mirror of
https://github.com/ssloy/tinyraytracer.git
synced 2024-04-18 07:30:54 +08:00
154 lines
6.2 KiB
C++
154 lines
6.2 KiB
C++
#include <tuple>
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#include <vector>
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#include <fstream>
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#include <algorithm>
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#include <cmath>
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struct vec3 {
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float x=0, y=0, z=0;
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float& operator[](const int i) { return i==0 ? x : (1==i ? y : z); }
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const float& operator[](const int i) const { return i==0 ? x : (1==i ? y : z); }
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vec3 operator*(const float v) const { return {x*v, y*v, z*v}; }
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float operator*(const vec3& v) const { return x*v.x + y*v.y + z*v.z; }
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vec3 operator+(const vec3& v) const { return {x+v.x, y+v.y, z+v.z}; }
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vec3 operator-(const vec3& v) const { return {x-v.x, y-v.y, z-v.z}; }
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vec3 operator-() const { return {-x, -y, -z}; }
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float norm() const { return std::sqrt(x*x+y*y+z*z); }
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vec3 normalized() const { return (*this)*(1.f/norm()); }
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};
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vec3 cross(const vec3 v1, const vec3 v2) {
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return { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x };
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}
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struct Material {
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float refractive_index = 1;
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float albedo[4] = {2,0,0,0};
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vec3 diffuse_color = {0,0,0};
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float specular_exponent = 0;
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};
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struct Sphere {
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vec3 center;
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float radius;
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Material material;
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};
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static const Material ivory = {1.0, {0.9, 0.5, 0.1, 0.0}, {0.4, 0.4, 0.3}, 50.};
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static const Material glass = {1.5, {0.0, 0.9, 0.1, 0.8}, {0.6, 0.7, 0.8}, 125.};
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static const Material red_rubber = {1.0, {1.4, 0.3, 0.0, 0.0}, {0.3, 0.1, 0.1}, 10.};
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static const Material mirror = {1.0, {0.0, 16.0, 0.8, 0.0}, {1.0, 1.0, 1.0}, 1425.};
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static const Sphere spheres[] = {
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{{-3, 0, -16}, 2, ivory},
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{{-1.0, -1.5, -12}, 2, glass},
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{{ 1.5, -0.5, -18}, 3, red_rubber},
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{{ 7, 5, -18}, 4, mirror}
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};
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static const vec3 lights[] = {
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{-20, 20, 20},
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{ 30, 50, -25},
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{ 30, 20, 30}
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};
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vec3 reflect(const vec3 &I, const vec3 &N) {
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return I - N*2.f*(I*N);
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}
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vec3 refract(const vec3 &I, const vec3 &N, const float eta_t, const float eta_i=1.f) { // Snell's law
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float cosi = - std::max(-1.f, std::min(1.f, I*N));
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if (cosi<0) return refract(I, -N, eta_i, eta_t); // if the ray comes from the inside the object, swap the air and the media
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float eta = eta_i / eta_t;
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float k = 1 - eta*eta*(1 - cosi*cosi);
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return k<0 ? vec3{1,0,0} : I*eta + N*(eta*cosi - std::sqrt(k)); // k<0 = total reflection, no ray to refract. I refract it anyways, this has no physical meaning
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}
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std::tuple<bool,float> ray_sphere_intersect(const vec3 &orig, const vec3 &dir, const Sphere &s) { // ret value is a pair [intersection found, distance]
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vec3 L = s.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 > s.radius*s.radius) return {false, 0};
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float thc = std::sqrt(s.radius*s.radius - d2);
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float t0 = tca-thc, t1 = tca+thc;
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if (t0>.001) return {true, t0}; // offset the original point by .001 to avoid occlusion by the object itself
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if (t1>.001) return {true, t1};
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return {false, 0};
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}
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std::tuple<bool,vec3,vec3,Material> scene_intersect(const vec3 &orig, const vec3 &dir) {
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vec3 pt, N;
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Material material;
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float nearest_dist = 1e10;
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if (std::abs(dir.y)>.001) { // intersect the ray with the checkerboard, avoid division by zero
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float d = -(orig.y+4)/dir.y; // the checkerboard plane has equation y = -4
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vec3 p = orig + dir*d;
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if (d>.001 && d<nearest_dist && std::abs(p.x)<10 && p.z<-10 && p.z>-30) {
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nearest_dist = d;
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pt = p;
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N = {0,1,0};
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material.diffuse_color = (int(.5*pt.x+1000) + int(.5*pt.z)) & 1 ? vec3{.3, .3, .3} : vec3{.3, .2, .1};
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}
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}
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for (const Sphere &s : spheres) { // intersect the ray with all spheres
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auto [intersection, d] = ray_sphere_intersect(orig, dir, s);
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if (!intersection || d > nearest_dist) continue;
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nearest_dist = d;
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pt = orig + dir*nearest_dist;
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N = (pt - s.center).normalized();
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material = s.material;
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}
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return {nearest_dist<1000, pt, N, material};
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}
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vec3 cast_ray(const vec3 &orig, const vec3 &dir, int depth=0) {
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auto [hit, point, N, material] = scene_intersect(orig, dir);
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if (depth>4 || !hit)
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return {0.2, 0.7, 0.8}; // background color
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vec3 reflect_dir = reflect(dir, N).normalized();
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vec3 refract_dir = refract(dir, N, material.refractive_index).normalized();
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vec3 reflect_color = cast_ray(point, reflect_dir, depth + 1);
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vec3 refract_color = cast_ray(point, refract_dir, depth + 1);
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float diffuse_light_intensity = 0, specular_light_intensity = 0;
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for (const vec3 light : lights) { // checking if the point lies in the shadow of the light
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vec3 light_dir = (light - point).normalized();
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auto [hit, shadow_pt, trashnrm, trashmat] = scene_intersect(point, light_dir);
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if (hit && (shadow_pt-point).norm() < (light-point).norm()) continue;
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diffuse_light_intensity += std::max(0.f, light_dir*N);
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specular_light_intensity += std::pow(std::max(0.f, -reflect(-light_dir, N)*dir), material.specular_exponent);
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}
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return material.diffuse_color * diffuse_light_intensity * material.albedo[0] + vec3{1., 1., 1.}*specular_light_intensity * material.albedo[1] + reflect_color*material.albedo[2] + refract_color*material.albedo[3];
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}
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int main() {
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const int width = 1024;
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const int height = 768;
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const float fov = 1.05; // 60 degrees field of view in radians
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std::vector<vec3> framebuffer(width*height);
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#pragma omp parallel for
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for (int j = 0; j<height; j++) { // actual rendering loop
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for (int i = 0; i<width; i++) {
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float dir_x = (i + 0.5) - width/2.;
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float dir_y = -(j + 0.5) + height/2.; // this flips the image at the same time
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float dir_z = -height/(2.*tan(fov/2.));
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framebuffer[i+j*width] = cast_ray(vec3{0,0,0}, vec3{dir_x, dir_y, dir_z}.normalized());
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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", std::ios::binary);
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ofs << "P6\n" << width << " " << height << "\n255\n";
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for (vec3 &color : framebuffer) {
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float max = std::max(1.f, std::max(color[0], std::max(color[1], color[2])));
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for (int chan : {0,1,2})
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ofs << (char)(255 * color[chan]/max);
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}
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ofs.close();
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return 0;
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}
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