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 color: MaterialColor) 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) } 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? } 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 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, color) } } 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 { 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() { val bmp = Bitmap(1000, 1000) val origin = Point(500f, 500f, -500f) val sphere = Sphere(Point(500f, 500f, 500f), radius = 500f, color = MaterialColor(0f, 1.0f, 0f)) val plane = Plane( Point(0f, -1000f, 0f), normal = Vector(0f, 1f, 0f), color = MaterialColor(0.5f, 0.5f, 0.5f) ) val leftPlane = Plane( Point(-1000f, 0f, 0f), Vector(1f, 0f, 0f), color = MaterialColor(0.9f, 0.9f, 0.5f) ) val scene = Scene(listOf(sphere, plane, leftPlane)) val ambient = MaterialColor(0.1f, 0.1f, 0.1f) val light = PointLight(Point(1000f, 1000f, -500f), color = MaterialColor(0.5f, 0.5f, 0.5f)) val specular = 100f 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 hit = scene.intersects(ray) if (hit != null) { var color = hit.color * ambient 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) } bmp.setPixel(x, y, color.toColor()) } } } File("test.tga").writeBitmap(bmp) }