RayMarchingGo/src/ray_marching.go

81 lines
2.2 KiB
Go

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
}