Raytracing done :3
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95c7fcaa33
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64449e18f7
2 changed files with 809675 additions and 89648 deletions
119
main.go
119
main.go
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@ -164,7 +164,7 @@ func Reflect(v Vec3, n Vec3) Vec3 {
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func Refract(uv, n Vec3, etai_over_etat float32) Vec3 {
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cos_theta := float32(math.Min(float64(Dot(uv.Neg(), n)), 1.0))
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r_out_perp := uv.Add(n.Mult(cos_theta)).Mult(etai_over_etat)
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r_out_parallel := n.Mult(-float32(math.Sqrt(math.Abs(1.0 - float64(r_out_perp.Length_squared())))))
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r_out_parallel := n.Mult(float32(math.Sqrt(math.Abs(1.0 - float64(r_out_perp.Length_squared())))))
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return r_out_perp.Add(r_out_parallel)
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}
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@ -347,6 +347,15 @@ func (s Sphere) Hit_sphere(r *Ray, ray_t *Interval, rec *Hit_record) bool {
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return true
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}
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func NewSphere(center Vec3, radius float32, mat Material) Sphere {
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return Sphere{
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center: center,
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radius: radius,
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mat: mat,
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}
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}
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// =============== HITTABLE ==================
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type Hittable struct {
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spheres []Sphere
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@ -432,9 +441,9 @@ func (mat Material) Scatter(r_in *Ray, rec *Hit_record, attenuation *Vec3, scatt
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}
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} else if (mat.material == 2) { //Dielectric
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*attenuation = NewColor(1.0, 1.0, 1.0)
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var refraction_ration float32
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var refraction_ration float32 = 1.0
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if rec.front_face {
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refraction_ration = 1.0/mat.ir
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refraction_ration /= mat.ir
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} else {
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refraction_ration = mat.ir
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}
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@ -442,11 +451,8 @@ func (mat Material) Scatter(r_in *Ray, rec *Hit_record, attenuation *Vec3, scatt
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cos_theta := float32(math.Min(float64(Dot(unit_direction.Neg(), rec.normal)), 1.0))
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sin_theta := float32(math.Sqrt(float64(1.0 - cos_theta*cos_theta)))
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var cannot_refract bool
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var direction Vec3
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if (refraction_ration * sin_theta > 1.0) {
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cannot_refract = true
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}
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cannot_refract := refraction_ration*sin_theta > 1.0
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if (cannot_refract || Reflectance(cos_theta, refraction_ration) > RandomDouble()) {
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direction = Reflect(unit_direction, rec.normal)
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@ -597,56 +603,77 @@ func (cam *Camera) Pixel_sample_square() Vec3 {
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// =============== MAIN =====================
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func main() {
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// Materials
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material_ground := NewMaterial(0, NewColor(0.8, 0.8, 0.0), 0.0, 0.0)
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material_center := NewMaterial(0, NewColor(0.1, 0.2, 0.5), 0.0, 0.0)
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material_left := NewMaterial(2, NewColor(1.0, 1.0, 1.0), 0.0, 1.5)
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material_right := NewMaterial(1, NewColor(0.8, 0.6, 0.2), 0.0, 0.0)
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// World
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world := NewHittable()
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groundMaterial := NewMaterial(0, NewColor(0.5, 0.5, 0.5), 0.0, 0.0)
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world.Add(Sphere{
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center: NewVec3(0.0, -100.5, -1.0),
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radius: 100.0,
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mat: material_ground,
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center: NewVec3(0, -1000, 0),
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radius: 1000,
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mat: groundMaterial,
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})
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for a := -11; a < 11; a++ {
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for b := -11; b < 11; b++ {
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chooseMat := RandomDouble()
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center := NewVec3(float32(a)+0.9*RandomDouble(), 0.2, float32(b)+0.9*RandomDouble())
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if (center.Sub(NewVec3(4, 0.2, 0)).Length() > 0.9) {
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var sphereMaterial Material
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if chooseMat < 0.8 {
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// diffuse
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albedo := RandomVec3().MultVec(RandomVec3())
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sphereMaterial = NewMaterial(0, albedo, 0.0, 0.0)
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} else if chooseMat < 0.95 {
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// metal
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albedo := RandomVec3(0.5, 1)
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fuzz := RandomDoubleInRange(0, 0.5)
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sphereMaterial = NewMaterial(1, albedo, fuzz, 0.0)
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} else {
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// glass
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sphereMaterial = NewMaterial(2, NewColor(1.0, 1.0, 1.0), 0.0, 1.5)
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}
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world.Add(Sphere{
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center: center,
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radius: 0.2,
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mat: sphereMaterial,
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})
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}
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}
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}
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material1 := NewMaterial(2, NewColor(1.0, 1.0, 1.0), 0.0, 1.5)
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world.Add(Sphere{
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center: NewVec3(0, 0, -1),
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radius: 0.5,
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mat: material_center,
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center: NewVec3(0, 1, 0),
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radius: 1.0,
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mat: material1,
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})
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material2 := NewMaterial(0, NewColor(0.4, 0.2, 0.1), 0.0, 0.0)
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world.Add(Sphere{
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center: NewVec3(-1, 0, -1),
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radius: 0.5,
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mat: material_left,
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center: NewVec3(-4, 1, 0),
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radius: 1.0,
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mat: material2,
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})
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material3 := NewMaterial(1, NewColor(0.7, 0.6, 0.5), 0.0, 0.0)
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world.Add(Sphere{
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center: NewVec3(-1, 0, -1),
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radius: -0.4,
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mat: material_left,
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center: NewVec3(4, 1, 0),
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radius: 1.0,
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mat: material3,
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})
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world.Add(Sphere{
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center: NewVec3(1.0, 0, -1.0),
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radius: 0.5,
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mat: material_right,
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})
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// Image
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cam := NewCamera()
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cam.aspect_ratio = 16.0 / 9.0
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cam.image_width = 400
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cam.samples_per_pixel = 100
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cam.max_depth = 50
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cam.image_width = 1200
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cam.samples_per_pixel = 200
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cam.max_depth = 45
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cam.vfov = 20
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cam.lookfrom = NewVec3(-2,2,1)
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cam.lookat = NewVec3(0,0,-1)
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cam.vup = NewVec3(0,1,0)
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cam.defocus_angle = 10.0
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cam.focus_dist = 3.4
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cam.lookfrom = NewVec3(13, 2, 3)
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cam.lookat = NewVec3(0, 0, 0)
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cam.vup = NewVec3(0, 1, 0)
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cam.defocus_angle = 0.6
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cam.focus_dist = 10.0
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cam.Render(world)
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// INFO: The pixels are written out in rows.
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// Image file can be created with
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// go run main.go > image.ppm
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}
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}
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