Various bug fixes + Material setters

This commit is contained in:
Crizomb 2025-09-27 02:37:11 +02:00
parent e35cca1830
commit f5c912c489
5 changed files with 53 additions and 22 deletions

View file

@ -13,17 +13,17 @@ import (
const MAX_DIST = 1000.0
const MAX_STEP = 1000
const EPS = 0.01
const WIDTH = 250
const HEIGHT = 250
const WIDTH = 500
const HEIGHT = 500
const PI = math.Pi
var lightPos Vector3 = Vector3{0, -200, 600}
var sphere Sphere = Sphere{Vector3{0, 100, 5}, 10, RED_MAT}
var plane Plane = Plane{Vector3{0, 0, 1}, 0, WHITE_GREY_GRID_MAT}
var scene SmoothUnionSDF = SmoothUnionSDF{sphere, plane, 3.5}
var sphereMat = RED_MAT
var lightPos = Vector3{0, -200, 800}
var sphere = Sphere{Vector3{0, 100, 5}, 10, &sphereMat}
var plane = Plane{Vector3{0, 0, 1}, 0, WHITE_GREY_GRID_MAT}
// var scene UnionSDF = UnionSDF{sphere, plane}
var scene = SmoothUnionSDF{sphere, plane, 2}
var cameraPos Vector3 = Vector3{0, -10, 30}
// radius, theta, phi
@ -32,14 +32,14 @@ var screenPhysicalSize float64 = 5
func phongShading(point Vector3, normal Vector3, mat Material) Vector3 {
lightVec := (lightPos.Sub(point)).Normalized()
reflectLight := Reflect(lightVec.Scale(-1), normal)
reflectLight := Reflect(lightVec, normal)
eyeVec := (cameraPos.Sub(point)).Normalized()
ambiant := mat.ambiantColor.GetColor(point).Scale(0.1)
diffusePower := mat.diffuseFac * max(0, normal.Dot(lightVec))
diffuse := mat.diffuseColor.GetColor(point).Scale(diffusePower)
specularPower := mat.specularFac * math.Pow(max(0, -reflectLight.Dot(eyeVec)), mat.specularExp)
specularPower := mat.specularFac * math.Pow(max(0, reflectLight.Dot(eyeVec)), mat.specularExp)
specular := mat.specularColor.GetColor(point).Scale(specularPower)
return ambiant.Add(diffuse).Add(specular)
@ -100,6 +100,10 @@ func genImage() *rl.Image {
}
func main() {
// ChangeDiffuseColor(&sphereMat, Vector3{0, 0, 255})
ChangeSpecularFac(&sphereMat, 0.5)
ChangeSpecularExp(&sphereMat, 20)
// ChangeSpecularColor(&sphereMat, Vector3{0, 0, 255})
rl.InitWindow(WIDTH, HEIGHT, "raymarching")
texture := rl.LoadTextureFromImage(genImage())