struct material { pen[] p; // diffusepen,ambientpen,emissivepen,specularpen real opacity; real shininess; real granularity; void operator init(pen diffusepen=black, pen ambientpen=black, pen emissivepen=black, pen specularpen=mediumgray, real opacity=opacity(diffusepen), real shininess=defaultshininess, real granularity=-1) { p=new pen[] {diffusepen,ambientpen,emissivepen,specularpen}; this.opacity=opacity; this.shininess=shininess; this.granularity=granularity; } void operator init(material m, real granularity=m.granularity) { p=copy(m.p); opacity=m.opacity; shininess=m.shininess; this.granularity=granularity; } pen diffuse() {return p[0];} pen ambient() {return p[1];} pen emissive() {return p[2];} pen specular() {return p[3];} void diffuse(pen q) {p[0]=q;} void ambient(pen q) {p[1]=q;} void emissive(pen q) {p[2]=q;} void specular(pen q) {p[3]=q;} } void write(file file, string s="", material x, suffix suffix=none) { write(file,s); write(file,"{"); write(file,"diffuse=",x.diffuse()); write(file,", ambient=",x.ambient()); write(file,", emissive=",x.emissive()); write(file,", specular=",x.specular()); write(file,", opacity=",x.opacity); write(file,", shininess=",x.shininess); write(file,", granularity=",x.granularity); write(file,"}",suffix); } void write(string s="", material x, suffix suffix=endl) { write(stdout,s,x,suffix); } bool operator == (material m, material n) { return all(m.p == n.p) && m.opacity == n.opacity && m.shininess == n.shininess && m.granularity == n.granularity; } material operator cast(pen p) { return material(p); } material[] operator cast(pen[] p) { return sequence(new material(int i) {return p[i];},p.length); } pen operator ecast(material m) { return m.p.length > 0 ? m.diffuse() : nullpen; } material emissive(material m, real granularity=m.granularity) { return material(black+opacity(m.opacity),black,m.diffuse(),black,m.opacity,1, granularity); } struct light { real[][] diffuse; real[][] ambient; real[][] specular; pen background; // Background color of the 3D canvas. real specularfactor; bool viewport; // Are the lights specified (and fixed) in the viewport frame? triple[] position; // Only directional lights are implemented. transform3 T=identity(4); // Transform to apply to normal vectors. bool on() {return position.length > 0;} void operator init(pen[] diffuse=array(position.length,white), pen[] ambient=array(position.length,black), pen[] specular=diffuse, pen background=nullpen, real specularfactor=1, bool viewport=true, triple[] position) { this.position=new triple[position.length]; this.diffuse=new real[position.length][]; this.ambient=new real[position.length][]; this.specular=new real[position.length][]; this.background=background; for(int i=0; i < position.length; ++i) { this.position[i]=unit(position[i]); this.diffuse[i]=rgba(diffuse[i]); this.ambient[i]=rgba(ambient[i]); this.specular[i]=rgba(specular[i]); } this.specularfactor=specularfactor; this.viewport=viewport; } void operator init(pen diffuse=white, pen ambient=black, pen specular=diffuse, pen background=nullpen, real specularfactor=1, bool viewport=true...triple[] position) { int n=position.length; operator init(array(n,diffuse),array(n,ambient),array(n,specular), background,specularfactor,viewport,position); } void operator init(pen diffuse=white, pen ambient=black, pen specular=diffuse, pen background=nullpen, bool viewport=true, real x, real y, real z) { operator init(diffuse,ambient,specular,background,viewport,(x,y,z)); } void operator init(explicit light light) { diffuse=copy(light.diffuse); ambient=copy(light.ambient); specular=copy(light.specular); background=light.background; specularfactor=light.specularfactor; viewport=light.viewport; position=copy(light.position); } pen color(triple normal, material m, transform3 T=T) { if(invisible((pen) m)) return invisible; if(position.length == 0) return m.diffuse(); normal=unit(T*normal); if(settings.twosided) normal *= sgn(normal.z); real s=m.shininess*128; real[] Diffuse=rgba(m.diffuse()); real[] Ambient=rgba(m.ambient()); real[] Specular=rgba(m.specular()); real[] p=rgba(m.emissive()); for(int i=0; i < position.length; ++i) { triple L=viewport ? position[i] : T*position[i]; real Ldotn=max(dot(normal,L),0); p += ambient[i]*Ambient+Ldotn*diffuse[i]*Diffuse; // Apply specularfactor to partially compensate non-pixel-based rendering. if(Ldotn > 0) // Phong-Blinn model of specular reflection p += dot(normal,unit(L+Z))^s*specularfactor*specular[i]*Specular; } return rgb(p[0],p[1],p[2])+opacity(opacity(m.diffuse())); } real[] background() {return rgba(background == nullpen ? white : background);} } light operator * (transform3 t, light light) { light light=light(light); if(!light.viewport) light.position=shiftless(t)*light.position; return light; } light operator cast(triple v) {return light(v);} light currentlight=light(ambient=rgb(0.1,0.1,0.1),specularfactor=3, (0.25,-0.25,1)); light adobe=light(gray(0.4),specularfactor=3,viewport=false, (0.5,-0.5,-0.25),(0.5,0.5,0.25), (0.5,-0.5,0.2),(-0.5,0.5,-0.2)); light nolight;