mirror of
https://github.com/ssloy/tinyraytracer.git
synced 2024-04-18 07:30:54 +08:00
116 lines
3.6 KiB
C++
116 lines
3.6 KiB
C++
#include <limits>
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#include <cmath>
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#include <iostream>
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#include <fstream>
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#include <vector>
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#include "geometry.h"
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struct Light {
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Light(const Vec3f &p, const float &i) : position(p), intensity(i) {}
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Vec3f position;
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float intensity;
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};
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struct Material {
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Material(const Vec3f &color) : diffuse_color(color) {}
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Material() : diffuse_color() {}
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Vec3f diffuse_color;
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};
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struct Sphere {
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Vec3f center;
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float radius;
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Material material;
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Sphere(const Vec3f &c, const float &r, const Material &m) : center(c), radius(r), material(m) {}
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bool ray_intersect(const Vec3f &orig, const Vec3f &dir, float &t0) const {
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Vec3f L = center - orig;
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float tca = L*dir;
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float d2 = L*L - tca*tca;
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if (d2 > radius*radius) return false;
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float thc = sqrtf(radius*radius - d2);
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t0 = tca - thc;
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float t1 = tca + thc;
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if (t0 < 0) t0 = t1;
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if (t0 < 0) return false;
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return true;
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}
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};
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bool scene_intersect(const Vec3f &orig, const Vec3f &dir, const std::vector<Sphere> &spheres, Vec3f &hit, Vec3f &N, Material &material) {
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float spheres_dist = std::numeric_limits<float>::max();
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for (size_t i=0; i < spheres.size(); i++) {
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float dist_i;
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if (spheres[i].ray_intersect(orig, dir, dist_i) && dist_i < spheres_dist) {
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spheres_dist = dist_i;
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hit = orig + dir*dist_i;
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N = (hit - spheres[i].center).normalize();
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material = spheres[i].material;
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}
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}
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return spheres_dist<1000;
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}
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Vec3f cast_ray(const Vec3f &orig, const Vec3f &dir, const std::vector<Sphere> &spheres, const std::vector<Light> &lights) {
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Vec3f point, N;
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Material material;
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if (!scene_intersect(orig, dir, spheres, point, N, material)) {
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return Vec3f(0.2, 0.7, 0.8); // background color
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}
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float diffuse_light_intensity = 0;
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for (size_t i=0; i<lights.size(); i++) {
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Vec3f light_dir = (lights[i].position - point).normalize();
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diffuse_light_intensity += lights[i].intensity * std::max(0.f, light_dir*N);
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}
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return material.diffuse_color * diffuse_light_intensity;
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}
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void render(const std::vector<Sphere> &spheres, const std::vector<Light> &lights) {
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const int width = 1024;
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const int height = 768;
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const int fov = M_PI/2.;
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std::vector<Vec3f> framebuffer(width*height);
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#pragma omp parallel for
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for (size_t j = 0; j<height; j++) {
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for (size_t i = 0; i<width; i++) {
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float x = (2*(i + 0.5)/(float)width - 1)*tan(fov/2.)*width/(float)height;
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float y = -(2*(j + 0.5)/(float)height - 1)*tan(fov/2.);
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Vec3f dir = Vec3f(x, y, -1).normalize();
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framebuffer[i+j*width] = cast_ray(Vec3f(0,0,0), dir, spheres, lights);
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}
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}
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std::ofstream ofs; // save the framebuffer to file
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ofs.open("./out.ppm");
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ofs << "P6\n" << width << " " << height << "\n255\n";
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for (size_t i = 0; i < height*width; ++i) {
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for (size_t j = 0; j<3; j++) {
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ofs << (char)(255 * std::max(0.f, std::min(1.f, framebuffer[i][j])));
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}
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}
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ofs.close();
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}
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int main() {
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Material ivory(Vec3f(0.4, 0.4, 0.3));
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Material red_rubber(Vec3f(0.3, 0.1, 0.1));
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std::vector<Sphere> spheres;
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spheres.push_back(Sphere(Vec3f(-3, 0, -16), 2, ivory));
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spheres.push_back(Sphere(Vec3f(-1.0, -1.5, -12), 2, red_rubber));
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spheres.push_back(Sphere(Vec3f( 1.5, -0.5, -18), 3, red_rubber));
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spheres.push_back(Sphere(Vec3f( 7, 5, -18), 4, ivory));
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std::vector<Light> lights;
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lights.push_back(Light(Vec3f(-20, 20, 20), 1.5));
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render(spheres, lights);
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return 0;
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}
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