Add types hitable to support World of multiple objects

This commit is contained in:
Samrat Man Singh 2016-03-11 11:32:36 +05:45
parent ea62b75010
commit 1380a1a07f

View file

@ -6,28 +6,83 @@ open Ray
type sphere = { center: Vec3.vec3;
radius: float }
let hit_sphere sphere ray =
type hitable = Sphere of sphere
| World of hitable list
type hit = { t : float;
p: Vec3.vec3;
normal: Vec3.vec3;
hit: bool }
let hit_sphere sphere ray (tmin, tmax) =
let oc = sub ray.origin sphere.center in
let a = dot ray.dir ray.dir in
let b = (dot oc ray.dir) in
let c = (dot oc oc) -. (sphere.radius *. sphere.radius) in
let discriminant = b*.b -. a*.c in
let no_hit = { t = -1.0;
p = Vec3.of_floats (Float.infinity, Float.infinity, Float.infinity);
normal = Vec3.of_floats (0., 0., 0.);
hit = false } in
if (discriminant > 0.0)
then (-.b +. (sqrt discriminant)) /. a
else -1.0
then
let t = (-.b +. (sqrt discriminant)) /. a in
if (t < tmax && t > tmin)
then
let p = Ray.point_at_parameter ray t in
{ t = t;
p = p;
normal = unit_vector (sub p sphere.center);
hit = true }
else
let t = (-.b -. (sqrt discriminant)) /. a in
if (t < tmax && t > tmin)
then
let p = Ray.point_at_parameter ray t in
{ t = t;
p = p;
normal = unit_vector (sub p sphere.center);
hit = true }
else no_hit
else no_hit
let rec hit_world world ray (tmin, tmax) =
let init_rec = { t = tmax;
p = Vec3.of_floats (-1., -1., -1.);
normal = Vec3.of_floats (-1., -1., -1.);
hit = false; } in
List.fold world
~init: init_rec
~f: (fun acc h ->
let hit_rec = (hit h ray (tmin, acc.t)) in
if (hit_rec.hit)
then hit_rec
else acc)
and hit h ray (tmin, tmax) =
match h with
Sphere s -> hit_sphere s ray (tmin, tmax)
| World w -> hit_world w ray (tmin, tmax)
let get_color ray =
let sphere = {center = Vec3.of_floats (0., 0., -1.);
radius = 0.5 } in
let t = (hit_sphere sphere ray) in
if (t > 0.0)
then let n = unit_vector (sub (Ray.point_at_parameter ray t) sphere.center) in
let sphere1 = Sphere {center = Vec3.of_floats (0., 0., -1.);
radius = 0.5 } in
let sphere2 = Sphere {center = Vec3.of_floats (0., -100.5, -1.);
radius = 100.0 } in
let world = World [sphere1; sphere2] in
let hit_result = (hit world ray (0., Float.infinity)) in
let t = hit_result.t in
if (hit_result.hit && (t > 0.0))
then let n = hit_result.normal in
mul 0.5 (Vec3.of_floats (n.x +. 1., n.y +. 1., n.z +. 1.))
else let unit_direction = unit_vector ray.dir in
let t = 0.5 *. (unit_direction.y +. 1.0) in
add (mul (1.0 -. t) {x= 1.0; y=1.0; z= 1.0}) (mul t {x= 0.5; y= 0.7; z= 1.0})
let write_to_file filename =
let nx = 200 in
let ny = 100 in