RayMarchingGo/ray_marching.go
2025-09-26 23:23:52 +02:00

112 lines
3 KiB
Go

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 = 1000
const EPS = 0.01
const WIDTH = 250
const HEIGHT = 250
const PI = math.Pi
var lightPos Vector3 = Vector3{0, -200, 600}
var sphere Sphere = Sphere{Vector3{0, 100, 5}, 10, RED_MAT}
var plane Plane = Plane{Vector3{0, 0, 1}, 0, WHITE_GREY_GRID_MAT}
var scene SmoothUnionSDF = SmoothUnionSDF{sphere, plane, 3.5}
// var scene UnionSDF = UnionSDF{sphere, plane}
var cameraPos Vector3 = Vector3{0, -10, 30}
// radius, theta, phi
var screenSpherical Vector3 = Vector3{10, PI/2 + 0.2, PI / 2}
var screenPhysicalSize float64 = 5
func phongShading(point Vector3, normal Vector3, mat Material) Vector3 {
lightVec := (lightPos.Sub(point)).Normalized()
reflectLight := Reflect(lightVec.Scale(-1), normal)
eyeVec := (cameraPos.Sub(point)).Normalized()
ambiant := mat.ambiantColor.GetColor(point).Scale(0.1)
diffusePower := mat.diffuseFac * max(0, normal.Dot(lightVec))
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
}
fr, fg, fb = Clamp(fr, 0, 255), Clamp(fg, 0, 255), Clamp(fb, 0, 255)
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()
}
}