package main 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 sphere Sphere = Sphere{Vector3{0, 0, 100}, 10, RED} // var plane Plane = Plane{Vector3{0, 1, 0}, -10, GREY} // var scene UnionSDF = UnionSDF{sphere, plane} // x right, y forward, z up var scene Sphere = Sphere{Vector3{0, 100, 0}, 5, RED} var cameraPos Vector3 = Vector3{0, -10, 0} // radius, theta, phi var screenSpherical Vector3 = Vector3{10, PI / 2, PI / 2} var screenPhysicalSize float64 = 5 func rayMarch(origin Vector3, direction Vector3) (bool, Vector3) { p := origin for range MAX_STEP { dist, color := scene.Distance(p) // fmt.Println(dist) if dist < EPS { // fmt.Println("hit") return true, color.GetColor(p) } 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(theta_vec.Scale(-sx)).Add(phi_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() } } // func main() { // screenWidth := int32(800) // screenHeight := int32(450) // rl.InitWindow(screenWidth, screenHeight, "Bouncing Ball in Go - raylib") // defer rl.CloseWindow() // rl.SetTargetFPS(60) // // Ball properties // ballRadius := float32(20) // ballPos := rl.NewVector2(float32(screenWidth)/2.0, float32(screenHeight)/2.0) // ballSpeed := rl.NewVector2(4, 3) // ballColor := rl.Red // for !rl.WindowShouldClose() { // // Update // ballPos.X += ballSpeed.X // ballPos.Y += ballSpeed.Y // // Bounce on edges // if ballPos.X >= float32(screenWidth)-ballRadius || ballPos.X <= ballRadius { // ballSpeed.X *= -1 // } // if ballPos.Y >= float32(screenHeight)-ballRadius || ballPos.Y <= ballRadius { // ballSpeed.Y *= -1 // } // // Draw // rl.BeginDrawing() // rl.ClearBackground(rl.RayWhite) // rl.DrawText("Bouncing Ball Example", 10, 10, 20, rl.DarkGray) // rl.DrawCircleV(ballPos, ballRadius, ballColor) // rl.EndDrawing() // } // }