require "Vector"
local V = Vector
-local function make_phong(lights, colour, amb, spec, shiny)
+local function make_phong_texture(lights, pigment, amb, diff, spec, shiny)
+ local normalize = V.normalize
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 colour = pigment(location[1],location[3])
+ 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 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] + colour[1]*Idiff*diff + Ispec*spec
+ thiscol[2] = thiscol[2] + colour[2]*Idiff*diff + Ispec*spec
+ thiscol[3] = thiscol[3] + colour[3]*Idiff*diff + Ispec*spec
end
return thiscol
end
end
-local function make_count_texture()
+local function make_count_texture(scale)
+ return function (location, ray_dir, normal, count)
+ return {count*scale, count*scale, count*scale}
+ end
+end
+
+local function make_flat_texture(pigment)
return function (location, ray_dir, normal, count)
- return {count/10, count/10, count/10}
+ return pigment(location[1], location[2])
end
end
+local function make_solid_pigment(colour)
+ return function (x,y)
+ return colour
+ end
+end
+
+local function make_checkered_pigment(colour1, colour2)
+ 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 colour1
+ else
+ return colour2
+ end
+ end
+end
Textures = {
- make_phong = make_phong,
- make_count_texture = make_count_texture
+ 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
}
return Textures
local T = Textures
local eps = 0.01
-local max_dist = 50
-local bg_col = {1,0,1}
+local max_dist2 = 20^2
+local bg_col = {0.1,0.1,0.1}
local function calculate_normal(sdf, l)
local delta = 1e-3;
- 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)
+ 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)
end
-local function march(location, ray_dir, sdf, count)
+local function march(start, location, ray_dir, sdf, count)
+ if V.norm2(location-start) > max_dist2 then
+ return bg_col
+ end
+
local p = sdf(location)
if p.dist < eps then
return p.texture(location, ray_dir, calculate_normal(sdf, location-(ray_dir*eps)), count)
- elseif p.dist > max_dist then
- return bg_col
else
- return march(location + ray_dir*p.dist,
+ return march(start, location + ray_dir*p.dist,
ray_dir, sdf, count+1)
end
end
local right = V.normalize(c.right)
local up = V.cross(right,cam_dir)
local aspect = height/width;
+
+ local normalize = V.normalize -- optimization
for y=1,height do
print(y/math.floor(height/10) * 10 .. "%")
end
- local rayy = cam_dir + up*((y/height - 0.5)*c.fov*aspect)
+ local rayy = cam_dir + up*((0.5 - y/height)*c.fov*aspect)
for x=1,width do
- local ray_dir = V.normalize(rayy + right*((x/width - 0.5)*c.fov))
- local col = march(c.location, ray_dir, scene.sdf, 0)
+ 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)}
local scene = {
- sdf = O.union(P.make_sphere(V.new{0,0,0}, 1,
- -- T.make_count_texture()),
- T.make_phong({V.new{2,-1,2}}, {0,1,0},
- 1.0, 0.5, 100)),
- P.make_sphere(V.new{1.5,0,1.0}, 0.5,
- T.make_phong({V.new{2,-1,2}}, {0,0,1},
- 1.0, 0.5, 100))),
+ sdf =
+ O.union(
+ P.make_sphere(V.new{0,0,0}, 1,
+ T.make_phong_texture({V.new{2,-3,1}},
+ T.make_solid_pigment({0,1,0}),
+ 0.2, 0.7, 1.0, 100)),
+ P.make_plane(V.new{0,0,-3.0}, V.new{0,0,1},
+ T.make_flat_texture(T.make_checkered_pigment({0,0,1}, {1,1,1})))),
camera = {location = V.new{0,-5,0},
point_at = V.new{0,0,0},