Created
December 12, 2020 01:36
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shading by ray matching steps
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#![feature(trait_alias)] | |
mod line_noise { | |
pub use core::time::Duration; | |
pub extern crate nalgebra as na; | |
pub use na::{Vector3,Vector2}; | |
pub use nalgebra::max; | |
pub use nalgebra::Rotation3; | |
pub use nalgebra::Isometry3; | |
pub use nalgebra::Point; | |
pub use sdl2::rect::Rect as SRect; | |
pub use sdl2::keyboard::PressedScancodeIterator; | |
pub use sdl2::keyboard::Scancode; | |
pub use sdl2::rect::Point as SPoint; | |
pub use sdl2::video::Window; | |
pub use sdl2::pixels::Color; | |
pub use sdl2::render::Canvas; | |
pub use sdl2::event::Event; | |
} | |
use self::line_noise::*; | |
type Sdfr = (f32,Vector3<f32>); | |
fn op_twist(p :&Vector3<f32>, apu:f32, sdf:fn(&Vector3<f32>) -> Sdfr) -> Sdfr { | |
sdf(&(Rotation3::new(Vector3::z() * (apu*p.z))*p)) | |
} | |
fn op_rep(p :&Vector3<f32>, c: &Vector3<f32>, sdf:fn(&Vector3<f32>) -> Sdfr) -> Sdfr { | |
fn r(c: f32,r: f32) -> f32 { | |
((c+r/2.0).abs())%r-(r/2.0) | |
} | |
sdf(&Vector3::new(r(p.x,c.x),r(p.y,c.y),r(p.z,c.z))) | |
} | |
fn op_disp(p: &Vector3<f32>, disp:fn(&Vector3<f32>) -> f32, sdf:fn(&Vector3<f32>) -> Sdfr) -> Sdfr { | |
let s = sdf(&p); | |
(s.0+disp(&p),s.1) | |
} | |
fn sdf_torus(p :&Vector3<f32>, size: &Vector2<f32>) -> Sdfr { | |
let q: Vector2<f32> = Vector2::new(p.xz().norm()-size.x,p.y); | |
(q.norm()-size.y,Vector3::new(1.0,1.0,1.0))//*p) | |
} | |
fn get_dist_col(pos: &Vector3<f32>) -> (f32,Vector3<f32>) { | |
op_rep( | |
pos, | |
&Vector3::new(10.0,10.0,10.0), | |
|p| sdf_torus( | |
p, | |
&Vector2::new(2.0,1.0) | |
) | |
) | |
} | |
const SCALE: u32 = 4; | |
const PLAIN: f32 = 1.0; | |
const SKY: f32 = 30.0; | |
const HIT_TOLERANCE: f32 = 0.0001; | |
const CAMERA_SPEED: f32 = 2.0; //u per second | |
const GLOW_END: f32 = 0.3; | |
fn compute_sky_color(p: Vector3<f32>, mindist: f32) -> Vector3<f32> { | |
let glow_intensity: f32 = 0.0_f32.max(((GLOW_END-mindist))/GLOW_END); | |
Vector3::new(0.0,0.0,glow_intensity)/2.0 | |
} | |
fn raymarch(dir: Vector2<f32>,is: Isometry3<f32>) -> Color { | |
let v = Vector3::new(dir.x,PLAIN,dir.y).normalize(); | |
let mut pos = Point::from(Vector3::new(0.0,0.0,0.0)); | |
let mut step_count:f32 = 1.0; | |
let mut mindist:f32 = 0.2; | |
loop { | |
let sp = (is*pos).coords; | |
let dist = get_dist_col(&sp).0; | |
pos += v * dist; | |
mindist = mindist.min(dist); | |
let mag = pos.coords.norm(); | |
if mag > SKY { | |
let x = compute_sky_color(sp,mindist); | |
return Color::RGB( | |
(x.x*255.0) as u8, | |
(x.y*255.0) as u8, | |
(x.z*255.0) as u8 | |
); | |
} | |
if dist < HIT_TOLERANCE { | |
let c = get_dist_col(&sp).1/(step_count/10.0); | |
return Color::RGB( | |
((c.x*-50.0)+127.0) as u8, | |
((c.y*-50.0)+127.0) as u8, | |
((c.z*-50.0)+127.0) as u8 | |
); | |
} | |
step_count += 1.0; | |
} | |
} | |
fn draw(dest: &mut Canvas<Window>,is: Isometry3<f32>) { | |
let size = dest.output_size().unwrap(); | |
let end: Vector2<f32> = Vector2::new(size.0 as f32,size.1 as f32); | |
let center = end/2.0; | |
for x in 0..(size.0/SCALE) { | |
for y in 0..(size.1/SCALE) { | |
let pos = (Vector2::new(x as f32, y as f32)-center/(SCALE as f32)).component_div(&(end/(SCALE as f32))); | |
dest.set_draw_color(raymarch(pos,is)); | |
let r = SRect::new((x*SCALE) as i32,(y*SCALE) as i32,SCALE,SCALE); | |
dest.fill_rect(r).unwrap(); | |
} | |
} | |
} | |
fn move_camera(camera: &mut Isometry3<f32>, timestep :f32, keys: PressedScancodeIterator) { | |
for key in keys { | |
let mut movement = Vector3::new(0.0,0.0,0.0); | |
let mut rot:f32 = 0.0; | |
let mut rot2:f32 = 0.0; | |
match key { | |
Scancode::W => movement.y += CAMERA_SPEED, | |
Scancode::S => movement.y -= CAMERA_SPEED, | |
Scancode::A => movement.x -= CAMERA_SPEED, | |
Scancode::D => movement.x += CAMERA_SPEED, | |
Scancode::K => rot2 += 0.3, | |
Scancode::I => rot2 -= 0.3, | |
Scancode::J => rot += 0.3, | |
Scancode::L => rot -= 0.3, | |
_ => (), | |
} | |
*camera = *camera*Isometry3::new( | |
movement*timestep, | |
Vector3::new(rot2, 0.0 , rot)*timestep | |
) | |
} | |
} | |
fn main() { | |
let sdl_context = sdl2::init().unwrap(); | |
let video_subsystem = sdl_context.video().unwrap(); | |
let mut timer = sdl_context.timer().unwrap(); | |
let window = video_subsystem.window("sdf", 900, 900) | |
.position_centered() | |
.build() | |
.unwrap(); | |
let mut event_pump = sdl_context.event_pump().unwrap(); | |
let mut canvas = window.into_canvas() //make software renderer | |
.software() | |
.build() | |
.unwrap(); | |
let mut is = Isometry3::new( | |
Vector3::new(0.0,-10.0,0.0), | |
Vector3::new(0.5,0.0,-0.4) | |
); | |
let mut last_start_time = timer.ticks(); | |
'running: loop { | |
let change = timer.ticks() - last_start_time; | |
last_start_time = timer.ticks(); | |
canvas.set_draw_color(Color::RGB(255,255,255)); | |
canvas.clear(); | |
for event in event_pump.poll_iter() { | |
match event { | |
Event::Quit {timestamp: _} => { | |
break 'running | |
}, | |
_ => {} | |
} | |
} | |
move_camera(&mut is,(change as f32)/1000.0,event_pump.keyboard_state().pressed_scancodes()); | |
draw(&mut canvas,is); | |
canvas.present(); | |
//std::thread::sleep(Duration::new(0, 1_000_000_000u32 / 60)); | |
} | |
} |
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