RaytracerGO/main.go
2024-03-10 18:01:37 +01:00

680 lines
16 KiB
Go

package main
import "fmt" // for IO and standard library
import "os" // for handling the progress bar
import "math" // for maths
import "unsafe" // for fast inverse square pointers
import "math/rand" // for random
import "time" // for random
func init() {
rand.Seed(time.Now().UnixNano())
}
// ================ 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])))
}
func (v Vec3) Length_squared() float32 {
return v.E[0]*v.E[0] + v.E[1]*v.E[1] + v.E[2]*v.E[2]
}
func (v Vec3) Near_zero() bool {
var s float64 = 1e-8
return (math.Abs(float64(v.E[0])) < s && math.Abs(float64(v.E[1])) < s && math.Abs(float64(v.E[2])) < s)
}
// 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 q_rsqrt(v Vec3) float32 {
var x float32 = v.E[0]*v.E[0] + v.E[1]*v.E[1] + v.E[2]*v.E[2]
i := *(*int32)(unsafe.Pointer(&x)) // evil floating point bit level hacking
i = 0x5f3759df - (i >> 1) // what the fuck?
y := *(*float32)(unsafe.Pointer(&i))
return y
}
func Unit_vector(v Vec3) Vec3 {
//new_v := v.Mult(q_rsqrt(v))
new_v := v.Mult(1.0/v.Length())
return new_v
}
func Random_in_unit_disk() Vec3 {
for true {
p := NewVec3(RandomDoubleInRange(-1,1), RandomDoubleInRange(-1,1), 0)
if p.Length_squared() < 1 {
return p
}
}
return NewVec3(0,0,0)
}
func RandomInUnitSphere() Vec3 {
for true {
p := RandomVec3(-1, 1)
if (p.Length_squared() < 1) {
return p
}
}
return NewVec3(0,0,0)
}
func RandomUnitVector() Vec3 {
return Unit_vector(RandomInUnitSphere())
}
func RandomOnHemisphere(normal Vec3) Vec3 {
var on_unit_sphere Vec3 = RandomUnitVector()
if (Dot(on_unit_sphere, normal) > 0.0) {
return on_unit_sphere
} else {
return on_unit_sphere.Neg()
}
}
func Reflect(v Vec3, n Vec3) Vec3 {
return v.Sub(n.Mult(2*Dot(v,n)))
}
func Refract(uv, n Vec3, etai_over_etat float32) Vec3 {
cos_theta := float32(math.Min(float64(Dot(uv.Neg(), n)), 1.0))
r_out_perp := uv.Add(n.Mult(cos_theta)).Mult(etai_over_etat)
r_out_parallel := n.Mult(float32(math.Sqrt(math.Abs(1.0 - float64(r_out_perp.Length_squared())))))
return r_out_perp.Add(r_out_parallel)
}
const pi float32 = 3.1415926535897932385
func Degrees_to_radians(degrees float32) float64 {
return float64((degrees * pi) / 180.0)
}
func Linear_to_gamma(linear_component float32) float32 {
return float32(math.Sqrt(float64(linear_component)))
}
func RandomDouble() float32 {
// Returns a random real in [0,1).
return rand.Float32()
}
func RandomDoubleInRange(min, max float32) float32 {
// Returns a random real in [min,max).
return min + (max-min)*RandomDouble()
}
func RandomVec3(borders ...float32) Vec3 {
if (len(borders) == 2) {
return NewVec3(RandomDoubleInRange(borders[0], borders[1]),RandomDoubleInRange(borders[0], borders[1]),RandomDoubleInRange(borders[0], borders[1]))
} else {
return NewVec3(RandomDouble(),RandomDouble(),RandomDouble())
}
}
// ============== COLOUR CLASS ==============
func Write_color(v Vec3, samples_per_pixel int) {
// Averaging
r := v.X() / float32(samples_per_pixel)
g := v.Y() / float32(samples_per_pixel)
b := v.Z() / float32(samples_per_pixel)
r = Linear_to_gamma(r)
g = Linear_to_gamma(g)
b = Linear_to_gamma(b)
// Write the translate [0, 255] value of each color component
intensity := NewInterval(0.000, 0.999)
fmt.Println(int(intensity.Clamp(r)* 256.0), int(intensity.Clamp(g)* 256.0), int(intensity.Clamp(b)* 256.0))
}
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(),
},
}
}
// =============== INTERVAL =================
type Interval struct {
min, max float32
}
func NewInterval(borders ...float32) *Interval {
if (len(borders) == 2) {
return &Interval{
min: borders[0],
max: borders[1],
}
} else {
return &Interval{
min: float32(math.Inf(1)),
max: float32(math.Inf(-1)),
}
}
}
func (i *Interval) Contains(x float32) bool {
return i.min <= x && x <= i.max
}
func (i *Interval) Surrounds(x float32) bool {
return i.min < x && x < i.max
}
func (i *Interval) Clamp(x float32) float32 {
if (x < i.min) {
return i.min
} else if (x > i.max) {
return i.max
}
return x
}
var Empty *Interval = NewInterval()
var Universe *Interval = NewInterval(float32(math.Inf(-1)), float32(math.Inf(1)))
// =============== HIT ======================
type Hit_record struct {
p Vec3
normal Vec3
t float32
front_face bool
mat Material
}
func (rec *Hit_record) Set_face_normal(r *Ray, outward_normal Vec3) {
if (Dot(r.Direction(), outward_normal) < 0) {
rec.front_face = true
}
if (rec.front_face) {
rec.normal = outward_normal
} else {
rec.normal = outward_normal.Neg()
}
}
// =============== SPHERE ===================
type Sphere struct {
center Vec3
radius float32
mat Material
}
func (s Sphere) Hit_sphere(r *Ray, ray_t *Interval, rec *Hit_record) bool {
oc := r.Origin().Sub(s.center)
a := r.Direction().Length_squared()
half_b := Dot(oc, r.Direction())
c := oc.Length_squared() - s.radius*s.radius
discriminant := half_b*half_b - a*c
if (discriminant < 0) {
return false
}
sqrtd := float32(math.Sqrt(float64(discriminant)))
// find the nearest root that lies in the acceptable range
root := (-half_b - sqrtd) / a
if (!ray_t.Surrounds(root)) {
root = (sqrtd-half_b) / a
if (!ray_t.Surrounds(root)) {
return false
}
}
rec.t = root
rec.p = r.At(rec.t)
outward_normal := rec.p.Sub(s.center).Div(s.radius)
rec.Set_face_normal(r, outward_normal)
rec.mat = s.mat
return true
}
func NewSphere(center Vec3, radius float32, mat Material) Sphere {
return Sphere{
center: center,
radius: radius,
mat: mat,
}
}
// =============== HITTABLE ==================
type Hittable struct {
spheres []Sphere
}
func NewHittable() *Hittable {
return &Hittable{}
}
func (hl *Hittable) Add(s Sphere) {
hl.spheres = append(hl.spheres, s)
}
func (hl *Hittable) Clear() {
hl.spheres = []Sphere{}
}
func (hl Hittable) Hit(r *Ray, ray_t Interval, rec *Hit_record) bool {
var temp_rec Hit_record
var hit_anything bool = false
var closest_so_far float32 = ray_t.max
for _, sphere := range hl.spheres {
if (sphere.Hit_sphere(r, NewInterval(ray_t.min, closest_so_far), &temp_rec)) {
hit_anything = true
closest_so_far = temp_rec.t
*rec = temp_rec
}
}
return hit_anything
}
// =============== MATERIAL =================
type Material struct {
material int
albedo Vec3
fuzz float32
ir float32
}
func NewMaterial(m int, a Vec3, f float32, i float32) Material {
if f >= 1.0 {
return Material{
material: m,
albedo : a,
fuzz: 1.0,
ir: i,
}
} else {
return Material{
material: m,
albedo : a,
fuzz: f,
ir: i,
}
}
}
func Reflectance(cosine float32, ref_idx float32) float32 {
// Use Schlick's approximation for reflectance
r0 := (1.0-ref_idx) / (1.0+ref_idx)
r0 = r0*r0
return r0 + (1.0-r0)*float32(math.Pow(1.0 - float64(cosine), 5))
}
func (mat Material) Scatter(r_in *Ray, rec *Hit_record, attenuation *Vec3, scattered *Ray) bool {
if (mat.material == 0) { //Lambertian
scatter_direction := rec.normal.Add(RandomUnitVector())
// Catch degenerate scatter direction
if scatter_direction.Near_zero() {
scatter_direction = rec.normal
}
*scattered = *NewRay(rec.p, scatter_direction)
*attenuation = mat.albedo
} else if (mat.material == 1) { //Metall
var reflected Vec3 = Reflect(Unit_vector(r_in.Direction()), rec.normal)
*scattered = *NewRay(rec.p, reflected.Add(RandomUnitVector().Mult(mat.fuzz)))
*attenuation = mat.albedo
if !(Dot(scattered.Direction(), rec.normal) > 0) {
return false
}
} else if (mat.material == 2) { //Dielectric
*attenuation = NewColor(1.0, 1.0, 1.0)
var refraction_ration float32 = 1.0
if rec.front_face {
refraction_ration /= mat.ir
} else {
refraction_ration = mat.ir
}
unit_direction := Unit_vector(r_in.Direction())
cos_theta := float32(math.Min(float64(Dot(unit_direction.Neg(), rec.normal)), 1.0))
sin_theta := float32(math.Sqrt(float64(1.0 - cos_theta*cos_theta)))
var direction Vec3
cannot_refract := refraction_ration*sin_theta > 1.0
if (cannot_refract || Reflectance(cos_theta, refraction_ration) > RandomDouble()) {
direction = Reflect(unit_direction, rec.normal)
} else {
direction = Refract(unit_direction, rec.normal, refraction_ration)
}
*scattered = *NewRay(rec.p, direction)
}
return true
}
// =============== CAMERA ===================
type Camera struct {
aspect_ratio float32
image_width int
image_height int
center Vec3
pixel00_loc Vec3
pixel_delta_u Vec3
pixel_delta_v Vec3
samples_per_pixel int
max_depth int
vfov float32
lookfrom Vec3
lookat Vec3
vup Vec3
u Vec3
v Vec3
w Vec3
defocus_angle float32
focus_dist float32
defocus_disk_u Vec3
defocus_disk_v Vec3
}
func NewCamera() *Camera {
return &Camera{}
}
func Ray_color(r Ray, depth int, world *Hittable) Vec3 {
var rec Hit_record
if (depth <= 0) {
return NewColor(0,0,0)
}
if (world.Hit(&r, *NewInterval(0.001, float32(math.Inf(1))), &rec)) {
var scattered Ray
var attenuation Vec3
if ((rec.mat).Scatter(&r, &rec, &attenuation, &scattered)) {
return attenuation.MultVec(Ray_color(scattered, depth-1, world))
}
return NewColor(0.0,0.0,0.0)
}
unit_direction := Unit_vector(r.Direction())
a := (unit_direction.Y() + 1.0)*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))
}
func (cam *Camera) Initialize() {
// Calculate the image height
cam.image_height = int(float32(cam.image_width) / cam.aspect_ratio)
if cam.image_height < 1 {
cam.image_height = 1
}
cam.center = cam.lookfrom
// Viewport
theta := Degrees_to_radians(cam.vfov)
h := float32(math.Tan(theta/2.0))
var viewport_height float32 = 2.0 * h * cam.focus_dist
var viewport_width float32 = viewport_height * float32(cam.image_width)/float32(cam.image_height)
// Calculate the u,v,w unit basis vectors for the camera coordinate frame
cam.w = Unit_vector(cam.lookfrom.Sub(cam.lookat))
cam.u = Unit_vector(Cross(cam.vup, cam.w))
cam.v = Cross(cam.w, cam.u)
// Calculate the vectors across the horizontal and down the vertical viewport edges
viewport_u := cam.u.Mult(viewport_width)
viewport_v := cam.v.Mult(-viewport_height)
//Calculate the horizontal and vertical delta vectors from pixel to pixel
cam.pixel_delta_u = viewport_u.Div(float32(cam.image_width))
cam.pixel_delta_v = viewport_v.Div(float32(cam.image_height))
// Calculate the location of the upper left pixel
viewport_upper_left := cam.center.Sub(cam.w.Mult(cam.focus_dist)).Sub(viewport_u.Div(2)).Sub(viewport_v.Div(2))
cam.pixel00_loc = viewport_upper_left.Add((cam.pixel_delta_u.Add(cam.pixel_delta_v)).Div(2))
// Calculate the camera defocus disk basis vectors
defocus_radius := cam.focus_dist*float32(math.Tan(Degrees_to_radians(cam.defocus_angle / 2)))
cam.defocus_disk_u = cam.u.Mult(defocus_radius)
cam.defocus_disk_v = cam.v.Mult(defocus_radius)
}
func (cam *Camera) Render(world *Hittable) {
cam.Initialize()
// Rendering
fmt.Println("P3")
fmt.Println(cam.image_width, " ", cam.image_height, "\n255")
for j := 0; j < cam.image_height; j++ {
fmt.Fprintf(os.Stderr, "\rScanlines remaining: %d ", cam.image_height-j)
for i := 0; i < cam.image_width; i++ {
pixel_color := NewColor(0,0,0)
for sample := 0; sample < cam.samples_per_pixel; sample++ {
r := cam.GetRay(i, j)
pixel_color = pixel_color.Add(Ray_color(*r, cam.max_depth, world))
}
Write_color(pixel_color, cam.samples_per_pixel)
}
}
}
func (cam *Camera) Defocus_disk_sample() Vec3 {
// Returns a random point in the camera defocus disk
p := Random_in_unit_disk()
return cam.center.Add(cam.defocus_disk_u.Mult(p.E[0])).Add(cam.defocus_disk_v.Mult(p.E[1]))
}
func (cam *Camera) GetRay(i, j int) *Ray {
// Get a randomly-sampled camera ray for the pixel at location i,j originating from the camera defocus disk
pixel_center := cam.pixel00_loc.Add(cam.pixel_delta_u.Mult(float32(i))).Add(cam.pixel_delta_v.Mult(float32(j)))
pixel_sample := pixel_center.Add(cam.Pixel_sample_square())
var ray_origin Vec3
if cam.defocus_angle <= 0 {
ray_origin = cam.center
} else {
ray_origin = cam.Defocus_disk_sample()
}
ray_direction := pixel_sample.Sub(ray_origin)
return NewRay(ray_origin , ray_direction)
}
func (cam *Camera) Pixel_sample_square() Vec3 {
// Returns a random point in the square surrounding a pixel at the origin
px := -0.5 + RandomDouble()
py := -0.5 + RandomDouble()
return (cam.pixel_delta_u.Mult(px).Add(cam.pixel_delta_v.Mult(py)))
}
// =============== MAIN =====================
func main() {
world := NewHittable()
groundMaterial := NewMaterial(0, NewColor(0.5, 0.5, 0.5), 0.0, 0.0)
world.Add(Sphere{
center: NewVec3(0, -1000, 0),
radius: 1000,
mat: groundMaterial,
})
for a := -11; a < 11; a++ {
for b := -11; b < 11; b++ {
chooseMat := RandomDouble()
center := NewVec3(float32(a)+0.9*RandomDouble(), 0.2, float32(b)+0.9*RandomDouble())
if (center.Sub(NewVec3(4, 0.2, 0)).Length() > 0.9) {
var sphereMaterial Material
if chooseMat < 0.8 {
// diffuse
albedo := RandomVec3().MultVec(RandomVec3())
sphereMaterial = NewMaterial(0, albedo, 0.0, 0.0)
} else if chooseMat < 0.95 {
// metal
albedo := RandomVec3(0.5, 1)
fuzz := RandomDoubleInRange(0, 0.5)
sphereMaterial = NewMaterial(1, albedo, fuzz, 0.0)
} else {
// glass
sphereMaterial = NewMaterial(2, NewColor(1.0, 1.0, 1.0), 0.0, 1.5)
}
world.Add(Sphere{
center: center,
radius: 0.2,
mat: sphereMaterial,
})
}
}
}
material1 := NewMaterial(2, NewColor(1.0, 1.0, 1.0), 0.0, 1.5)
world.Add(Sphere{
center: NewVec3(0, 1, 0),
radius: 1.0,
mat: material1,
})
material2 := NewMaterial(0, NewColor(0.4, 0.2, 0.1), 0.0, 0.0)
world.Add(Sphere{
center: NewVec3(-4, 1, 0),
radius: 1.0,
mat: material2,
})
material3 := NewMaterial(1, NewColor(0.7, 0.6, 0.5), 0.0, 0.0)
world.Add(Sphere{
center: NewVec3(4, 1, 0),
radius: 1.0,
mat: material3,
})
cam := NewCamera()
cam.aspect_ratio = 16.0 / 9.0
cam.image_width = 1200
cam.samples_per_pixel = 200
cam.max_depth = 45
cam.vfov = 20
cam.lookfrom = NewVec3(13, 2, 3)
cam.lookat = NewVec3(0, 0, 0)
cam.vup = NewVec3(0, 1, 0)
cam.defocus_angle = 0.6
cam.focus_dist = 10.0
cam.Render(world)
}