package main // RIGHT : x // FORWARD : Y // UP : Z import ( "math" rl "github.com/gen2brain/raylib-go/raylib" ) const MAX_DIST = 1000.0 const MAX_STEP = 100 const EPS = 0.1 const WIDTH = 500 const HEIGHT = 500 const PI = math.Pi var lightPos Vector3 = Vector3{0, 200, 400} var sphere Sphere = Sphere{Vector3{0, 100, 10}, 10, WHITE_GREY_GRID_MAT} var plane Plane = Plane{Vector3{0, 0, 1}, -10, GRID_OF_GRID_MAT} var scene UnionSDF = UnionSDF{sphere, plane} var cameraPos Vector3 = Vector3{0, -10, 0} // radius, theta, phi var screenSpherical Vector3 = Vector3{10, PI / 2, PI / 2} var screenPhysicalSize float64 = 5 func phongShading(point Vector3, normal Vector3, mat Material) Vector3 { lightVec := (lightPos.Sub(point)).Normalized() reflectLight := Reflect(lightVec, normal) eyeVec := (cameraPos.Sub(point)).Normalized() ambiant := mat.ambiantColor.GetColor(point).Scale(0.1) diffusePower := mat.diffuseFac * max(0, normal.Dot(lightVec)) * 0.5 diffuse := mat.diffuseColor.GetColor(point).Scale(diffusePower) specularPower := mat.specularFac * math.Pow(max(0, reflectLight.Dot(eyeVec)), mat.specularExp) specular := mat.specularColor.GetColor(point).Scale(specularPower) return ambiant.Add(diffuse).Add(specular) } func rayMarch(origin Vector3, direction Vector3) (bool, Vector3) { p := origin for range MAX_STEP { dist, mat := scene.Distance(p) // fmt.Println(dist) if dist < EPS { // fmt.Println("hit") normal := Gradient(scene, p, EPS).Normalized() return true, phongShading(p, normal, mat) } if dist > MAX_DIST { break } // fmt.Println("Before") // fmt.Println(p, dist) p = p.Add(direction.Scale(dist)) // fmt.Println("After") // fmt.Println(p, DistanceOnly(scene, p)) } return false, GREY } func genImage() *rl.Image { screenCartesian, _, theta_vec, phi_vec := screenSpherical.SphericalToCartesian() screenCenter := cameraPos.Add(screenCartesian) // fmt.Println(theta_vec, phi_vec) image := rl.GenImageColor(WIDTH, HEIGHT, rl.Black) for pixel_x := range WIDTH { for pixel_y := range HEIGHT { sx := screenPhysicalSize * (float64(pixel_x)/WIDTH - 0.5) sy := screenPhysicalSize * (float64(pixel_y)/WIDTH - 0.5) origin := screenCenter.Add(phi_vec.Scale(-sx)).Add(theta_vec.Scale(sy)) direction := (origin.Sub(cameraPos)).Normalized() // fmt.Println(origin, direction) hit, color_vec := rayMarch(origin, direction) var fr, fg, fb float64 if hit { fr, fg, fb = color_vec.Unpack() } else { fr, fg, fb = 0, 0, 0 } r, g, b := uint8(fr), uint8(fg), uint8(fb) rl.ImageDrawPixel(image, int32(pixel_x), int32(pixel_y), rl.Color{R: r, G: g, B: b, A: 255}) } } return image } func main() { rl.InitWindow(WIDTH, HEIGHT, "raymarching") texture := rl.LoadTextureFromImage(genImage()) for !rl.WindowShouldClose() { rl.BeginDrawing() rl.ClearBackground(rl.Black) rl.DrawTexture(texture, 0, 0, rl.White) rl.EndDrawing() } }