Created
March 7, 2023 15:31
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Create a distance function using ChatGPT API
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const https = require('https'); | |
const apiKey = require('./secret.js').key; | |
const input = process.argv.length > 2 ? process.argv[2] : 'sphere'; | |
const options = { | |
hostname: 'api.openai.com', | |
port: 443, | |
path: '/v1/chat/completions', | |
method: 'POST', | |
headers: { | |
'Content-Type': 'application/json', | |
'Authorization': 'Bearer ' + apiKey, | |
}, | |
}; | |
const data = { | |
model: 'gpt-3.5-turbo', | |
messages: [ | |
{ | |
'role': 'system', | |
'content': ` | |
Generate a distance function for raymarching. | |
The code is written in HLSL (for Unity), not GLSL. | |
Be careful to match the number of arguments given to functions. | |
Some Unity built-in parameters like _Time are given. | |
The name of the distance function should be DistanceFunction. | |
The other function names should also be Pascal case. | |
The single float3 variable named "pos" is passed as input to the function. | |
There must be no natural language in the response. Just output only HLSL code. | |
There should be no comments in the code. | |
The following functions are included: | |
float Rand(float2 seed) | |
{ | |
return frac(sin(dot(seed, float2(12.9898, 78.233))) * 43758.5453); | |
} | |
inline float Mod(float a, float b) | |
{ | |
return frac(abs(a / b)) * abs(b); | |
} | |
inline float2 Mod(float2 a, float2 b) | |
{ | |
return frac(abs(a / b)) * abs(b); | |
} | |
inline float3 Mod(float3 a, float3 b) | |
{ | |
return frac(abs(a / b)) * abs(b); | |
} | |
inline float SmoothMin(float d1, float d2, float k) | |
{ | |
float h = exp(-k * d1) + exp(-k * d2); | |
return -log(h) / k; | |
} | |
inline float Repeat(float pos, float span) | |
{ | |
return Mod(pos, span) - span * 0.5; | |
} | |
inline float2 Repeat(float2 pos, float2 span) | |
{ | |
return Mod(pos, span) - span * 0.5; | |
} | |
inline float3 Repeat(float3 pos, float3 span) | |
{ | |
return Mod(pos, span) - span * 0.5; | |
} | |
inline float3 Rotate(float3 p, float angle, float3 axis) | |
{ | |
float3 a = normalize(axis); | |
float s = sin(angle); | |
float c = cos(angle); | |
float r = 1.0 - c; | |
float3x3 m = float3x3( | |
a.x * a.x * r + c, | |
a.y * a.x * r + a.z * s, | |
a.z * a.x * r - a.y * s, | |
a.x * a.y * r - a.z * s, | |
a.y * a.y * r + c, | |
a.z * a.y * r + a.x * s, | |
a.x * a.z * r + a.y * s, | |
a.y * a.z * r - a.x * s, | |
a.z * a.z * r + c | |
); | |
return mul(m, p); | |
} | |
inline float3 TwistY(float3 p, float power) | |
{ | |
float s = sin(power * p.y); | |
float c = cos(power * p.y); | |
float3x3 m = float3x3( | |
c, 0.0, -s, | |
0.0, 1.0, 0.0, | |
s, 0.0, c | |
); | |
return mul(m, p); | |
} | |
inline float3 TwistX(float3 p, float power) | |
{ | |
float s = sin(power * p.y); | |
float c = cos(power * p.y); | |
float3x3 m = float3x3( | |
1.0, 0.0, 0.0, | |
0.0, c, s, | |
0.0, -s, c | |
); | |
return mul(m, p); | |
} | |
inline float3 TwistZ(float3 p, float power) | |
{ | |
float s = sin(power * p.y); | |
float c = cos(power * p.y); | |
float3x3 m = float3x3( | |
c, s, 0.0, | |
-s, c, 0.0, | |
0.0, 0.0, 1.0 | |
); | |
return mul(m, p); | |
} | |
inline float Sphere(float3 pos, float radius) | |
{ | |
return length(pos) - radius; | |
} | |
inline float RoundBox(float3 pos, float3 size, float round) | |
{ | |
float3 d = abs(pos) - size; | |
return length(max(abs(pos) - size, 0.0)) - round | |
+ min(max(d.x, max(d.y, d.z)), 0.0); | |
} | |
inline float Box(float3 pos, float3 size) | |
{ | |
float3 d = abs(pos) - size; | |
return length(max(abs(pos) - size, 0.0)) | |
+ min(max(d.x, max(d.y, d.z)), 0.0); | |
} | |
inline float Torus(float3 pos, float2 radius) | |
{ | |
float2 r = float2(length(pos.xy) - radius.x, pos.z); | |
return length(r) - radius.y; | |
} | |
inline float Plane(float3 pos, float3 dir) | |
{ | |
return dot(pos, dir); | |
} | |
inline float Cylinder(float3 pos, float2 r) | |
{ | |
float2 d = abs(float2(length(pos.xy), pos.z)) - r; | |
return min(max(d.x, d.y), 0.0) + length(max(d, 0.0)) - 0.1; | |
} | |
inline float HexagonalPrismX(float3 pos, float2 h) | |
{ | |
float3 p = abs(pos); | |
return max( | |
p.x - h.y, | |
max( | |
(p.z * 0.866025 + p.y * 0.5), | |
p.y | |
) - h.x | |
); | |
} | |
inline float HexagonalPrismY(float3 pos, float2 h) | |
{ | |
float3 p = abs(pos); | |
return max( | |
p.y - h.y, | |
max( | |
(p.z * 0.866025 + p.x * 0.5), | |
p.x | |
) - h.x | |
); | |
} | |
inline float HexagonalPrismZ(float3 pos, float2 h) | |
{ | |
float3 p = abs(pos); | |
return max( | |
p.z - h.y, | |
max( | |
(p.x * 0.866025 + p.y * 0.5), | |
p.y | |
) - h.x | |
); | |
} | |
` | |
}, | |
{ | |
'role': 'user', | |
'content': 'sphere with 1.0m radius', | |
}, | |
{ | |
'role': 'assistant', | |
'content': ` | |
inline float DistanceFunction(float3 pos) | |
{ | |
return Sphere(pos, 1.0); | |
} | |
` | |
}, | |
{ | |
'role': 'user', | |
'content': 'morphing from sphere to many cubes', | |
}, | |
{ | |
'role': 'assistant', | |
'content': ` | |
inline float DistanceFunction(float3 pos) | |
{ | |
float t = _Time.x; | |
float a = 6 * PI * t; | |
float s = pow(sin(a), 2.0); | |
float d1 = Sphere(pos, 0.75); | |
float d2 = RoundBox( | |
Repeat(pos, 0.2), | |
0.1 - 0.1 * s, | |
0.1 / length(pos * 2.0)); | |
return lerp(d1, d2, s); | |
} | |
` | |
}, | |
{ | |
'role': 'user', | |
'content': input, | |
}, | |
], | |
}; | |
const req = https.request(options, res => { | |
let body = []; | |
res.on('data', chunk => body.push(chunk)); | |
res.on('end', () => { | |
const output = Buffer.concat(body).toString(); | |
var json = JSON.parse(output); | |
console.log(json.choices[0].message.content); | |
}) | |
}); | |
req.on('error', e => { | |
console.error(e); | |
}); | |
req.write(JSON.stringify(data)); | |
req.end(); |
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