Add plane at bottom
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parent
30e5534447
commit
258530bef1
1 changed files with 43 additions and 7 deletions
50
src/Ray.kt
50
src/Ray.kt
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@ -4,7 +4,7 @@ import kotlin.math.min
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import kotlin.math.pow
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import kotlin.math.pow
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import kotlin.math.sqrt
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import kotlin.math.sqrt
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data class Hit(val point: Point, val normal: Vector, val color: MaterialColor)
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data class Hit(val point: Point, val normal: Vector, val distance: Float, val color: MaterialColor)
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data class MaterialColor(val r: Float, val g: Float, val b: Float) {
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data class MaterialColor(val r: Float, val g: Float, val b: Float) {
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fun toColor(): Color = Color(
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fun toColor(): Color = Color(
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@ -16,14 +16,30 @@ data class MaterialColor(val r: Float, val g: Float, val b: Float) {
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operator fun times(rhs: MaterialColor) = MaterialColor(r * rhs.r, g * rhs.g, b * rhs.b)
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operator fun times(rhs: MaterialColor) = MaterialColor(r * rhs.r, g * rhs.g, b * rhs.b)
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operator fun plus(rhs: MaterialColor) = MaterialColor(r + rhs.r, g + rhs.g, b + rhs.b)
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operator fun plus(rhs: MaterialColor) = MaterialColor(r + rhs.r, g + rhs.g, b + rhs.b)
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}
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}
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operator fun Float.times(rhs: MaterialColor) = MaterialColor(this * rhs.r, this * rhs.g, this * rhs.b)
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operator fun Float.times(rhs: MaterialColor) = MaterialColor(this * rhs.r, this * rhs.g, this * rhs.b)
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data class Ray(val origin: Point, val direction: Vector) {
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data class Ray(val origin: Point, val direction: Vector) {
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fun at(t: Float) = origin + t * direction
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fun at(t: Float) = origin + t * direction
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}
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}
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data class Sphere(val center: Point, val radius: Float, val color: MaterialColor) {
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interface Thing {
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fun intersects(ray: Ray): Hit? {
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fun intersects(ray: Ray): Hit?
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}
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data class Plane(val point: Point, val normal: Vector, val color: MaterialColor) : Thing {
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override fun intersects(ray: Ray): Hit? {
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val bottom = dot(normal, ray.direction)
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if (bottom == 0.0f) return null
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val t = dot(normal, point - ray.origin) / bottom
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if (t <= 0.0f) return null
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return Hit(ray.at(t), normal, t, color)
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}
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}
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data class Sphere(val center: Point, val radius: Float, val color: MaterialColor) : Thing {
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override fun intersects(ray: Ray): Hit? {
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val l = center - ray.origin
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val l = center - ray.origin
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val tc = dot(l, ray.direction)
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val tc = dot(l, ray.direction)
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if (tc < 0f) return null
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if (tc < 0f) return null
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@ -37,9 +53,8 @@ data class Sphere(val center: Point, val radius: Float, val color: MaterialColor
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val t = min(tc - thc, tc + thc)
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val t = min(tc - thc, tc + thc)
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val hitPoint = ray.at(t)
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val hitPoint = ray.at(t)
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return Hit(hitPoint, (hitPoint - center).normalized(), color)
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return Hit(hitPoint, (hitPoint - center).normalized(), t, color)
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}
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}
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}
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}
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@ -47,11 +62,32 @@ fun dot(lhs: Vector, rhs: Vector): Float = lhs.x * rhs.x + lhs.y * rhs.y + lhs.z
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data class PointLight(val point: Point, val color: MaterialColor)
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data class PointLight(val point: Point, val color: MaterialColor)
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data class Scene(val things: List<Thing>): Thing {
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override fun intersects(ray: Ray): Hit? {
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var closest: Hit? = null
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for (thing in things) {
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val hit = thing.intersects(ray)
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if (hit != null && (closest == null || hit.distance < closest.distance)) {
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closest = hit
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}
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}
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return closest
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}
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}
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fun main() {
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fun main() {
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val bmp = Bitmap(1000, 1000)
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val bmp = Bitmap(1000, 1000)
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val origin = Point(500f, 500f, -500f)
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val origin = Point(500f, 500f, -500f)
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val sphere = Sphere(Point(500f, 500f, 500f), radius = 500f, color = MaterialColor(0f, 1.0f, 0f))
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val sphere = Sphere(Point(500f, 500f, 500f), radius = 500f, color = MaterialColor(0f, 1.0f, 0f))
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val plane = Plane(
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Point(0f, -500f, 0f),
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normal = Vector(0f, 1f, 0f),
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color = MaterialColor(0.5f, 0.5f, 0.5f)
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)
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val scene = Scene(listOf(sphere, plane))
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val ambient = MaterialColor(0.1f, 0.1f, 0.1f)
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val ambient = MaterialColor(0.1f, 0.1f, 0.1f)
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@ -63,12 +99,12 @@ fun main() {
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val point = Point(x.toFloat(), y.toFloat(), 0f)
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val point = Point(x.toFloat(), y.toFloat(), 0f)
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val ray = origin.rayTo(point)
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val ray = origin.rayTo(point)
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val hit = sphere.intersects(ray)
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val hit = scene.intersects(ray)
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if (hit != null) {
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if (hit != null) {
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var color = hit.color * ambient
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var color = hit.color * ambient
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val rayToLight = hit.point.rayTo(light.point)
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val rayToLight = hit.point.rayTo(light.point)
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if (sphere.intersects(rayToLight) == null) {
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if (scene.intersects(rayToLight) == null) {
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val lambert = max(0f, dot(hit.normal, rayToLight.direction))
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val lambert = max(0f, dot(hit.normal, rayToLight.direction))
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color += lambert * light.color
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color += lambert * light.color
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