RaytracerGO/main.go

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package main
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import "fmt" // for IO and standard library
import "os" // for handling the progress bar
import "math" // for maths
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// ================ VEC3 CLASS =====================
type Vec3 struct {
E [3]float32
}
//Basic vector functions
func NewVec3(e0, e1, e2 float32) Vec3 {
return Vec3{E: [3]float32{e0, e1, e2}}
}
func (v Vec3) X() float32 {
return v.E[0]
}
// can be executed as v.X() in main
func (v Vec3) Y() float32 {
return v.E[1]
}
func (v Vec3) Z() float32 {
return v.E[2]
}
func (v Vec3) Neg() Vec3 {
return NewVec3(-v.E[0], -v.E[1], -v.E[2])
}
func (v Vec3) Get(i int) float32 {
return v.E[i]
}
func (v *Vec3) Set(i int, val float32) {
v.E[i] = val
}
func (v *Vec3) Add(v2 Vec3) {
v.E[0] += v2.E[0]
v.E[1] += v2.E[1]
v.E[2] += v2.E[2]
}
func (v *Vec3) Mult(t float32) {
v.E[0] *= t
v.E[1] *= t
v.E[2] *= t
}
func (v *Vec3) Div(t float32) {
if t != 0 {
v.E[0] /= t
v.E[1] /= t
v.E[2] /= t
}
}
func (v Vec3) Length() float32 {
return float32(math.Sqrt(float64(v.E[0]*v.E[0] + v.E[1]*v.E[1] + v.E[2]*v.E[2])))
}
// Vector utility functions
func (v Vec3) String() string {
return fmt.Sprintf("%v %v %v", v.E[0], v.E[1], v.E[2])
}
func (v *Vec3) Sub(v2 Vec3) {
v.E[0] -= v2.E[0]
v.E[1] -= v2.E[1]
v.E[2] -= v2.E[2]
}
func (v *Vec3) MultVec(v2 Vec3) {
v.E[0] *= v2.E[0]
v.E[1] *= v2.E[1]
v.E[2] *= v2.E[2]
}
func (v *Vec3) DivVec(v2 Vec3) {
v.E[0] /= v2.E[0]
v.E[1] /= v2.E[1]
v.E[2] /= v2.E[2]
}
func Dot(v1 Vec3, v2 Vec3) float32 {
return (v1.E[0]*v2.E[0] + v1.E[1]*v2.E[1] + v1.E[2]*v2.E[2])
}
func Cross(v1 Vec3, v2 Vec3) Vec3 {
return NewVec3(v1.E[1]*v2.E[2] - v1.E[2]*v2.E[1],
v1.E[2]*v2.E[0] - v1.E[0]*v2.E[2],
v1.E[0]*v2.E[1] - v1.E[1]*v2.E[0])
}
func Unit_vector(v Vec3) Vec3 {
v.Div(v.Length())
return v
}
// ============== COLOUR CLASS ==============
func Write_color(v Vec3) {
fmt.Println(int(255.999*v.E[0]), int(255.999*v.E[1]), int(255.999*v.E[2]))
}
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// ============== RAY CLASS =================
type Point3 Vec3
type Ray struct {
Orig Point3
Dir Vec3
}
func NewRay(orig Point3, dir Vec3) *Ray {
return &Ray{Orig: orig, Dir: dir}
}
func (r *Ray) Origin() Point3 {
return r.Orig
}
func (r *Ray) Direction() Vec3 {
return r.Dir
}
func (r *Ray) At(t float32) Point3 {
return Point3{
X: r.Orig.X + t*r.Dir.X,
Y: r.Orig.Y + t*r.Dir.Y,
Z: r.Orig.Z + t*r.Dir.Z
}
}
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// =============== MAIN =====================
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func main() {
// Image
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var aspect_ratio := 16.0 / 9.0;
var image_width int = 400;
var image_height int = int(image_width / aspect_ratio)
if image_height < 1 {
image_height = 1
}
// Viewport
var viewport_height := 2.0
var viewport_width := viewport_height * float32(image_width/image_height)
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// Rendering
fmt.Println("P3")
fmt.Println(image_width, " ", image_height, "\n255")
for j := 0; j < image_height; j++ {
fmt.Fprintf(os.Stderr, "\rScanlines remaining: %d ", image_height-j)
for i := 0; i < image_width; i++ {
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// r := float32(i) / float32(image_width - 1)
// g := float32(j) / float32(image_height-1)
// b := 0
// ir := int(r * 256)
// ig := int(g * 256)
// ib := int(b * 256)
// fmt.Println(ir, " ", ig, " ", ib)
pixel_colour := NewVec3(float32(i) / float32(image_width - 1), float32(j) / float32(image_height-1), 0)
Write_color(pixel_colour)
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}
}
// INFO: The pixels are written out in rows.
// Image file can be created with
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// go run main.go > image.ppm
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}