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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 currently implemented.
transform3 T=identity(4); // Transform to apply to normal vectors.
bool on() {return position.length > 0;}
void operator init(pen[] diffuse,
pen[] ambient=array(diffuse.length,black),
pen[] specular=diffuse, pen background=nullpen,
real specularfactor=1,
bool viewport=true, triple[] position) {
int n=diffuse.length;
assert(ambient.length == n && specular.length == n && position.length == n);
this.diffuse=new real[n][];
this.ambient=new real[n][];
this.specular=new real[n][];
this.background=background;
this.position=new triple[n];
for(int i=0; i < position.length; ++i) {
this.diffuse[i]=rgba(diffuse[i]);
this.ambient[i]=rgba(ambient[i]);
this.specular[i]=rgba(specular[i]);
this.position[i]=unit(position[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=gray(0.1),specularfactor=3,
(0.25,-0.25,1));
light White=light(new pen[] {rgb(0.38,0.38,0.45),rgb(0.6,0.6,0.67),
rgb(0.5,0.5,0.57)},specularfactor=3,viewport=false,
new triple[] {(-2,-1.5,-0.5),(2,1.1,-2.5),(-0.5,0,2)});
light Headlamp=light(gray(0.9),ambient=gray(0.1),specularfactor=3,
(0.5,0.5,1/sqrt(2)),specular=gray(0.7));
light nolight;
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