118 lines
3 KiB
Go
118 lines
3 KiB
Go
package main
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import "math"
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type Color interface {
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GetColor(Vector3) Vector3
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}
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type GridColor struct {
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color1 Color
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color2 Color
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size float64
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}
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func (grid GridColor) GetColor(p Vector3) Vector3 {
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ix := int(math.Floor(p.X / grid.size))
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iy := int(math.Floor(p.Y / grid.size))
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iz := int(math.Floor(p.Z/grid.size)) * 0
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if (ix+iy+iz)%2 == 0 {
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return grid.color1.GetColor(p)
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}
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return grid.color2.GetColor(p)
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}
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// Ambre je te copie
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type Material struct {
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ambiantColor Color
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diffuseColor Color
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diffuseFac float64
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specularColor Color
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specularFac float64
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specularExp float64
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reflectanceFac float64
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reflectanceTint Color
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refractFac float64
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refractIndice float64
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}
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func DefaultMaterial(diffuseColor Color) Material {
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return Material{
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ambiantColor: Vector3{0, 0, 0},
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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: 2,
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specularExp: 35.0,
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reflectanceFac: 0.0,
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reflectanceTint: Vector3{1.0, 1.0, 1.0},
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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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func MixMat(mat1 Material, mat2 Material, t float64, p Vector3) Material {
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return Material{
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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.diffuseFac*(1-t) + mat2.diffuseFac*t,
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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.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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}
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}
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// Setters
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func ChangeAmbiantColor(m *Material, newAmbiantColor Color) {
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m.ambiantColor = newAmbiantColor
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}
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func ChangeDiffuseColor(m *Material, newDiffuseColor Color) {
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m.diffuseColor = newDiffuseColor
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}
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func ChangeSpecularColor(m *Material, newSpecularColor Color) {
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m.specularColor = newSpecularColor
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}
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func ChangeDiffuseFac(m *Material, newDiffuseFac float64) {
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m.diffuseFac = newDiffuseFac
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}
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func ChangeSpecularFac(m *Material, newSpecularFac float64) {
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m.specularFac = newSpecularFac
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}
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func ChangeSpecularExp(m *Material, newSpecularExp float64) {
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m.specularExp = newSpecularExp
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}
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// Colors
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var RED = Vector3{255, 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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var GREY = Vector3{127, 127, 127}
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var WHITE_GREY_GRID = GridColor{WHITE, GREY, 5}
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var RED_BLUE_GRID = GridColor{RED, BLUE, 5}
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var GRID_OF_GRID = GridColor{WHITE_GREY_GRID, RED_BLUE_GRID, 10}
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// Materials
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var RED_MAT = DefaultMaterial(RED)
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var GREEN_MAT = DefaultMaterial(GREEN)
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var BLUE_MAT = DefaultMaterial(BLUE)
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var WHITE_MAT = DefaultMaterial(WHITE)
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var GREY_MAT = DefaultMaterial(GREY)
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var WHITE_GREY_GRID_MAT = DefaultMaterial(WHITE_GREY_GRID)
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var GRID_OF_GRID_MAT = DefaultMaterial(GRID_OF_GRID)
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