package main // RIGHT : x // FORWARD : Y // UP : Z import ( "math" ) func phongShading(point Vector3, normal Vector3, mat Material) Vector3 { lightVec := (lightPos.Sub(point)).Normalized() reflectLight := Reflect(lightVec, normal) eyeVec := (cameraPos.Sub(point)).Normalized() brutMat := mat.GetMaterialBrut() ambiant := brutMat.ambiantColor.GetColor(point) diffusePower := brutMat.diffuseFac * max(0, normal.Dot(lightVec)) diffuse := brutMat.diffuseColor.GetColor(point).Scale(diffusePower) specularPower := brutMat.specularFac * math.Pow(max(0, reflectLight.Dot(eyeVec)), brutMat.specularExp) specular := brutMat.specularColor.GetColor(point).Scale(specularPower) return ambiant.Add(diffuse).Add(specular) } func shadow(point Vector3) float64 { direction := (lightPos.Sub(point)).Normalized() p := point.Add(direction.Scale(5 * EPS)) res := 1.0 dist_total := 0.0 for range MAX_STEP { dist := scene.Distance(p) if dist < EPS { return 0 } if dist > MAX_DIST { break } res = min(res, SOFT_SHADOW_COEFF*dist/dist_total) dist_total += dist p.Radd(direction.Scale(dist)) } return res } func reflect(point Vector3, direction Vector3, normal Vector3, mat Material, reflectNumber int) Vector3 { brutMat := mat.GetMaterialBrut() if reflectNumber <= 0 || brutMat.reflectanceFac < EPS { return Vector3{0, 0, 0} } reflected := Reflect(direction, normal).Scale(-1) reflectRayOrigin := point.Add(reflected.Scale(5 * EPS)) hit, color := rayMarch(reflectRayOrigin, reflected, reflectNumber-1) if !hit { color = Vector3{0, 0, 0} } // fmt.Println("Reflect") return color.Scale(brutMat.reflectanceFac) } func rayMarch(origin Vector3, direction Vector3, reflectNumber int) (bool, Vector3) { p := origin for range MAX_STEP { dist := scene.Distance(p) if dist < EPS { mat := scene.GetMaterial(p) normal := Gradient(scene, p, EPS).Normalized() phongShade := phongShading(p, normal, mat) shadowCoeff := max(shadow(p), 0.3) reflectColor := reflect(p, direction, normal, mat, reflectNumber) return true, phongShade.Add(reflectColor).Scale(shadowCoeff) // return true, phongShading(p, normal, *mat) } if dist > MAX_DIST { break } p.Radd(direction.Scale(dist)) } return false, GREY }