shadows
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2e77c2e411
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2e6f0a0730
1 changed files with 28 additions and 5 deletions
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@ -17,8 +17,10 @@ const WIDTH = 500
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const HEIGHT = 500
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const PI = math.Pi
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const SOFT_SHADOW_COEFF = 4
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var lightPos Vector3
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var scene SmoothUnionSDF
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var scene SDF
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// radius, theta, phi
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var screenSpherical Vector3
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@ -28,16 +30,17 @@ var cameraPos Vector3
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func init() {
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lightPos = Vector3{0, -200, 800}
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cameraPos = Vector3{0, -10, 30}
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cameraPos = Vector3{0, -10, 25}
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screenSpherical = Vector3{10, PI/2 + 0.2, PI / 2}
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screenPhysicalSize = 5
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sphereMat := RED_MAT
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sphereMat.specularFac = 0.5
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sphere := TranslatedSDF{Sphere{10, sphereMat}, Vector3{0, 100, 5}}
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sphere := TranslatedSDF{Sphere{10, sphereMat}, Vector3{0, 100, 15}}
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// sphere := RepeatSDF{Sphere{20, sphereMat}, Vector3{50, 50, 50}}
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plane := Plane{Vector3{0, 0, 1}, WHITE_GREY_GRID_MAT}
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scene = SmoothUnionSDF{sphere, plane, 2}
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scene = UnionSDF{sphere, plane}
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}
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@ -56,13 +59,33 @@ func phongShading(point Vector3, normal Vector3, mat Material) Vector3 {
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return ambiant.Add(diffuse).Add(specular)
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}
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func shadow(point Vector3) float64 {
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direction := (lightPos.Sub(point)).Normalized()
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p := point.Add(direction.Scale(5 * EPS))
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res := 1.0
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dist_total := 0.0
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for range MAX_STEP {
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dist, _ := scene.Distance(p)
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if dist < EPS {
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return 0.1
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}
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if dist > MAX_DIST {
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break
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}
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res = min(res, SOFT_SHADOW_COEFF*dist/dist_total)
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dist_total += dist
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p = p.Add(direction.Scale(dist))
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}
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return res
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}
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func rayMarch(origin Vector3, direction Vector3) (bool, Vector3) {
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p := origin
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for range MAX_STEP {
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dist, mat := scene.Distance(p)
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if dist < EPS {
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normal := Gradient(scene, p, EPS).Normalized()
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return true, phongShading(p, normal, mat)
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return true, phongShading(p, normal, mat).Scale(shadow(p))
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}
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if dist > MAX_DIST {
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break
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