require "Textures"
local T = Textures
-local eps = 0.01
+local eps = 0.001
local max_dist2 = 30^2
local bg_col = {0.1,0.1,0.1}
local function calculate_normal(sdf, l)
- local delta = 1e-3;
+ local delta = eps/10
return V.new{sdf(l+V.x*delta).dist-sdf(l-V.x*delta).dist,
sdf(l+V.y*delta).dist-sdf(l-V.y*delta).dist,
sdf(l+V.z*delta).dist-sdf(l-V.z*delta).dist}/(2*delta)
print("Rendering to file " .. filename .. "...")
local f = io.open(filename, "w")
- f:write("P3 ", width, " ", height, " 255\n")
+ f:write("P6 ", width, " ", height, " 255\n")
local c = scene.camera
local cam_dir = V.normalize(c.point_at - c.location)
local normalize = V.normalize -- optimization
for y=1,height do
-
if y % math.floor(height/10) == 0 then
print(y/math.floor(height/10) * 10 .. "%")
end
for x=1,width do
local ray_dir = normalize(rayy + right*((x/width - 0.5)*c.fov))
local col = march(c.location, c.location, ray_dir, scene.sdf, 0)
- col = {math.min(col[1]*255, 255),
- math.min(col[2]*255, 255),
- math.min(col[3]*255, 255)}
+ col = {math.floor(math.min(col[1]*255, 255)),
+ math.floor(math.min(col[2]*255, 255)),
+ math.floor(math.min(col[3]*255, 255))}
- f:write(math.floor(col[1]), " ", math.floor(col[2]), " ", math.floor(col[3]), " ")
+ f:write(string.char(col[1]), string.char(col[2]), string.char(col[3]))
end
- f:write("\n")
end
- f:write("\n")
f:close()