Add plane at bottom

This commit is contained in:
Sven Weidauer 2023-01-19 20:22:31 +01:00
parent 30e5534447
commit 258530bef1

View file

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