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10086e103b
| Author | SHA1 | Date | |
|---|---|---|---|
| 10086e103b | |||
| 71c86e3570 |
4 changed files with 111 additions and 70 deletions
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@ -31,8 +31,11 @@ func (grid GridColor) GetColor(p Vector3) Vector3 {
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return grid.color2.GetColor(p)
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return grid.color2.GetColor(p)
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}
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}
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// Ambre je te copie
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type Material interface {
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type Material struct {
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GetMaterialBrut() MaterialBrut
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}
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type MaterialBrut struct {
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ambiantColor Color
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ambiantColor Color
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diffuseColor Color
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diffuseColor Color
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diffuseFac float64
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diffuseFac float64
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@ -45,23 +48,12 @@ type Material struct {
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refractIndice float64
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refractIndice float64
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}
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}
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func DefaultMaterial(diffuseColor Color) Material {
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func (mat MaterialBrut) GetMaterialBrut() MaterialBrut {
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return Material{
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return mat
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ambiantColor: ScaledColor{diffuseColor, 0.2},
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diffuseColor: diffuseColor,
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diffuseFac: 1,
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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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reflectanceTint: Vector3{255, 255, 255},
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refractFac: 0.0,
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refractIndice: 1.0,
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}
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}
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}
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func MixMat(mat1 Material, mat2 Material, t float64, p Vector3) Material {
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func MixMat(mat1 MaterialBrut, mat2 MaterialBrut, t float64, p Vector3) MaterialBrut {
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return Material{
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return MaterialBrut{
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(mat1.ambiantColor.GetColor(p).Scale(1 - t)).Add((mat2.ambiantColor.GetColor(p)).Scale(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.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.diffuseFac*(1-t) + mat2.diffuseFac*t,
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@ -75,6 +67,32 @@ func MixMat(mat1 Material, mat2 Material, t float64, p Vector3) Material {
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}
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}
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}
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}
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type MixedMaterial struct {
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mat1 *Material
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mat2 *Material
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t float64
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p Vector3
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}
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func (mixedMat MixedMaterial) GetMaterialBrut() MaterialBrut {
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return MixMat((*mixedMat.mat1).GetMaterialBrut(), (*mixedMat.mat2).GetMaterialBrut(), mixedMat.t, mixedMat.p)
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}
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func DefaultMaterial(diffuseColor Color) MaterialBrut {
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return MaterialBrut{
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ambiantColor: ScaledColor{diffuseColor, 0.2},
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diffuseColor: diffuseColor,
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diffuseFac: 1,
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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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reflectanceTint: Vector3{255, 255, 255},
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refractFac: 0.0,
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refractIndice: 1.0,
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}
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}
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// Colors
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// Colors
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var RED = Vector3{255, 0, 0}
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var RED = Vector3{255, 0, 0}
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@ -6,8 +6,8 @@ type Sphere struct {
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material Material
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material Material
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}
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}
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func (s Sphere) Distance(p Vector3) (float64, Material) {
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func (s Sphere) Distance(p Vector3) (float64, *Material) {
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return p.Length() - s.radius, s.material
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return p.Length() - s.radius, &s.material
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}
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}
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// Box
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// Box
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@ -16,9 +16,9 @@ type Box struct {
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material Material
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material Material
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}
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}
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func (s Box) Distance(p Vector3) (float64, Material) {
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func (s Box) Distance(p Vector3) (float64, *Material) {
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q := p.Abs().Sub(s.dimensions)
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q := p.Abs().Sub(s.dimensions)
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return q.Max(0.0).Length() + min(max(q.X, max(q.Y, q.Z)), 0.0), s.material
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return q.Max(0.0).Length() + min(max(q.X, max(q.Y, q.Z)), 0.0), &s.material
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}
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}
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// Plane
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// Plane
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@ -27,6 +27,6 @@ type Plane struct {
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material Material
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material Material
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}
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}
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func (s Plane) Distance(p Vector3) (float64, Material) {
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func (s Plane) Distance(p Vector3) (float64, *Material) {
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return p.Dot(s.normal), s.material
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return p.Dot(s.normal), &s.material
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}
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}
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@ -6,6 +6,8 @@ package main
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import (
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import (
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"math"
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"math"
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"runtime"
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"sync"
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rl "github.com/gen2brain/raylib-go/raylib"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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)
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@ -13,8 +15,8 @@ import (
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const MAX_DIST = 1000.0
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const MAX_DIST = 1000.0
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const MAX_STEP = 1000
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const MAX_STEP = 1000
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const EPS = 0.01
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const EPS = 0.01
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const WIDTH = 250
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const WIDTH = 500
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const HEIGHT = 250
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const HEIGHT = 500
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const PI = math.Pi
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const PI = math.Pi
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const SOFT_SHADOW_COEFF = 32
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const SOFT_SHADOW_COEFF = 32
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@ -36,7 +38,7 @@ func init() {
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sphereMat := RED_MAT
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sphereMat := RED_MAT
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sphereMat.specularFac = 0.5
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sphereMat.specularFac = 0.5
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sphere := TranslatedSDF{Sphere{5, sphereMat}, Vector3{0, 100, 10}}
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sphere := TranslatedSDF{Sphere{10, sphereMat}, Vector3{0, 100, 10}}
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// boxMat := BLUE_MAT
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// boxMat := BLUE_MAT
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// box := TranslatedSDF{Box{Vector3{10, 2, 10}, boxMat}, Vector3{0, 100, 10}}
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// box := TranslatedSDF{Box{Vector3{10, 2, 10}, boxMat}, Vector3{0, 100, 10}}
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@ -44,8 +46,8 @@ func init() {
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// sphere := RepeatSDF{Sphere{20, sphereMat}, Vector3{50, 50, 50}}
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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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plane := Plane{Vector3{0, 0, 1}, WHITE_GREY_GRID_MAT}
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// scene = SmoothUnionSDF{SubstractionSDF{box, sphere}, plane, 2.5}
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scene = SmoothUnionSDF{sphere, plane, 2.5}
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scene = UnionSDF{plane, sphere}
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// scene = UnionSDF{plane, sphere}
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}
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}
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@ -53,13 +55,14 @@ func phongShading(point Vector3, normal Vector3, mat Material) Vector3 {
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lightVec := (lightPos.Sub(point)).Normalized()
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lightVec := (lightPos.Sub(point)).Normalized()
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reflectLight := Reflect(lightVec, normal)
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reflectLight := Reflect(lightVec, normal)
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eyeVec := (cameraPos.Sub(point)).Normalized()
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eyeVec := (cameraPos.Sub(point)).Normalized()
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ambiant := mat.ambiantColor.GetColor(point)
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brutMat := mat.GetMaterialBrut()
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ambiant := brutMat.ambiantColor.GetColor(point)
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diffusePower := mat.diffuseFac * max(0, normal.Dot(lightVec))
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diffusePower := brutMat.diffuseFac * max(0, normal.Dot(lightVec))
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diffuse := mat.diffuseColor.GetColor(point).Scale(diffusePower)
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diffuse := brutMat.diffuseColor.GetColor(point).Scale(diffusePower)
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specularPower := mat.specularFac * math.Pow(max(0, reflectLight.Dot(eyeVec)), mat.specularExp)
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specularPower := brutMat.specularFac * math.Pow(max(0, reflectLight.Dot(eyeVec)), brutMat.specularExp)
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specular := mat.specularColor.GetColor(point).Scale(specularPower)
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specular := brutMat.specularColor.GetColor(point).Scale(specularPower)
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return ambiant.Add(diffuse).Add(specular)
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return ambiant.Add(diffuse).Add(specular)
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}
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}
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@ -90,7 +93,7 @@ func rayMarch(origin Vector3, direction Vector3) (bool, Vector3) {
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dist, mat := scene.Distance(p)
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dist, mat := scene.Distance(p)
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if dist < EPS {
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if dist < EPS {
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normal := Gradient(scene, p, EPS).Normalized()
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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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return true, phongShading(p, normal, *mat).Scale(max(shadow(p), 0.3))
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}
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}
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if dist > MAX_DIST {
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if dist > MAX_DIST {
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break
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break
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@ -101,32 +104,52 @@ func rayMarch(origin Vector3, direction Vector3) (bool, Vector3) {
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}
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}
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func genImage() *rl.Image {
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func genImage() *rl.Image {
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screenCartesian, _, theta_vec, phi_vec := screenSpherical.SphericalToCartesian()
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screenCartesian, _, thetaVec, phiVec := screenSpherical.SphericalToCartesian()
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screenCenter := cameraPos.Add(screenCartesian)
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screenCenter := cameraPos.Add(screenCartesian)
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image := rl.GenImageColor(WIDTH, HEIGHT, rl.Black)
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image := rl.GenImageColor(WIDTH, HEIGHT, rl.Black)
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for pixel_x := range WIDTH {
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numWorkers := runtime.NumCPU()
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for pixel_y := range HEIGHT {
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var wg sync.WaitGroup
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sx := screenPhysicalSize * (float64(pixel_x)/WIDTH - 0.5)
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wg.Add(numWorkers)
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sy := screenPhysicalSize * (float64(pixel_y)/WIDTH - 0.5)
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origin := screenCenter.Add(phi_vec.Scale(-sx)).Add(theta_vec.Scale(sy))
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bandHeight := HEIGHT / numWorkers
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direction := (origin.Sub(cameraPos)).Normalized()
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hit, color_vec := rayMarch(origin, direction)
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for worker := range numWorkers {
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var fr, fg, fb float64
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startY := worker * bandHeight
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if hit {
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endY := startY + bandHeight
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fr, fg, fb = color_vec.Unpack()
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if worker == numWorkers-1 {
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} else {
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endY = HEIGHT
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fr, fg, fb = 0, 0, 0
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}
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fr, fg, fb = Clamp(fr, 0, 255), Clamp(fg, 0, 255), Clamp(fb, 0, 255)
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r, g, b := uint8(fr), uint8(fg), uint8(fb)
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rl.ImageDrawPixel(image, int32(pixel_x), int32(pixel_y), rl.Color{R: r, G: g, B: b, A: 255})
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}
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}
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go func(y0, y1 int) {
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defer wg.Done()
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for pixelY := y0; pixelY < y1; pixelY++ {
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for pixelX := range WIDTH {
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sx := screenPhysicalSize * (float64(pixelX)/WIDTH - 0.5)
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sy := screenPhysicalSize * (float64(pixelY)/HEIGHT - 0.5)
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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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var fr, fg, fb float64
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if hit {
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fr, fg, fb = colorVec.Unpack()
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} else {
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fr, fg, fb = 0, 0, 0
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}
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fr, fg, fb = Clamp(fr, 0, 255), Clamp(fg, 0, 255), Clamp(fb, 0, 255)
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r, g, b := uint8(fr), uint8(fg), uint8(fb)
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rl.ImageDrawPixel(image, int32(pixelX), int32(pixelY), rl.Color{R: r, G: g, B: b, A: 255})
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}
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}
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}(startY, endY)
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}
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}
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wg.Wait()
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return image
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return image
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}
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}
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38
src/sdf.go
38
src/sdf.go
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@ -5,7 +5,7 @@ import (
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)
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)
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type SDF interface {
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type SDF interface {
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Distance(Vector3) (float64, Material)
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Distance(Vector3) (float64, *Material)
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}
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}
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func DistanceOnly(sdf SDF, p Vector3) float64 {
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func DistanceOnly(sdf SDF, p Vector3) float64 {
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@ -27,7 +27,7 @@ type TranslatedSDF struct {
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translate Vector3
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translate Vector3
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}
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}
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func (s TranslatedSDF) Distance(p Vector3) (float64, Material) {
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func (s TranslatedSDF) Distance(p Vector3) (float64, *Material) {
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return s.primitive.Distance(p.Sub(s.translate))
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return s.primitive.Distance(p.Sub(s.translate))
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}
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}
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@ -37,7 +37,7 @@ type RotatedSDF struct {
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angle float64
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angle float64
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}
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}
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func (s RotatedSDF) Distance(p Vector3) (float64, Material) {
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func (s RotatedSDF) Distance(p Vector3) (float64, *Material) {
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rotated_p := Rotate(p, s.rotVector, s.angle)
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rotated_p := Rotate(p, s.rotVector, s.angle)
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return s.primitive.Distance(rotated_p)
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return s.primitive.Distance(rotated_p)
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}
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}
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@ -47,7 +47,7 @@ type ScaledSDF struct {
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scale float64
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scale float64
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}
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}
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func (s ScaledSDF) Distance(p Vector3) (float64, Material) {
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func (s ScaledSDF) Distance(p Vector3) (float64, *Material) {
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dist, color := s.primitive.Distance(p.Scale(1 / s.scale))
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dist, color := s.primitive.Distance(p.Scale(1 / s.scale))
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return dist * s.scale, color
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return dist * s.scale, color
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}
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}
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@ -57,7 +57,7 @@ type RepeatSDF struct {
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cellSize Vector3
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cellSize Vector3
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}
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}
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func (s RepeatSDF) Distance(p Vector3) (float64, Material) {
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func (s RepeatSDF) Distance(p Vector3) (float64, *Material) {
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x, y, z := p.Unpack()
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x, y, z := p.Unpack()
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sx, sy, sz := s.cellSize.Unpack()
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sx, sy, sz := s.cellSize.Unpack()
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round := math.RoundToEven
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round := math.RoundToEven
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@ -70,7 +70,7 @@ type UnionSDF struct {
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primitive2 SDF
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primitive2 SDF
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}
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}
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func (s UnionSDF) Distance(p Vector3) (float64, Material) {
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func (s UnionSDF) Distance(p Vector3) (float64, *Material) {
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d1, color1 := s.primitive1.Distance(p)
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d1, color1 := s.primitive1.Distance(p)
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d2, color2 := s.primitive2.Distance(p)
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d2, color2 := s.primitive2.Distance(p)
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d := math.Min(d1, d2)
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d := math.Min(d1, d2)
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@ -87,7 +87,7 @@ type SubstractionSDF struct {
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primitive2 SDF
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primitive2 SDF
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}
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}
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func (s SubstractionSDF) Distance(p Vector3) (float64, Material) {
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func (s SubstractionSDF) Distance(p Vector3) (float64, *Material) {
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d1, color1 := s.primitive1.Distance(p)
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d1, color1 := s.primitive1.Distance(p)
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d2, _ := s.primitive2.Distance(p)
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d2, _ := s.primitive2.Distance(p)
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@ -100,14 +100,14 @@ type IntersectionSDF struct {
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primitive2 SDF
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primitive2 SDF
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}
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}
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func (s IntersectionSDF) Distance(p Vector3) (float64, Material) {
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func (s IntersectionSDF) Distance(p Vector3) (float64, *Material) {
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d1, mat1 := s.primitive1.Distance(p)
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d1, mat1 := s.primitive1.Distance(p)
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d2, mat2 := s.primitive2.Distance(p)
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d2, mat2 := s.primitive2.Distance(p)
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d := math.Max(d1, d2)
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d := math.Max(d1, d2)
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mat := MixMat(mat1, mat2, 0.5, p)
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var mat Material = MixedMaterial{mat1, mat2, 0.5, p}
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return d, mat
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return d, &mat
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}
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}
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type SmoothUnionSDF struct {
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type SmoothUnionSDF struct {
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@ -116,15 +116,15 @@ type SmoothUnionSDF struct {
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k float64
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k float64
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}
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}
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func (s SmoothUnionSDF) Distance(p Vector3) (float64, Material) {
|
func (s SmoothUnionSDF) Distance(p Vector3) (float64, *Material) {
|
||||||
k := 4 * s.k
|
k := 4 * s.k
|
||||||
d1, mat1 := s.primitive1.Distance(p)
|
d1, mat1 := s.primitive1.Distance(p)
|
||||||
d2, mat2 := s.primitive2.Distance(p)
|
d2, mat2 := s.primitive2.Distance(p)
|
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h := math.Max(k-math.Abs(d1-d2), 0.0)
|
h := math.Max(k-math.Abs(d1-d2), 0.0)
|
||||||
d := math.Min(d1, d2) - h*h*0.25/k
|
d := math.Min(d1, d2) - h*h*0.25/k
|
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t := SmoothStep(d2-d1, -k, k)
|
t := SmoothStep(d2-d1, -k, k)
|
||||||
mat := MixMat(mat2, mat1, t, p)
|
var mat Material = MixedMaterial{mat2, mat1, t, p}
|
||||||
return d, mat
|
return d, &mat
|
||||||
}
|
}
|
||||||
|
|
||||||
type SmoothSubstractionSDF struct {
|
type SmoothSubstractionSDF struct {
|
||||||
|
|
@ -133,15 +133,15 @@ type SmoothSubstractionSDF struct {
|
||||||
k float64
|
k float64
|
||||||
}
|
}
|
||||||
|
|
||||||
func (s SmoothSubstractionSDF) Distance(p Vector3) (float64, Material) {
|
func (s SmoothSubstractionSDF) Distance(p Vector3) (float64, *Material) {
|
||||||
k := 4 * s.k
|
k := 4 * s.k
|
||||||
d1, mat1 := s.primitive1.Distance(p)
|
d1, mat1 := s.primitive1.Distance(p)
|
||||||
d2, mat2 := s.primitive2.Distance(p)
|
d2, mat2 := s.primitive2.Distance(p)
|
||||||
h := math.Max(k-math.Abs(-d1-d2), 0.0)
|
h := math.Max(k-math.Abs(-d1-d2), 0.0)
|
||||||
d := math.Max(d1, -d2) + h*h*0.25/k
|
d := math.Max(d1, -d2) + h*h*0.25/k
|
||||||
t := SmoothStep(d1-d2, -k, k)
|
t := SmoothStep(d1-d2, -k, k)
|
||||||
mat := MixMat(mat2, mat1, t, p)
|
var mat Material = MixedMaterial{mat1, mat2, t, p}
|
||||||
return d, mat
|
return d, &mat
|
||||||
}
|
}
|
||||||
|
|
||||||
type SmoothIntersectionSDF struct {
|
type SmoothIntersectionSDF struct {
|
||||||
|
|
@ -150,13 +150,13 @@ type SmoothIntersectionSDF struct {
|
||||||
k float64
|
k float64
|
||||||
}
|
}
|
||||||
|
|
||||||
func (s SmoothIntersectionSDF) Distance(p Vector3) (float64, Material) {
|
func (s SmoothIntersectionSDF) Distance(p Vector3) (float64, *Material) {
|
||||||
k := 4 * s.k
|
k := 4 * s.k
|
||||||
d1, mat1 := s.primitive1.Distance(p)
|
d1, mat1 := s.primitive1.Distance(p)
|
||||||
d2, mat2 := s.primitive2.Distance(p)
|
d2, mat2 := s.primitive2.Distance(p)
|
||||||
h := math.Max(k-math.Abs(d1-d2), 0.0)
|
h := math.Max(k-math.Abs(d1-d2), 0.0)
|
||||||
d := math.Max(d1, d2) + h*h*0.25/k
|
d := math.Max(d1, d2) + h*h*0.25/k
|
||||||
t := SmoothStep(d2-d1, -k, k)
|
t := SmoothStep(d2-d1, -k, k)
|
||||||
mat := MixMat(mat2, mat1, t, p)
|
var mat Material = MixedMaterial{mat1, mat2, t, p}
|
||||||
return d, mat
|
return d, &mat
|
||||||
}
|
}
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue