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a6770d7fac
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| a6770d7fac | |||
| 6fc7d7a4c3 | |||
| 40c0846029 |
3 changed files with 24 additions and 6 deletions
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@ -69,7 +69,7 @@ func compute_pixel(y0 int, y1 int, wg *sync.WaitGroup, screenCenter Vector3, phi
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origin := screenCenter.Add(phiVec.Scale(-sx)).Add(thetaVec.Scale(sy))
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direction := (origin.Sub(cameraPos)).Normalized()
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hit, colorVec := rayMarch(origin, direction)
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hit, colorVec := rayMarch(origin, direction, 1)
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var fr, fg, fb float64
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if hit {
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fr, fg, fb = colorVec.Unpack()
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@ -62,7 +62,7 @@ func MixMat(mat1 MaterialBrut, mat2 MaterialBrut, t float64, p Vector3) Material
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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.reflectanceFac*(1-t) + mat2.reflectanceFac) * 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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@ -88,7 +88,7 @@ func DefaultMaterial(diffuseColor Color) MaterialBrut {
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specularColor: Vector3{255, 255, 255},
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specularFac: 1,
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specularExp: 35.0,
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reflectanceFac: 0.0,
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reflectanceFac: 0.2,
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reflectanceTint: Vector3{255, 255, 255},
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refractFac: 0.0,
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refractIndice: 1.0,
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@ -97,7 +97,7 @@ func DefaultMaterial(diffuseColor Color) MaterialBrut {
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// Colors
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var RED = Vector3{255, 0, 0}
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var RED = Vector3{125, 0, 0}
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var GREEN = Vector3{0, 255, 0}
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var BLUE = Vector3{0, 0, 255}
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var WHITE = Vector3{255, 255, 255}
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@ -44,13 +44,31 @@ func shadow(point Vector3) float64 {
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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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func reflect(point Vector3, direction Vector3, normal Vector3, mat Material, reflectNumber int) Vector3 {
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brutMat := mat.GetMaterialBrut()
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if reflectNumber <= 0 || brutMat.reflectanceFac < EPS {
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return Vector3{0, 0, 0}
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}
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reflected := Reflect(direction, normal).Scale(-1)
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reflectRayOrigin := point.Add(reflected.Scale(5 * EPS))
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hit, color := rayMarch(reflectRayOrigin, reflected, reflectNumber-1)
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if !hit {
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color = Vector3{0, 0, 0}
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}
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// fmt.Println("Reflect")
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return color.Scale(brutMat.reflectanceFac)
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}
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func rayMarch(origin Vector3, direction Vector3, reflectNumber int) (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).Scale(max(shadow(p), 0.3))
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phongShade := phongShading(p, normal, mat)
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shadowCoeff := max(shadow(p), 0.3)
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reflectColor := reflect(p, direction, normal, mat, reflectNumber)
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return true, phongShade.Add(reflectColor).Scale(shadowCoeff)
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// return true, phongShading(p, normal, *mat)
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}
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if dist > MAX_DIST {
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