Add material, reflection and so on. Also use IntelliJ

This commit is contained in:
Sven Weidauer 2024-12-01 12:14:50 +01:00
parent 753f8b721a
commit b0a4f766b4
21 changed files with 622 additions and 132 deletions

54
src/main/kotlin/Bitmap.kt Normal file
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import java.io.File
import java.io.OutputStream
const val BYTES_PER_PIXEL = 4
data class Color(val r: UByte, val g: UByte, val b: UByte, val alpha: UByte = UByte.MAX_VALUE)
class Bitmap(val width: Int, val height: Int) {
val data = UByteArray(width * height * BYTES_PER_PIXEL)
fun setPixel(x: Int, y: Int, color: Color) {
val offset = (y * width + x) * BYTES_PER_PIXEL
data[offset + 1] = color.g
data[offset + 0] = color.b
data[offset + 2] = color.r
data[offset + 3] = color.alpha
}
fun getPixel(x: Int, y: Int): Color {
val offset = (y * width + x) * BYTES_PER_PIXEL
return Color(
r = data[offset + 2],
g = data[offset + 1],
b = data[offset + 0],
alpha = data[offset + 3]
)
}
}
fun File.writeBitmap(bitmap: Bitmap) {
outputStream().use { stream ->
stream.write(0) // ID length
stream.write(0) // No color map
stream.write(2) // Uncompressed true color image
stream.writeWord(0) // Color map starts at index 0
stream.writeWord(0) // No color map entries
stream.write(0) // 0 bits per color map entry
stream.writeWord(0) // X origin
stream.writeWord(0) // Y origin
stream.writeWord(bitmap.width.toShort())
stream.writeWord(bitmap.height.toShort())
stream.write(BYTES_PER_PIXEL * 8)
stream.write(8)
stream.write(bitmap.data.toByteArray())
}
}
fun OutputStream.writeWord(word: Short) {
write(word.toInt() and 0xFF)
write((word.toInt() shr 8) and 0xFF)
}

6
src/main/kotlin/Point.kt Normal file
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data class Point(val x: Float, val y: Float, val z: Float) {
operator fun plus(rhs: Vector) : Point = Point(x + rhs.x, y + rhs.y, z + rhs.z)
operator fun minus(rhs: Point): Vector = Vector(x - rhs.x, y - rhs.y, z - rhs.z)
fun rayTo(other: Point) = Ray(this, (other - this).normalized())
}

190
src/main/kotlin/Ray.kt Normal file
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import java.io.File
import java.lang.Float.max
import kotlin.math.min
import kotlin.math.pow
import kotlin.math.sqrt
data class Hit(val point: Point, val normal: Vector, val distance: Float, val material: Material)
data class MaterialColor(val r: Float, val g: Float, val b: Float) {
fun toColor(): Color = Color(
(r * UByte.MAX_VALUE.toFloat()).toInt().toUByte(),
(g * UByte.MAX_VALUE.toFloat()).toInt().toUByte(),
(b * UByte.MAX_VALUE.toFloat()).toInt().toUByte()
)
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)
companion object {
val Black: MaterialColor = MaterialColor(0f, 0f, 0f)
}
}
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) {
fun at(t: Float) = origin + t * direction
}
interface Thing {
fun intersects(ray: Ray): Hit?
}
interface Material {
fun shade(ray: Ray, hit: Hit, scene: Scene): MaterialColor
}
data class WhateverMaterial(val color: MaterialColor,
val ambient: MaterialColor = MaterialColor(0.1f, 0.1f, 0.1f),
val specular: Float = 100f
): Material {
override fun shade(ray: Ray, hit: Hit, scene: Scene): MaterialColor {
var color = this.color * ambient
val light = scene.light
val rayToLight = (hit.point + 0.0001f * hit.normal).rayTo(light.point)
if (scene.intersects(rayToLight) == null) {
val lambert = max(0f, dot(hit.normal, rayToLight.direction))
color += lambert * light.color
val h = (-ray.direction + rayToLight.direction).normalized()
val intensity = dot(hit.normal, h).pow(specular)
color += intensity * MaterialColor(0.3f, 0f, 0f)
}
return color
}
}
data class ReflectiveMaterial(
val reflectivity: Float,
val color: MaterialColor,
val ambient: MaterialColor = MaterialColor(0.1f, 0.1f, 0.1f),
val specular: Float = 10f
): Material {
override fun shade(ray: Ray, hit: Hit, scene: Scene): MaterialColor {
var color = this.color * ambient
val light = scene.light
val offsetPoint = hit.point + 0.0001f * hit.normal
val rayToLight = offsetPoint.rayTo(light.point)
if (scene.intersects(rayToLight) == null) {
val lambert = max(0f, dot(hit.normal, rayToLight.direction))
color += lambert * light.color
val h = (-ray.direction + rayToLight.direction).normalized()
val intensity = (hit.normal dot h).pow(specular)
color += intensity * MaterialColor(0.3f, 0f, 0f)
}
val reflectionDirection = ray.direction - 2 * (ray.direction dot hit.normal) * hit.normal
val reflectedColor = scene.colorForRay(Ray(offsetPoint, reflectionDirection)) ?: MaterialColor.Black
return (1.0f - reflectivity) * color + reflectivity * reflectedColor
}
}
data class Plane(val point: Point, val normal: Vector, val material: Material) : 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, material)
}
}
data class Sphere(val center: Point, val radius: Float, val material: Material) : Thing {
override fun intersects(ray: Ray): Hit? {
val l = center - ray.origin
val tc = dot(l, ray.direction)
if (tc < 0f) return null
val d = l.squaredLength - tc * tc
val radiusSquared = radius * radius
if (d > radiusSquared) return null
val thc = sqrt(radiusSquared - d)
val t = min(tc - thc, tc + thc)
val hitPoint = ray.at(t)
return Hit(hitPoint, (hitPoint - center).normalized(), t, material)
}
}
fun dot(lhs: Vector, rhs: Vector): Float = lhs.x * rhs.x + lhs.y * rhs.y + lhs.z * rhs.z
data class PointLight(val point: Point, val color: MaterialColor)
data class Scene(val things: List<Thing>, val light: PointLight): 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 colorForRay(ray: Ray): MaterialColor? {
val hit = intersects(ray)
if (hit != null) {
return hit.material.shade(ray, hit, this)
}
return null
}
}
fun main() {
val bmp = Bitmap(1000, 1000)
val origin = Point(500f, 500f, -500f)
val sphere = Sphere(Point(500f, 500f, 500f), radius = 500f, material = ReflectiveMaterial(reflectivity = 0.2f, MaterialColor(0f, 1.0f, 0f)))
val sphere2 = Sphere(Point(0f, 500f, 50f), radius = 50f, material = ReflectiveMaterial(reflectivity = 0.2f, MaterialColor(1.0f, 0.0f, 0.1f)))
val plane = Plane(
Point(0f, -1000f, 0f),
normal = Vector(0f, 1f, 0f),
material = WhateverMaterial(MaterialColor(1f, 0.0f, 0.0f))
)
val leftPlane = Plane(
Point(-1000f, 0f, 0f),
Vector(1f, 0f, 0f),
material = WhateverMaterial(MaterialColor(0.0f, 1f, 0.0f))
)
val light = PointLight(Point(1000f, 1000f, -500f), color = 0.2f * MaterialColor(0.9f, 0.9f, 0.9f))
val scene = Scene(listOf(
sphere,
sphere2,
plane,
leftPlane
), light = light)
for (y in 0 until bmp.height) {
for (x in 0 until bmp.width) {
val point = Point(x.toFloat(), y.toFloat(), 0f)
val ray = origin.rayTo(point)
val color = scene.colorForRay(ray)
if (color != null) {
bmp.setPixel(x, y, color.toColor())
}
}
}
File("test.tga").writeBitmap(bmp)
}

18
src/main/kotlin/Vector.kt Normal file
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import kotlin.math.sqrt
data class Vector(val x: Float, val y: Float, val z: Float) {
val length: Float get() = sqrt(squaredLength)
val squaredLength: Float get() = x * x + y * y + z * z
fun normalized(): Vector = this / length
operator fun plus(rhs: Vector): Vector = Vector(x + rhs.x, y + rhs.y, z + rhs.z)
operator fun times(rhs: Float): Vector = Vector(x * rhs, y * rhs, z * rhs)
operator fun unaryMinus(): Vector = Vector(-x, -y, -z)
operator fun minus(rhs: Vector): Vector = Vector(x - rhs.x, y - rhs.y, z - rhs.z)
operator fun div(rhs: Float): Vector = Vector(x / rhs, y / rhs, z / rhs)
infix fun dot(rhs: Vector): Float = x * rhs.x + y * rhs.y + z * rhs.z
}
operator fun Float.times(rhs: Vector): Vector = rhs * this