@ type SmoothSubstractionSDF struct {
k float64
}
func (s SmoothSubstractionSDF) Distance(p Vector3) float64 {
func (s SmoothSubstractionSDF) Distance(p Vector3) (float64, Material) {
k := 4 * s.k
d1 := s.primitive1.Distance(p)
d2 := s.primitive2.Distance(p)
d1, mat1 := s.primitive1.Distance(p)
d2, mat2 := s.primitive2.Distance(p)
h := max(k-math.Abs(-d1-d2), 0.0)
return max(d1, -d2) + h*h*0.25/k
}
func (s SmoothSubstractionSDF) GetMaterial(p Vector3) Material {
k := 4 * s.k
d1, mat1 := s.primitive1.Distance(p), s.primitive1.GetMaterial(p)
d2, mat2 := s.primitive2.Distance(p), s.primitive2.GetMaterial(p)
d := max(d1, -d2) + h*h*0.25/k
t := SmoothStep(d1-d2, -k, k)
return MixedMaterial{mat1, mat2, t, p}
var mat Material = MixedMaterial{mat1, mat2, t, p}
return d, mat
}
type SmoothIntersectionSDF struct {
@ -176,18 +150,13 @@ type SmoothIntersectionSDF struct {
k float64
}
func (s SmoothIntersectionSDF) Distance(p Vector3) float64 {
func (s SmoothIntersectionSDF) Distance(p Vector3) (float64, Material) {
k := 4 * s.k
d1 := s.primitive1.Distance(p)
d2 := s.primitive2.Distance(p)
d1, mat1 := s.primitive1.Distance(p)
d2, mat2 := s.primitive2.Distance(p)
h := max(k-math.Abs(d1-d2), 0.0)
return max(d1, d2) + h*h*0.25/k
}
func (s SmoothIntersectionSDF) GetMaterial(p Vector3) Material {
k := 4 * s.k
d1, mat1 := s.primitive1.Distance(p), s.primitive1.GetMaterial(p)
d2, mat2 := s.primitive2.Distance(p), s.primitive2.GetMaterial(p)
d := max(d1, d2) + h*h*0.25/k
t := SmoothStep(d2-d1, -k, k)
return MixedMaterial{mat1, mat2, t, p}
var mat Material = MixedMaterial{mat1, mat2, t, p}
return d, mat
}