Implement path tracing material
See https://github.com/SebLague/Ray-Tracing/blob/main/Assets/Scripts/Shaders/RayTracer.shader#L328
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5 changed files with 139 additions and 27 deletions
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@ -1,5 +1,6 @@
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import lights.PointLight
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import materials.MaterialColor
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import materials.PathTracedMaterial
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import materials.ReflectiveMaterial
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import materials.WhateverMaterial
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import materials.times
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@ -15,19 +16,46 @@ fun main() {
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val bmp = Bitmap(1000, 1000)
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val origin = Point(500f, 500f, -500f)
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val sphere = Sphere(Point(500f, 500f, 500f), radius = 500f, material = ReflectiveMaterial(reflectivity = 0.2f, MaterialColor(0f, 1.0f, 0f)))
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val sphere2 = Sphere(Point(0f, 500f, 50f), radius = 50f, material = ReflectiveMaterial(reflectivity = 0.2f, MaterialColor(1.0f, 0.0f, 0.1f)))
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val material1 = PathTracedMaterial(
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MaterialColor(1f, 0f, 0f),
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specularProbability = 0.1f,
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specularColour = MaterialColor.White,
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smoothness = 1.0f,
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)
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val materialFloor = PathTracedMaterial(
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MaterialColor(1f, 0f, 1f),
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specularProbability = 0.1f,
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specularColour = MaterialColor.White,
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smoothness = 1.0f,
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)
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val lightMaterial = PathTracedMaterial(
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color = MaterialColor.Black,
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emissionColor = MaterialColor.White,
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emissionStrength = 0.2f,
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specularColour = MaterialColor.White
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)
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val material2 = ReflectiveMaterial(reflectivity = 0.2f, MaterialColor(0f, 1.0f, 0f))
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val material3 = ReflectiveMaterial(reflectivity = 0.2f, MaterialColor(1.0f, 0.0f, 0.1f))
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val sphere = Sphere(Point(500f, 500f, 500f), radius = 500f, material = material1)
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val sphere2 = Sphere(Point(0f, 500f, 50f), radius = 50f, material = material1)
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val sphere3 = Sphere(Point(1000f, 1000f, -500f), radius = 100f, material = lightMaterial)
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val material4 = WhateverMaterial(MaterialColor(1f, 0.0f, 0.0f))
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val plane = Plane(
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Point(0f, -1000f, 0f),
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normal = Vector(0f, 1f, 0f),
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material = WhateverMaterial(MaterialColor(1f, 0.0f, 0.0f))
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material = materialFloor
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)
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val material5 = WhateverMaterial(MaterialColor(0.0f, 1f, 0.0f))
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val leftPlane = Plane(
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Point(-1000f, 0f, 0f),
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Vector(1f, 0f, 0f),
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material = WhateverMaterial(MaterialColor(0.0f, 1f, 0.0f))
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material = materialFloor
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)
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val light = PointLight(Point(1000f, 1000f, -500f), color = 0.2f * MaterialColor(0.9f, 0.9f, 0.9f))
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@ -36,40 +64,30 @@ fun main() {
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sphere,
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sphere2,
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plane,
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leftPlane
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), light = light)
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leftPlane,
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sphere3
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), light = light, ambientLight = MaterialColor.White * 0.1f)
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for (y in 0 until bmp.height) {
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for (x in 0 until bmp.width) {
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var r = 0f
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var g = 0f
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var b = 0f
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var color = MaterialColor.Black
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repeat(samplesPerPixel) {
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val point = Point(x.toFloat(), y.toFloat(), 0f) + Vector.randomInCircleXY() * blurriness
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val ray = origin.rayTo(point)
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val color = scene.colorForRay(ray)
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if (color != null) {
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r += color.r
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g += color.g
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b += color.b
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}
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color += scene.colorForRay(ray)
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}
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bmp.setPixel(
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x, y,
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MaterialColor(
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r = r / samplesPerPixel,
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g = g / samplesPerPixel,
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b = b / samplesPerPixel
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).toColor()
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(color * (1.0f / samplesPerPixel)).toColor()
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)
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}
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}
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File("test.tga").writeBitmap(bmp)
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}
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const val samplesPerPixel = 5
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const val samplesPerPixel = 64
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const val blurriness = 1f
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@ -11,9 +11,11 @@ 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 plus(rhs: MaterialColor) = MaterialColor(r + rhs.r, g + rhs.g, b + rhs.b)
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operator fun times(rhs: Float) = MaterialColor(rhs * r, rhs * g, rhs * b)
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companion object {
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val Black: MaterialColor = MaterialColor(0f, 0f, 0f)
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val White = MaterialColor(1f, 1f, 1f)
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}
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}
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85
src/main/kotlin/materials/PathTracedMaterial.kt
Normal file
85
src/main/kotlin/materials/PathTracedMaterial.kt
Normal file
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@ -0,0 +1,85 @@
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package materials
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import Hit
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import math.Ray
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import math.Vector
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import things.Scene
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import kotlin.math.cos
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import kotlin.math.ln
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import kotlin.math.log
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import kotlin.math.sqrt
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import kotlin.random.Random
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data class PathTracedMaterial(
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val color: MaterialColor,
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val emissionColor: MaterialColor = MaterialColor(0f, 0f, 0f),
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val specularProbability: Float = 0f,
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val smoothness: Float = 0.5f,
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val emissionStrength: Float = 0f,
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val specularColour: MaterialColor,
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) : Material {
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override fun shade(ray: Ray, hit: Hit, scene: Scene): MaterialColor {
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// source: https://github.com/SebLague/Ray-Tracing/blob/main/Assets/Scripts/Shaders/RayTracer.shader#L328
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var incomingLight = MaterialColor.Black
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var rayColor = MaterialColor.White
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var hit: Hit? = hit
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var ray = ray
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repeat(maxBounces) {
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if (hit != null && hit.material is PathTracedMaterial) {
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val isSpecular = hit.material.specularProbability >= Random.Default.nextFloat()
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val diffuseDir = (hit.normal + Random.Default.direction()).normalized()
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val specularDir = reflect(ray.direction, hit.normal)
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val rayDir = if (isSpecular) {
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lerp(diffuseDir, specularDir, hit.material.smoothness).normalized()
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} else {
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diffuseDir
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}
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val emittedLight = hit.material.emissionColor * hit.material.emissionStrength;
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incomingLight += emittedLight * rayColor;
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rayColor *= if (isSpecular) hit.material.specularColour else hit.material.color
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val p = maxOf(rayColor.r, rayColor.g, rayColor.b)
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if (Random.Default.nextFloat() >= p) {
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return@repeat
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}
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rayColor *= 1.0f / p;
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ray = Ray(hit.point, rayDir)
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} else if (hit != null) {
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incomingLight += hit.material.shade(ray, hit, scene) * rayColor
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return@repeat
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} else {
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incomingLight += scene.ambientLight * rayColor
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return@repeat
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}
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hit = scene.intersects(ray)
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}
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return incomingLight
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}
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}
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const val maxBounces = 4
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fun Random.normalDistributedFloat(): Float {
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val theta = nextFloat() * 2 * Math.PI.toFloat()
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val rho = sqrt(-2 * ln(nextFloat()))
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return rho * cos(theta)
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}
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fun Random.direction(): Vector =
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Vector(normalDistributedFloat(), normalDistributedFloat(), normalDistributedFloat()).normalized()
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fun lerp(a: Float, b: Float, c: Float): Float = a * (1 - c) + b * c
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fun lerp(a: MaterialColor, b: MaterialColor, c: Float): MaterialColor = a * (1 - c) + b * c
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fun lerp(a: Vector, b: Vector, c: Float): Vector = a * (1 - c) + b * c
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@ -2,6 +2,7 @@ package materials
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import Hit
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import math.Ray
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import math.Vector
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import things.Scene
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import math.times
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import kotlin.math.pow
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@ -29,9 +30,14 @@ data class ReflectiveMaterial(
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color += intensity * MaterialColor(0.3f, 0f, 0f)
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}
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val reflectionDirection = ray.direction - 2 * (ray.direction dot hit.normal) * hit.normal
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val reflectedColor = scene.colorForRay(Ray(offsetPoint, reflectionDirection)) ?: MaterialColor.Black
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val reflectionDirection = reflect(ray.direction, hit.normal)
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val reflectedColor = scene.colorForRay(Ray(offsetPoint, reflectionDirection))
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return (1.0f - reflectivity) * color + reflectivity * reflectedColor
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}
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}
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}
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fun reflect(
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rayDirection: Vector,
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normal: Vector
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): Vector = rayDirection - 2 * (rayDirection dot normal) * normal
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@ -3,9 +3,10 @@ package things
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import Hit
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import materials.MaterialColor
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import lights.PointLight
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import materials.Material
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import math.Ray
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data class Scene(val things: List<Thing>, val light: PointLight): Thing {
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data class Scene(val things: List<Thing>, val light: PointLight, val ambientLight: MaterialColor = MaterialColor.Black): 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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return closest
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}
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fun colorForRay(ray: Ray): MaterialColor? {
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fun colorForRay(ray: Ray): MaterialColor {
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val hit = intersects(ray)
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if (hit != null) {
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return hit.material.shade(ray, hit, this)
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}
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return null
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return ambientLight
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}
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}
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