smooth + mixmat bug fix
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parent
60730edb7b
commit
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3 changed files with 20 additions and 16 deletions
18
material.go
18
material.go
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@ -41,8 +41,8 @@ func DefaultMaterial(ambiantColor Color) Material {
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return Material{
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ambiantColor: ambiantColor,
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diffuseColor: Vector3{255, 255, 255},
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diffuseFac: 1.0,
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specularColor: Vector3{0, 255, 0},
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diffuseFac: 0.5,
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specularColor: Vector3{255, 255, 255},
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specularFac: 1.0,
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specularExp: 32.0,
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reflectanceFac: 0.0,
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@ -54,16 +54,16 @@ func DefaultMaterial(ambiantColor Color) Material {
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func MixMat(mat1 Material, mat2 Material, t float64, p Vector3) Material {
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return Material{
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mat1.ambiantColor.GetColor(p).Scale(1 - t).Add((mat2.ambiantColor.GetColor(p)).Scale(t)),
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mat1.diffuseColor.GetColor(p).Scale(1 - t).Add((mat2.diffuseColor.GetColor(p)).Scale(t)),
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(mat1.diffuseFac*(1-t) + mat2.diffuseFac) * t,
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(mat1.ambiantColor.GetColor(p).Scale(1 - t)).Add((mat2.ambiantColor.GetColor(p)).Scale(t)),
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(mat1.diffuseColor.GetColor(p).Scale(1 - t)).Add((mat2.diffuseColor.GetColor(p)).Scale(t)),
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mat1.diffuseFac*(1-t) + mat2.diffuseFac*t,
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mat1.specularColor.GetColor(p).Scale(1 - t).Add((mat2.specularColor.GetColor(p)).Scale(t)),
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(mat1.specularFac*(1-t) + mat2.specularFac) * t,
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(mat1.specularExp*(1-t) + mat2.specularExp) * t,
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mat1.specularFac*(1-t) + mat2.specularFac*t,
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mat1.specularExp*(1-t) + mat2.specularExp*t,
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(mat1.reflectanceFac*(1-t) + mat2.reflectanceFac) * t,
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mat1.reflectanceTint.GetColor(p).Scale(1 - t).Add((mat2.reflectanceTint.GetColor(p)).Scale(t)),
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(mat1.refractFac*(1-t) + mat2.refractFac) * t,
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(mat1.refractIndice*(1-t) + mat2.refractIndice) * t,
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mat1.refractFac*(1-t) + mat2.refractFac*t,
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mat1.refractIndice*(1-t) + mat2.refractIndice*t,
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}
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}
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@ -13,15 +13,17 @@ import (
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const MAX_DIST = 1000.0
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const MAX_STEP = 1000
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const EPS = 0.01
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const WIDTH = 500
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const HEIGHT = 500
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const WIDTH = 250
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const HEIGHT = 250
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const PI = math.Pi
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var lightPos Vector3 = Vector3{0, -200, 600}
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var sphere Sphere = Sphere{Vector3{0, 100, 10}, 10, RED_MAT}
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var plane Plane = Plane{Vector3{0, 0, 1}, -10, GRID_OF_GRID_MAT}
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var scene UnionSDF = UnionSDF{sphere, plane}
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var sphere Sphere = Sphere{Vector3{0, 100, 5}, 10, RED_MAT}
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var plane Plane = Plane{Vector3{0, 0, 1}, 0, WHITE_GREY_GRID_MAT}
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var scene SmoothUnionSDF = SmoothUnionSDF{sphere, plane, 3.5}
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// var scene UnionSDF = UnionSDF{sphere, plane}
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var cameraPos Vector3 = Vector3{0, -10, 30}
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// radius, theta, phi
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6
sdf.go
6
sdf.go
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@ -1,6 +1,8 @@
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package main
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import "math"
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import (
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"math"
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)
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type SDF interface {
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Distance(Vector3) (float64, Material)
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@ -121,7 +123,7 @@ func (s SmoothUnionSDF) Distance(p Vector3) (float64, Material) {
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h := math.Max(k-math.Abs(d1-d2), 0.0)
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d := math.Min(d1, d2) - h*h*0.25/k
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t := SmoothStep(d2-d1, -k, k)
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mat := MixMat(mat1, mat2, t, p)
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mat := MixMat(mat2, mat1, t, p)
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return d, mat
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}
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