This commit is contained in:
Crizomb 2025-09-27 05:30:11 +02:00
parent 2e77c2e411
commit 2e6f0a0730

View file

@ -17,8 +17,10 @@ const WIDTH = 500
const HEIGHT = 500
const PI = math.Pi
const SOFT_SHADOW_COEFF = 4
var lightPos Vector3
var scene SmoothUnionSDF
var scene SDF
// radius, theta, phi
var screenSpherical Vector3
@ -28,16 +30,17 @@ var cameraPos Vector3
func init() {
lightPos = Vector3{0, -200, 800}
cameraPos = Vector3{0, -10, 30}
cameraPos = Vector3{0, -10, 25}
screenSpherical = Vector3{10, PI/2 + 0.2, PI / 2}
screenPhysicalSize = 5
sphereMat := RED_MAT
sphereMat.specularFac = 0.5
sphere := TranslatedSDF{Sphere{10, sphereMat}, Vector3{0, 100, 5}}
sphere := TranslatedSDF{Sphere{10, sphereMat}, Vector3{0, 100, 15}}
// sphere := RepeatSDF{Sphere{20, sphereMat}, Vector3{50, 50, 50}}
plane := Plane{Vector3{0, 0, 1}, WHITE_GREY_GRID_MAT}
scene = SmoothUnionSDF{sphere, plane, 2}
scene = UnionSDF{sphere, plane}
}
@ -56,13 +59,33 @@ func phongShading(point Vector3, normal Vector3, mat Material) Vector3 {
return ambiant.Add(diffuse).Add(specular)
}
func shadow(point Vector3) float64 {
direction := (lightPos.Sub(point)).Normalized()
p := point.Add(direction.Scale(5 * EPS))
res := 1.0
dist_total := 0.0
for range MAX_STEP {
dist, _ := scene.Distance(p)
if dist < EPS {
return 0.1
}
if dist > MAX_DIST {
break
}
res = min(res, SOFT_SHADOW_COEFF*dist/dist_total)
dist_total += dist
p = p.Add(direction.Scale(dist))
}
return res
}
func rayMarch(origin Vector3, direction Vector3) (bool, Vector3) {
p := origin
for range MAX_STEP {
dist, mat := scene.Distance(p)
if dist < EPS {
normal := Gradient(scene, p, EPS).Normalized()
return true, phongShading(p, normal, mat)
return true, phongShading(p, normal, mat).Scale(shadow(p))
}
if dist > MAX_DIST {
break