-- Textures for raymarcher
+
require "Vector"
local V = Vector
-local function make_phong(lights, colour, amb, spec, shiny)
- return function (location, ray_dir, normal, count)
- local thiscol = {0, 0, 0}
- local reflected_ray = V.normalize(normal*(ray_dir*normal*2) - ray_dir)
+local function make_phong_texture(lights, mapped_pigment, amb, diff, spec, shiny)
+ local normalize = V.normalize
+
+ local eps = 0.0001
+ local function light_visibility(location, light_dir, pos, dest, res, sdf)
+ local p = sdf(location)
+ if pos + p.dist > dest then
+ return res
+ elseif p.dist < eps then
+ return 0.0
+ else
+ return light_visibility(location + light_dir*p.dist, light_dir, pos+p.dist,
+ dest, math.min(res, 30*p.dist/(pos+p.dist)), sdf)
+ end
+ end
+
+ return function (location, ray_dir, normal, count, sdf)
+ local colour = mapped_pigment(location)
+ local thiscol = {colour[1]*amb, colour[2]*amb, colour[3]*amb}
+
+ local reflected_ray = ray_dir - normal*(ray_dir*normal*2)
for _,light in ipairs(lights) do
- local light_dir = V.normalize(light-location)
- local Iamb = math.max(normal*light_dir, 0)
+ local light_dist = V.norm(light-location)
+ local light_dir = (light-location)/light_dist
+
+ local vis = light_visibility(location + light_dir*eps, light_dir, eps, light_dist, 1, sdf)
+ -- local vis = 1.0
+
+ local Idiff = math.max(normal*light_dir, 0)
local Ispec = math.pow(math.max(light_dir*reflected_ray,0),shiny)
- thiscol[1] = thiscol[1] + colour[1]*Iamb*amb + Ispec*spec
- thiscol[2] = thiscol[2] + colour[2]*Iamb*amb + Ispec*spec
- thiscol[3] = thiscol[3] + colour[3]*Iamb*amb + Ispec*spec
+ thiscol[1] = thiscol[1] + vis*(colour[1]*Idiff*diff + Ispec*spec)
+ thiscol[2] = thiscol[2] + vis*(colour[2]*Idiff*diff + Ispec*spec)
+ thiscol[3] = thiscol[3] + vis*(colour[3]*Idiff*diff + Ispec*spec)
end
return thiscol
end
end
+
+local function make_count_texture(scale)
+ return function (location, ray_dir, normal, count, sdf)
+ return {count*scale, count*scale, count*scale}
+ end
+end
+
+local function make_flat_texture(mapped_pigment)
+ return function (location, ray_dir, normal, count, sdf)
+ return mapped_pigment(location)
+ end
+end
+
+
+-- Pigments
+
+local function make_solid_pigment(colour)
+ return function(x,y)
+ return colour
+ end
+end
+
+local function make_checkered_pigment(pigment1, pigment2)
+ return function(x,y)
+ if (x%1 < 0.5 and y%1 < 0.5) or (x%1 > 0.5 and y%1 > 0.5) then
+ return pigment1(x,y)
+ else
+ return pigment2(x,y)
+ end
+ end
+end
+
+local function make_image_pigment(filename,scale)
+
+ print("Loading image pigmant from '" .. filename .. "'...")
+
+ local f = assert(io.open(filename, "rb"))
+ local data = f:read("*all")
+ f:close()
+
+ local start,_,wstr,hstr,dstr,raster =
+ string.find(data, "^P6[%s%c]+(%d+)[%s%c]+(%d+)[%s%c]+(%d+)[%s%c](.*)$")
+
+ if start ~= 1 then
+ error("Error reading image. Is it in PPM(P6) format?")
+ end
+
+ if dstr ~= "255" then
+ error("Only images with a depth of 255 are supported.")
+ end
+
+ local width = tonumber(wstr)
+ local height = tonumber(hstr)
+ local depth = tonumber(dstr)
+
+ local pixels = {}
+ local i = 1
+ for triple in string.gmatch(raster, "...") do
+ local _,_,r,g,b = string.find(triple, "(.)(.)(.)")
+ pixels[i] = {string.byte(r)/depth, string.byte(g)/depth, string.byte(b)/depth}
+ i = i + 1
+ end
+
+ print("done.")
+ print("(Read " .. tostring(#pixels) .. " pixels.)")
+
+ local pixels_per_unit = math.max(width,height)
+
+ return function(x,y)
+ local xi = math.floor(((x+0.5)*pixels_per_unit/scale)%width) + 1
+ local yi = math.floor(((y+0.5)*pixels_per_unit/scale)%height) + 1
+ local i = width*(yi-1) + xi
+ if pixels[i] == nil then
+ error("Pixel not found at xi=" .. tostring(xi) .. " yi=" .. tostring(yi))
+ end
+ return pixels[i]
+ end
+end
+
+local function make_mandelbrot_pigment(set_pigment, nonset_pigment, max_iter)
+
+ local function get_col(x,y,cx,cy,iter)
+ if iter == 0 then
+ return set_pigment(cx, cy)
+ elseif x^2 + y^2 > 4 then
+ return nonset_pigment(cx, cy)
+ else
+ return get_col(x^2 - y^2 + cx,
+ 2*x*y + cy,
+ cx, cy, iter-1)
+ end
+ end
+
+ return function (x,y)
+ return get_col(0,0,x,y,max_iter)
+ end
+end
+
+-- Mapping functions
+
+-- These functions define mappings from 3D world coordinates to 2D
+-- texture/pigment coordinates
+
+local function map_rectangular(pigment, xvec, yvec)
+ return function(location)
+ return pigment(location*xvec, location*yvec)
+ end
+end
+
+local function map_spherical(pigment, centre, scale_theta, scale_phi)
+ return function(location)
+ local r = location-centre
+ local rnorm = V.norm(r)
+
+ local phi = math.acos((V.z*r)/rnorm)
+ local theta = math.acos((V.x*r)/V.norm(V.cross(V.z,r)))
+
+ return pigment(theta*scale_theta/math.pi, phi*scale_phi/math.pi)
+ end
+end
Textures = {
- make_phong = make_phong
+ make_phong_texture = make_phong_texture,
+ make_flat_texture = make_flat_texture,
+ make_count_texture = make_count_texture,
+ make_solid_pigment = make_solid_pigment,
+ make_checkered_pigment = make_checkered_pigment,
+ make_image_pigment = make_image_pigment,
+ make_mandelbrot_pigment = make_mandelbrot_pigment,
+ map_rectangular = map_rectangular,
+ map_spherical = map_spherical
}
return Textures