This project is now built with Buck2, and can be run as follows.
buck2 run //:SurfaceModelerWindows
- multithreaded renderer
- composable SDF primitives
- minimal dependencies (includes Vector/Math libs)
- SDF formulae: https://iquilezles.org/www/articles/distfunctions/distfunctions.htm
- Intro to Raymarching and SDF: http://jamie-wong.com/2016/07/15/ray-marching-signed-distance-functions/
Note, most tutorials are for GLSL implementations, so the main work here was understanding the GLSL logic and migrating it to C++.
- Get Buck to run tests
- Create MacOS build
- Support for transforms and camera positions
- Support for pushing scene geometry to an OpenGL fragment shader for realtime rendering