RayMarchingGo/material.go

118 lines
3 KiB
Go

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