package main import "fmt" // for IO and standard library import "os" // for handling the progress bar import "math" // for maths // ================ 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) Vec3 { return NewVec3(v.E[0]+v2.E[0], v.E[1]+v2.E[1], v.E[2]+v2.E[2]) } func (v Vec3) Mult(t float32) Vec3 { return NewVec3(v.E[0]*t, v.E[1]*t, v.E[2]*t) } func (v Vec3) Div(t float32) Vec3 { if t != 0 { return NewVec3(v.E[0] / t, v.E[1] / t, v.E[2] / t) } return v } 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) Vec3 { return NewVec3(v.E[0]-v2.E[0], v.E[1]-v2.E[1], v.E[2]-v2.E[2]) } func (v Vec3) MultVec(v2 Vec3) Vec3 { return NewVec3(v.E[0]*v2.E[0], v.E[1]*v2.E[1], v.E[2]*v2.E[2]) } func (v Vec3) DivVec(v2 Vec3) Vec3 { if v2.E[0] != 0 && v2.E[1] != 0 && v2.E[2] != 0 { return NewVec3(v.E[0]/v2.E[0], v.E[1]/v2.E[1], v.E[2]/v2.E[2]) } return v } 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])) } func NewColor(e0, e1, e2 float32) Vec3 { return Vec3{E: [3]float32{e0, e1, e2}} } // ============== RAY CLASS ================= func NewPoint3(e0, e1, e2 float32) Vec3 { return Vec3{E: [3]float32{e0, e1, e2}} } type Ray struct { Orig Vec3 Dir Vec3 } func NewRay(orig Vec3, dir Vec3) *Ray { return &Ray{Orig: orig, Dir: dir} } func (r *Ray) Origin() Vec3 { return r.Orig } func (r *Ray) Direction() Vec3 { return r.Dir } func (r *Ray) At(t float32) Vec3 { return Vec3{ E: [3]float32{ r.Orig.X() + t*r.Dir.X(), r.Orig.Y() + t*r.Dir.Y(), r.Orig.Z() + t*r.Dir.Z(), }, } } func Ray_color(r *Ray) Vec3 { unit_direction := Unit_vector(r.Direction()) var a float32 = 0.5*unit_direction.Y() + 0.5 return NewColor(1.0,1.0,1.0).Mult(float32(1.0-a)).Add(NewColor(0.5,0.7,1.0).Mult(a)) } // =============== MAIN ===================== func main() { // Image aspect_ratio := 16.0 / 9.0; var image_width int = 400; // Calculate the image height var image_height int = int(float64(image_width) / aspect_ratio) if image_height < 1 { image_height = 1 } // Camera var focal_length float32 = 1.0 var viewport_height float32 = 2.0 var viewport_width float32 = viewport_height * float32(image_width/image_height) camera_center := NewVec3(0,0,0) // Calculate the vectors across the horizontal and down the vertical viewport edges viewport_u := NewVec3(viewport_width, 0, 0) viewport_v := NewVec3(0, -viewport_height, 0) //Calculate the horizontal and vertical delta vectors from pixel to pixel pixel_delta_u := viewport_u.Div(float32(image_width)) pixel_delta_v := viewport_v.Div(float32(image_height)) // Calculate the location of the upper left pixel viewport_upper_left := camera_center.Sub(camera_center).Sub(NewVec3(0, 0, focal_length)).Sub(viewport_u.Div(2)).Sub(viewport_v.Div(2)) pixel00_loc := viewport_upper_left.Add((pixel_delta_u.Add(pixel_delta_v)).Div(2)) // 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++ { // 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) pixel_center := pixel00_loc.Add(pixel_delta_u.Mult(float32(i))).Add(pixel_delta_v.Mult(float32(j))) ray_direction := pixel_center.Sub(camera_center) r := NewRay(camera_center, ray_direction) pixel_color := Ray_color(r) Write_color(pixel_color) } } // INFO: The pixels are written out in rows. // Image file can be created with // go run main.go > image.ppm }