RayMarchingGo/sdf.go

162 lines
3.6 KiB
Go

package main
import (
"math"
)
type SDF interface {
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 := (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}
}
// Some transformations see https://iquilezles.org/articles/distfunctions/
type TranslatedSDF struct {
primitive SDF
translate Vector3
}
func (s TranslatedSDF) Distance(p Vector3) (float64, Material) {
return s.primitive.Distance(p.Sub(s.translate))
}
type RotatedSDF struct {
primitive SDF
rotVector Vector3
angle float64
}
func (s RotatedSDF) Distance(p Vector3) (float64, Material) {
rotated_p := Rotate(p, s.rotVector, s.angle)
return s.primitive.Distance(rotated_p)
}
type ScaledSDF struct {
primitive SDF
scale float64
}
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 {
primitive SDF
cellSize Vector3
}
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))
}
type UnionSDF struct {
primitive1 SDF
primitive2 SDF
}
func (s UnionSDF) Distance(p Vector3) (float64, Material) {
d1, color1 := s.primitive1.Distance(p)
d2, color2 := s.primitive2.Distance(p)
d := math.Min(d1, d2)
color := color1
if d2 < d1 {
color = color2
}
return d, color
}
type SubstractionSDF struct {
primitive1 SDF
primitive2 SDF
}
func (s SubstractionSDF) Distance(p Vector3) (float64, Material) {
d1, color1 := s.primitive1.Distance(p)
d2, _ := s.primitive2.Distance(p)
d := math.Max(-d1, d2)
return d, color1
}
type IntersectionSDF struct {
primitive1 SDF
primitive2 SDF
}
func (s IntersectionSDF) Distance(p Vector3) (float64, Material) {
d1, mat1 := s.primitive1.Distance(p)
d2, mat2 := s.primitive2.Distance(p)
d := math.Max(d1, d2)
mat := MixMat(mat1, mat2, 0.5, p)
return d, mat
}
type SmoothUnionSDF struct {
primitive1 SDF
primitive2 SDF
k float64
}
func (s SmoothUnionSDF) Distance(p Vector3) (float64, Material) {
k := 4 * s.k
d1, mat1 := s.primitive1.Distance(p)
d2, mat2 := s.primitive2.Distance(p)
h := math.Max(k-math.Abs(d1-d2), 0.0)
d := math.Min(d1, d2) - h*h*0.25/k
t := SmoothStep(d2-d1, -k, k)
mat := MixMat(mat2, mat1, t, p)
return d, mat
}
type SmoothSubstractionSDF struct {
primitive1 SDF
primitive2 SDF
k float64
}
func (s SmoothSubstractionSDF) Distance(p Vector3) (float64, Material) {
k := 4 * s.k
d1, mat1 := s.primitive1.Distance(p)
d2, mat2 := s.primitive2.Distance(p)
h := math.Max(k-math.Abs(-d1-d2), 0.0)
d := math.Max(-d1, d2) + h*h*0.25/k
t := SmoothStep(d2-d1, -k, k)
mat := MixMat(mat2, mat1, t, p)
return d, mat
}
type SmoothIntersectionSDF struct {
primitive1 SDF
primitive2 SDF
k float64
}
func (s SmoothIntersectionSDF) Distance(p Vector3) (float64, Material) {
k := 4 * s.k
d1, mat1 := s.primitive1.Distance(p)
d2, mat2 := s.primitive2.Distance(p)
h := math.Max(k-math.Abs(d1-d2), 0.0)
d := math.Max(d1, d2) + h*h*0.25/k
t := SmoothStep(d2-d1, -k, k)
mat := MixMat(mat2, mat1, t, p)
return d, mat
}