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port of tiny_raytracer for golang
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// port of tiny_raytrace: http://www.gabrielgambetta.com/tiny_raytracer.html | |
package main | |
import ( | |
"fmt" | |
"image" | |
"image/png" | |
"log" | |
"math" | |
"os" | |
) | |
type V3d struct { | |
X, Y, Z float64 | |
} | |
func (v V3d) Dot(w V3d) float64 { | |
return v.X*w.X + v.Y*w.Y + v.Z*w.Z | |
} | |
func (v V3d) MinusK(w V3d, k float64) V3d { | |
return V3d{ | |
v.X - w.X*k, | |
v.Y - w.Y*k, | |
v.Z - w.Z*k, | |
} | |
} | |
type Color struct { | |
R, G, B float64 | |
} | |
func (c *Color) RGBA() (r, g, b, a uint32) { | |
r = uint32(math.Min(1, c.R) * 0xFFFF) | |
g = uint32(math.Min(1, c.G) * 0xFFFF) | |
b = uint32(math.Min(1, c.B) * 0xFFFF) | |
a = 0xFFFF | |
return | |
} | |
func (c Color) Mul(v float64) Color { | |
return Color{c.R * v, c.G * v, c.B * v} | |
} | |
func (c Color) Add(d Color) Color { | |
return Color{c.R + d.R, c.G + d.G, c.B + d.B} | |
} | |
type sphere struct { | |
radius float64 | |
position V3d | |
color Color | |
specular float64 | |
reflectiveness float64 | |
} | |
type light struct { | |
intensity float64 | |
position V3d | |
} | |
type world struct { | |
big float64 | |
spheres []sphere | |
ambient float64 | |
lights []light | |
} | |
func main() { | |
var w float64 = 600 | |
g := world{ | |
w, | |
[]sphere{ | |
sphere{w, V3d{0, -w, 0}, Color{1, 1, 0}, w, 2}, | |
sphere{1, V3d{0, 0, 3}, Color{1, 0, 0}, w, 3}, | |
sphere{1, V3d{-2, 1, 4}, Color{0, 1, 0}, 9, 4}, | |
sphere{1, V3d{2, 1, 4}, Color{0, 0, 1}, w, 5}, | |
}, | |
2, | |
[]light{ | |
light{8, V3d{2, 2, 0}}, | |
}, | |
} | |
err := tiny_raytrace(g, int(w), "out.png") | |
if err != nil { | |
log.Fatal(err) | |
} | |
} | |
func tiny_raytrace(g world, w int, fname string) error { | |
rgba := image.NewRGBA(image.Rect(0, 0, w, w)) | |
fmt.Println("render start...") | |
err := render(g, rgba) | |
fmt.Println("render end...") | |
if err != nil { | |
return err | |
} | |
f, err := os.Create(fname) | |
if err != nil { | |
return err | |
} | |
defer f.Close() | |
err = png.Encode(f, rgba) | |
if err != nil { | |
return err | |
} | |
return nil | |
} | |
func closest_intersection(g world, b, d V3d, min, max float64) (*sphere, float64) { | |
var s *sphere = nil | |
t := math.Inf(0) | |
a := 2 * d.Dot(d) | |
for i, q := range g.spheres { | |
j := b.MinusK(q.position, 1) | |
b2 := -2 * j.Dot(d) | |
d2 := math.Sqrt(b2*b2 - 2*a*(j.Dot(j)-q.radius*q.radius)) | |
for _, d3 := range []float64{d2, -d2} { | |
if !math.IsNaN(d3) { | |
f := (b2 - d3) / a | |
if min < f && f < max && f < t { | |
s = &g.spheres[i] | |
t = f | |
} | |
} | |
} | |
} | |
return s, t | |
} | |
func trace_ray(g world, b, d V3d, min, max float64, depth int) Color { | |
s, t := closest_intersection(g, b, d, min, max) | |
if s == nil { | |
return Color{0, 0, 0} | |
} | |
d2 := d.Dot(d) | |
x := b.MinusK(d, -t) | |
n := x.MinusK(s.position, 1) | |
n2 := n.Dot(n) | |
i := g.ambient | |
// For each light | |
for _, light := range g.lights { | |
l := light.position.MinusK(x, 1) | |
k := n.Dot(l) | |
s2, _ := closest_intersection(g, x, l, 1/g.big, 1) | |
if s2 == nil { | |
v1 := math.Max(0, k/math.Sqrt(l.Dot(l)*n2)) | |
m := l.MinusK(n, 2*k/n2) | |
m2 := m.Dot(m) | |
v2a := m.Dot(d) / math.Sqrt(m2 * d2) | |
v2 := math.Max(0, math.Pow(v2a, s.specular)) | |
i += light.intensity * (v1 + v2) | |
} | |
} | |
c1 := s.color.Mul(i / 10) | |
if depth == 0 { | |
return c1 | |
} | |
r := s.reflectiveness / 9 | |
c2 := trace_ray(g, x, d.MinusK(n, 2*n.Dot(d)/n2), 1/g.big, g.big, depth-1) | |
return c2.Mul(r).Add(c1.Mul(1 - r)) | |
} | |
func render(g world, rgba *image.RGBA) error { | |
b := V3d{0, 1, 0} | |
r := rgba.Bounds() | |
w := float64(r.Max.X - r.Min.X) | |
h := float64(r.Max.Y - r.Min.Y) | |
for y := r.Min.Y; y < r.Max.Y; y += 1 { | |
for x := r.Min.X; x < r.Max.X; x += 1 { | |
d := V3d{(float64(x) - w/2) / w, (h/2 - float64(y)) / h, 1} | |
c := trace_ray(g, b, d, 1, g.big, 2) | |
rgba.Set(x, y, &c) | |
} | |
} | |
return nil | |
} |
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