RaytracerGO/main.go

320 lines
7.3 KiB
Go

package main
import "fmt" // for IO and standard library
import "os" // for handling the progress bar
import "math" // for maths
import "unsafe"
// ================ 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]
}
// 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))
return new_v
}
const pi float32 = 3.1415926535897932385
func Degrees_to_radians(degrees float32) float32 {
return (degrees * pi) / 180.0
}
// ============== 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(),
},
}
}
// =============== HIT ======================
type Hit_record struct {
p Vec3
normal Vec3
t float32
front_face bool
}
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
}
func (s Sphere) Hit_sphere(r *Ray, ray_tmin float32, ray_tmax float32, 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 (root <= ray_tmin || ray_tmax<= root) {
root = (sqrtd-half_b) / a
if (root <= ray_tmin || ray_tmax <= 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)
return true
}
// =============== 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_tmin float32, ray_tmax float32, rec *Hit_record) bool {
var temp_rec Hit_record
var hit_anything bool = false
var closest_so_far float32 = ray_tmax
for _, sphere := range hl.spheres {
if (sphere.Hit_sphere(r, ray_tmin, closest_so_far, &temp_rec)) {
hit_anything = true
closest_so_far = temp_rec.t
*rec = temp_rec
}
}
return hit_anything
}
func Ray_color(r Ray, world *Hittable) Vec3 {
var rec Hit_record
if (world.Hit(&r, 0, float32(math.Inf(1)), &rec)) {
return rec.normal.Add(NewColor(1,1,1)).Mult(0.5)
}
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))
}
// =============== 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
}
// World
world := NewHittable()
world.Add(Sphere{
center: NewVec3(0, 0, -1),
radius: 0.5,
})
world.Add(Sphere{
center: NewVec3(0, -100.5, -1),
radius: 100,
})
// Camera
var focal_length float32 = 1.0
var viewport_height float32 = 2.0
var viewport_width float32 = viewport_height * float32(image_width)/float32(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++ {
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, world)
Write_color(pixel_color)
}
}
// INFO: The pixels are written out in rows.
// Image file can be created with
// go run main.go > image.ppm
}