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Copy pathraymarcher.typ
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163 lines (147 loc) · 4.92 KB
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#import calc: *
#let SKY_COLOR = (0.5, 0.7, 0.9)
#let GROUND_COLOR = (0.3, 0.25, 0.2)
#let CYLINDER_CENTER = (0.0, 1.0, 2.0)
#let LIGHT_POSITION = (3.0, 4.0, -1.0)
#let LIGHT_COLOR = (1.0, 0.9, 0.7)
#let GRID_SIZE = 50 // Start small, because of Typst caching, memory usage skyrockets, I can only go to 140x140 on 100 MAX_STEPS before crashing (image in read me)
#let MAX_STEPS = 50 // Same goes here
#let MAX_DIST = 100.0
#let SURF_DIST = 0.001
#let UNIT = 5pt
#let TEXTURE = json("./texture.json")
#let TEXTURE_WIDTH = TEXTURE.remove(0)
#let TEXTURE_HEIGHT = TEXTURE.remove(0)
#let scaleVector(v, s) = (v.at(0) * s, v.at(1) * s, v.at(2) * s)
#let mulVectors(a, b) = (a.at(0) * b.at(0), a.at(1) * b.at(1), a.at(2) * b.at(2))
#let addVectors(a, b) = (a.at(0) + b.at(0), a.at(1) + b.at(1), a.at(2) + b.at(2))
#let subVectors(a, b) = (a.at(0) - b.at(0), a.at(1) - b.at(1), a.at(2) - b.at(2))
#let subVectors2(a, b) = (a.at(0) - b.at(0), a.at(1) - b.at(1))
#let dot(a, b) = a.at(0) * b.at(0) + a.at(1) * b.at(1) + a.at(2) * b.at(2)
#let dot2(a, b) = a.at(0) * b.at(0) + a.at(1) * b.at(1)
#let abs2(v) = (abs(v.at(0)), abs(v.at(1)))
#let max2(a, b) = (max(a.at(0), b.at(0)), max(a.at(1), b.at(1)))
#let pow3(v, p) = (pow(v.at(0), p), pow(v.at(1), p), pow(v.at(2), p))
#let getLength(v) = sqrt(dot(v, v))
#let getLength2(v) = sqrt(dot2(v, v))
#let normalize(v) = scaleVector(v, 1.0 / getLength(v))
#let reflect(d, n) = subVectors(d, scaleVector(n, 2.0 * dot(d, n)))
#let opU(a, b) = if a.at(0) < b.at(0) { a } else { b }
#let intToRGB(i) = (
(i.bit-rshift(16)).bit-and(0xFF) / 255,
(i.bit-rshift(8)).bit-and(0xFF) / 255,
i.bit-and(0xFF) / 255,
)
// https://iquilezles.org/articles/distfunctions/
#let sdCylinder(p, h, r, id) = {
let d = subVectors2(abs2((getLength2((p.at(0), p.at(2))), p.at(1))), (r, h))
(min(max(d.at(0), d.at(1)), 0.0) + getLength2(max2(d, (0.0, 0.0))), id)
}
#let getCylinderUV(p) = {
let P = subVectors(p, CYLINDER_CENTER)
let angle = atan2(P.at(0), P.at(2)).rad()
let u = angle / (2.0 * 3.14159) + 0.5
let v = (P.at(1) + 1.0) / 2.0
(u, v)
}
#let checkerTexture(uv, col1, col2) = {
let u = floor(uv.at(0))
let v = floor(uv.at(1))
if rem(u + v, 2.0) == 0 { col2 } else { col1 }
}
#let getTextureColor(p, id) = {
if id == 1 {
let uv = getCylinderUV(p)
// wrap it
let texX = min(int(rem(uv.at(0), 1.0) * TEXTURE_WIDTH), TEXTURE_WIDTH - 1)
let texY = min(int(rem(uv.at(1), 1.0) * TEXTURE_HEIGHT), TEXTURE_HEIGHT - 1)
intToRGB(TEXTURE.at(texY * TEXTURE_WIDTH + texX))
} else if id == 2 {
let uv = (p.at(0), p.at(2))
checkerTexture(uv, GROUND_COLOR, scaleVector(GROUND_COLOR, 1.5))
}
}
#let sdMap(p) = {
let s = sdCylinder(subVectors(p, CYLINDER_CENTER), 1.0, 0.45, 1)
let g = (p.at(1), 2)
opU(g, s)
}
#let getNormal(p) = {
let (d, _) = sdMap(p)
let e = 0.01
let n = (
d - sdMap(subVectors(p, (e, 0, 0))).at(0),
d - sdMap(subVectors(p, (0, e, 0))).at(0),
d - sdMap(subVectors(p, (0, 0, e))).at(0),
)
normalize(n)
}
#let rayMarch(ro, rd) = {
let t = 0.0
let p = ro
let (d, id) = sdMap(p)
let step = 0
while d > SURF_DIST and t < MAX_DIST and step < MAX_STEPS {
p = addVectors(ro, scaleVector(rd, t))
(d, id) = sdMap(p)
t += d
step += 1
}
(p, id, (d < SURF_DIST))
}
// https://iquilezles.org/articles/rmshadows/
#let softShadow(ro, rd, mint, maxt, k) = {
let res = 1.0
let t = mint
for i in range(32) {
if t < maxt {
let (d, id) = sdMap(addVectors(ro, scaleVector(rd, t)))
if d < SURF_DIST {
return 0.0
}
res = min(res, k * d / t)
t += d
}
}
res
}
#let getLight(p, id) = {
let color = getTextureColor(p, id)
let n = getNormal(p)
let l = normalize(subVectors(LIGHT_POSITION, p))
let diff = max(dot(n, l), 0.0)
let r = reflect(scaleVector(l, -1.0), n)
let v = normalize(subVectors((0.0, 0.0, 5.0), p))
let spec = pow(max(dot(r, v), 0.0), 32.0)
let diffuse = mulVectors(scaleVector(LIGHT_COLOR, diff), color)
let specular = scaleVector(scaleVector(LIGHT_COLOR, 0.5), spec)
let ambient = scaleVector(color, 0.5)
let shadow = softShadow(addVectors(p, scaleVector(n, SURF_DIST * 2.0)), l, 0.02, 5.0, 16.0)
addVectors(ambient, scaleVector(addVectors(diffuse, specular), shadow))
}
#let castRay(i, j) = {
let x = i / GRID_SIZE * 2.0 - 1.0
let y = -(j / GRID_SIZE * 2.0 - 1.0)
let ro = (0.0, 1.0, -0.5)
let rd = normalize((x, y, 1.0))
let (p, id, h) = rayMarch(ro, rd)
let color = if h { getLight(p, id) } else { SKY_COLOR }
pow3(color, 0.4545)
}
#page(
width: UNIT * GRID_SIZE,
height: UNIT * GRID_SIZE,
margin: 0pt,
fill: black,
for i in range(GRID_SIZE) {
for j in range(GRID_SIZE) {
let color = castRay(i, j)
color = rgb(
int(clamp(color.at(0), 0.0, 1.0) * 255),
int(clamp(color.at(1), 0.0, 1.0) * 255),
int(clamp(color.at(2), 0.0, 1.0) * 255),
)
place(dx: UNIT * i, dy: UNIT * j, square(width: UNIT, height: UNIT, fill: color))
}
},
)