1 /**
2 * Mandelbulber v2, a 3D fractal generator ,=#MKNmMMKmmßMNWy,
3 * ,B" ]L,,p%%%,,,§;, "K
4 * Copyright (C) 2018 Mandelbulber Team §R-==%w["'~5]m%=L.=~5N
5 * ,=mm=§M ]=4 yJKA"/-Nsaj "Bw,==,,
6 * This file is part of Mandelbulber. §R.r= jw",M Km .mM FW ",§=ß., ,TN
7 * ,4R =%["w[N=7]J '"5=],""]]M,w,-; T=]M
8 * Mandelbulber is free software: §R.ß~-Q/M=,=5"v"]=Qf,'§"M= =,M.§ Rz]M"Kw
9 * you can redistribute it and/or §w "xDY.J ' -"m=====WeC=\ ""%""y=%"]"" §
10 * modify it under the terms of the "§M=M =D=4"N #"%==A%p M§ M6 R' #"=~.4M
11 * GNU General Public License as §W =, ][T"]C § § '§ e===~ U !§[Z ]N
12 * published by the 4M",,Jm=,"=e~ § § j]]""N BmM"py=ßM
13 * Free Software Foundation, ]§ T,M=& 'YmMMpM9MMM%=w=,,=MT]M m§;'§,
14 * either version 3 of the License, TWw [.j"5=~N[=§%=%W,T ]R,"=="Y[LFT ]N
15 * or (at your option) TW=,-#"%=;[ =Q:["V"" ],,M.m == ]N
16 * any later version. J§"mr"] ,=,," =="""J]= M"M"]==ß"
17 * §= "=C=4 §"eM "=B:m|4"]#F,§~
18 * Mandelbulber is distributed in "9w=,,]w em%wJ '"~" ,=,,ß"
19 * the hope that it will be useful, . "K= ,=RMMMßM"""
20 * but WITHOUT ANY WARRANTY; .'''
21 * without even the implied warranty
22 * of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
23 *
24 * See the GNU General Public License for more details.
25 * You should have received a copy of the GNU General Public License
26 * along with Mandelbulber. If not, see <http://www.gnu.org/licenses/>.
27 *
28 * ###########################################################################
29 *
30 * Authors: Krzysztof Marczak (buddhi1980@gmail.com)
31 *
32 * cRenderWorker::IridescenceShader method - calculates iridescence effect
33 */
34 #include "calculate_distance.hpp"
35 #include "hsv2rgb.h"
36 #include "material.h"
37 #include "render_worker.hpp"
38
IridescenceShader(const sShaderInputData & input) const39 sRGBFloat cRenderWorker::IridescenceShader(const sShaderInputData &input) const
40 {
41 sRGBFloat rainbowColor(1.0, 1.0, 1.0);
42 if (input.material->iridescenceIntensity > 0.0)
43 {
44 double dist1 = input.lastDist;
45 CVector3 pointTemp = input.point - input.viewVector * input.delta;
46 sDistanceOut distanceOut;
47 sDistanceIn distanceIn(pointTemp, input.distThresh, false);
48 double dist2 = CalculateDistance(*params, *fractal, distanceIn, &distanceOut, data);
49 double diff = fabs(dist1 - dist2);
50 double surfaceThickness =
51 (diff > 0.0) ? input.delta * input.material->iridescenceSubsurfaceThickness / diff : 1e6;
52 double rainbowIndex = fmod(surfaceThickness, 1.0) * 360.0;
53 double sat = input.material->iridescenceIntensity / (0.1 + surfaceThickness);
54 if (sat > 1.0) sat = 1.0;
55 rainbowColor = Hsv2rgb(rainbowIndex, sat, 1.0);
56 }
57 return rainbowColor;
58 }
59