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master ... dev

Author SHA1 Message Date
84020abe5c Light weakening 2025-09-28 19:59:58 +02:00
2 changed files with 16 additions and 9 deletions

View file

@ -23,6 +23,9 @@ const EPS = 0.1
const PI = math.Pi const PI = math.Pi
const SOFT_SHADOW_COEFF = 16 const SOFT_SHADOW_COEFF = 16
const LIGHT_POWER_EXP = 2.0
var LIGHT_POWER_FAC float64 = 2.0
var lightPos Vector3 var lightPos Vector3
var scene SDF var scene SDF
@ -33,8 +36,8 @@ var screenPhysicalSize float64
var cameraPos Vector3 var cameraPos Vector3
func init() { func init() {
lightPos = Vector3{100, -400, 400} lightPos = Vector3{0, -200, 100}
LIGHT_POWER_FAC = math.Pow(lightPos.Length(), LIGHT_POWER_EXP) * LIGHT_POWER_FAC
cameraPos = Vector3{0, -10, 25} cameraPos = Vector3{0, -10, 25}
screenSpherical = Vector3{10, PI/2 + 0.2, PI / 2} screenSpherical = Vector3{10, PI/2 + 0.2, PI / 2}
screenPhysicalSize = 5 screenPhysicalSize = 5

View file

@ -9,26 +9,30 @@ import (
) )
func phongShading(point Vector3, normal Vector3, mat Material) Vector3 { func phongShading(point Vector3, normal Vector3, mat Material) Vector3 {
lightVec := (lightPos.Sub(point)).Normalized() lightVecNormalized := (lightPos.Sub(point)).Normalized()
reflectLight := Reflect(lightVec, normal)
reflectLight := Reflect(lightVecNormalized, normal)
eyeVec := (cameraPos.Sub(point)).Normalized() eyeVec := (cameraPos.Sub(point)).Normalized()
brutMat := mat.GetMaterialBrut() brutMat := mat.GetMaterialBrut()
ambiant := brutMat.ambiantColor.GetColor(point) ambiant := brutMat.ambiantColor.GetColor(point)
diffusePower := brutMat.diffuseFac * max(0, normal.Dot(lightVec)) diffusePower := brutMat.diffuseFac * max(0, normal.Dot(lightVecNormalized))
diffuse := brutMat.diffuseColor.GetColor(point).Scale(diffusePower) diffuse := brutMat.diffuseColor.GetColor(point).Scale(diffusePower)
specularPower := brutMat.specularFac * math.Pow(max(0, reflectLight.Dot(eyeVec)), brutMat.specularExp) specularPower := brutMat.specularFac * math.Pow(max(0, reflectLight.Dot(eyeVec)), brutMat.specularExp)
specular := brutMat.specularColor.GetColor(point).Scale(specularPower) specular := brutMat.specularColor.GetColor(point).Scale(specularPower)
return ambiant.Add(diffuse).Add(specular) return (ambiant.Add(diffuse).Add(specular))
} }
func shadow(point Vector3) float64 { func shadow(point Vector3) float64 {
direction := (lightPos.Sub(point)).Normalized() lightVec := (lightPos.Sub(point))
lightVecLength := lightVec.Length()
direction := lightVec.Scale(1 / lightVecLength)
p := point.Add(direction.Scale(5 * EPS)) p := point.Add(direction.Scale(5 * EPS))
res := 1.0 res := 1.0
dist_total := 0.0 dist_total := 0.0
lightPower := LIGHT_POWER_FAC / math.Pow(lightVecLength, LIGHT_POWER_EXP)
for range MAX_STEP { for range MAX_STEP {
dist := scene.Distance(p) dist := scene.Distance(p)
if dist < EPS { if dist < EPS {
@ -41,7 +45,7 @@ func shadow(point Vector3) float64 {
dist_total += dist dist_total += dist
p.Radd(direction.Scale(dist)) p.Radd(direction.Scale(dist))
} }
return res return res * lightPower
} }
func reflect(point Vector3, direction Vector3, normal Vector3, mat Material, reflectNumber int) Vector3 { func reflect(point Vector3, direction Vector3, normal Vector3, mat Material, reflectNumber int) Vector3 {
@ -67,7 +71,7 @@ func rayMarch(origin Vector3, direction Vector3, reflectNumber int) (bool, Vecto
mat := scene.GetMaterial(p) mat := scene.GetMaterial(p)
normal := Gradient(scene, p, EPS).Normalized() normal := Gradient(scene, p, EPS).Normalized()
phongShade := phongShading(p, normal, mat) phongShade := phongShading(p, normal, mat)
shadowCoeff := max(shadow(p), 0.3) shadowCoeff := max(shadow(p), 0.1)
reflectColor := reflect(p, direction, normal, mat, reflectNumber) reflectColor := reflect(p, direction, normal, mat, reflectNumber)
return true, phongShade.Add(reflectColor).Scale(shadowCoeff) return true, phongShade.Add(reflectColor).Scale(shadowCoeff)
// return true, phongShading(p, normal, *mat) // return true, phongShading(p, normal, *mat)