local function make_phong_texture(lights, pigment, amb, diff, spec, shiny)
local normalize = V.normalize
- return function (location, ray_dir, normal, count)
- local colour = pigment(location[1],location[3])
+
+ 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 = pigment(location[1],location[2])
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 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 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]*Idiff*diff + Ispec*spec
- thiscol[2] = thiscol[2] + colour[2]*Idiff*diff + Ispec*spec
- thiscol[3] = thiscol[3] + colour[3]*Idiff*diff + 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
local function make_count_texture(scale)
- return function (location, ray_dir, normal, count)
+ return function (location, ray_dir, normal, count, sdf)
return {count*scale, count*scale, count*scale}
end
end
local function make_flat_texture(pigment)
- return function (location, ray_dir, normal, count)
+ return function (location, ray_dir, normal, count, sdf)
return pigment(location[1], location[2])
end
end