Created
June 6, 2013 06:26
-
-
Save rameshvarun/5719696 to your computer and use it in GitHub Desktop.
A simple ray-tracer written in python with pygame. Writes all frames to an "out" directory. Put ffmpeg in the same directory as the script to save the images to a video.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
import pygame | |
import sys | |
from math import * | |
import os | |
import threading | |
SCREENWIDTH = 800 | |
SCREENHEIGHT = 600 | |
ASPECT = float(SCREENWIDTH)/float(SCREENHEIGHT) | |
pygame.init() | |
screen = pygame.display.set_mode((SCREENWIDTH,SCREENHEIGHT),pygame.DOUBLEBUF | pygame.HWSURFACE) | |
pygame.display.set_caption("Raytracer") | |
pygame.mixer.init() | |
clock = pygame.time.Clock() | |
clock.tick() | |
time = 0 | |
running = True | |
fps = 0 | |
def normalize(i,j,k): | |
norm = sqrt(float(i*i + j*j + k*k)) | |
if norm == 0: | |
return (0,0,0) | |
else: | |
return (i/norm, j/norm, k/norm) | |
def dot(v1, v2): | |
return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2] | |
def nSphere(pos, sphere): | |
x,y,z,r = sphere | |
return normalize(pos[0] - x, pos[1] - y, pos[2] - z) | |
def nPlane(pos): | |
return (0.0, 1.0, 0.0) | |
def iSphere(ro, rd, sphere): | |
x,y,z,r = sphere | |
oc = (ro[0] - x, ro[1] - y, ro[2] - z) | |
b = 2.0*dot(oc, rd) | |
c = dot(oc,oc) - r*r; | |
h = b*b - 4.0*c; | |
if h < 0.0: | |
return -1.0 | |
t = (-b - sqrt(h))/2.0 | |
return t | |
def iPlane(ro,rd): | |
if rd[1] == 0: | |
return -1.0 | |
return -ro[1]/rd[1] | |
sph1 = [0.0, 1.0, 0.0, 1.0] | |
def intersect(ro, rd): | |
id = -1 | |
resT = 1000.0 | |
tsph = iSphere(ro, rd, sph1) | |
tpla = iPlane(ro,rd) | |
if tsph > 0.0: | |
id = 1 | |
resT = tsph | |
if tpla > 0.0 and tpla < resT: | |
id = 2 | |
resT = tpla | |
return id,resT | |
def mult(s,v): | |
return (s*v[0], s*v[1], s*v[2]) | |
def add(v1, v2): | |
return (v1[0]+v2[0], v1[1]+v2[1], v1[2]+v2[2]) | |
def subtract(v1, v2): | |
return (v1[0]-v2[0], v1[1]-v2[1], v1[2]-v2[2]) | |
def smoothstep(low, high, x): | |
if x > high: | |
return 1.0 | |
if x < low: | |
return 0.0 | |
x = (x - low)/(high - low) | |
return x*x*(3-2*x) | |
def norm(v): | |
return sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]) | |
light = normalize(0.57703,0.57703,0.57703) | |
def drawPixel(u,v): | |
out = (0.7,0.7,0.7) | |
ro = (0.0,0.5,3.0) | |
rd = normalize( (-1.0 + 2.0*u )*ASPECT ,1.0 - 2.0*v, -1.0) | |
id,t = intersect(ro, rd) | |
if id == 1: | |
pos = add(ro, mult(t,rd)) | |
nor = nSphere(pos, sph1) | |
dif = dot(nor, light) | |
ao = 0.5 + 0.5*nor[1] | |
out = (0.9, 0.8, 0.6) | |
out = mult(dif*ao, out) | |
out = add(out , mult(ao, (0.1, 0.2,0.4))) | |
if id == 2: | |
pos = add(ro, mult(t,rd)) | |
nor = nPlane(pos) | |
dif = dot(nor, light) | |
amb = smoothstep(0.0, 2.0*sph1[3], norm(subtract( (pos[0], 0.0, pos[2]), (sph1[0], 0.0, sph1[2]) )) ) | |
out = (amb*0.7, amb*0.7, amb*0.7) | |
t2 = iSphere(pos, light, sph1) | |
if t2 > 0.0: | |
dist = norm(mult(t2, light)) | |
factor = 0.5 | |
if dist < 1: | |
factor = dist*0.5 | |
out = mult(factor, out) | |
out = (limit(out[0], 0.0, 1.0), limit(out[1], 0.0, 1.0), limit(out[2], 0.0, 1.0)) | |
out = (sqrt(out[0]),sqrt(out[1]),sqrt(out[2])) | |
return out | |
def limit(value, lower, upper): | |
if value < lower: | |
return lower | |
if value > upper: | |
return upper | |
return value | |
class Column( threading.Thread ): | |
def __init__(self, low, high): | |
self.low = low | |
self.high = high | |
self.draw = False | |
threading.Thread.__init__(self) | |
def run(self): | |
while True: | |
if self.draw == True: | |
for x in range(self.low, self.high): | |
for y in range(SCREENHEIGHT): | |
color = drawPixel(float(x)/SCREENWIDTH,float(y)/SCREENHEIGHT) | |
r = limit(color[0]*255, 0, 255) | |
g = limit(color[1]*255, 0, 255) | |
b = limit(color[2]*255, 0, 255) | |
screen.set_at((x,y), (r,g,b) ) | |
self.draw = False | |
threads = 1 | |
columns = [] | |
if threads > 1: | |
for n in range(threads): | |
columns.append( Column(n*(SCREENWIDTH/threads), (n+1)*(SCREENWIDTH/threads)) ) | |
columns[n].start() | |
frame = 0 | |
frames = 250 | |
fps = 25 | |
def drawScene(): | |
screen.fill((0,0,0)) | |
if threads == 1: | |
for x in range(SCREENWIDTH): | |
for y in range(SCREENHEIGHT): | |
color = drawPixel(float(x)/SCREENWIDTH,float(y)/SCREENHEIGHT) | |
r = limit(color[0]*255, 0, 255) | |
g = limit(color[1]*255, 0, 255) | |
b = limit(color[2]*255, 0, 255) | |
screen.set_at((x,y), (r,g,b) ) | |
else: | |
for n in range(threads): | |
columns[n].draw = True | |
while columns[4].draw == True: | |
pass | |
pygame.image.save(screen, "out\\" + str(frame) + ".png") | |
pygame.display.flip() | |
while frame < frames: | |
#Events | |
for event in pygame.event.get(): | |
if event.type == pygame.QUIT: | |
sys.exit() | |
if event.type == pygame.KEYDOWN: | |
if event.key == pygame.K_ESCAPE: | |
sys.exit() | |
time = float(frame)/fps | |
sph1[0] = sin(time) | |
sph1[1] = cos(time) | |
sph1[2] = sin(time)*cos(time) | |
drawScene() | |
print "Frame " + str(frame) + " rendered." | |
frame += 1 | |
os.system('ffmpeg -framerate ' + str(fps) + ' -f image2 -i out//%d.png output.mp4') |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Hey I just got into python code this is really interesting. Can you make a read me telling the steps you took to make this.