Remove DummyNone material; start work on dielectric material

This commit is contained in:
Samrat Man Singh 2017-11-15 16:12:12 +05:45
parent 5e44c0b22a
commit 552a70e6bd
3 changed files with 47 additions and 13 deletions

View file

@ -5,7 +5,7 @@ open Ray
type material = Lambertian of Vec3.vec3 (* albedo *) type material = Lambertian of Vec3.vec3 (* albedo *)
| Metal of Vec3.vec3 * float (* albedo, fuzz *) | Metal of Vec3.vec3 * float (* albedo, fuzz *)
| DummyNone (* TODO: use option type instead *) | Dielectric of float (* refractive index *)
type sphere = { center: Vec3.vec3; type sphere = { center: Vec3.vec3;
radius: float; radius: float;
@ -19,7 +19,7 @@ type hitable = Sphere of sphere
type hit_rec = { t : float; type hit_rec = { t : float;
p: Vec3.vec3; p: Vec3.vec3;
normal: Vec3.vec3; normal: Vec3.vec3;
mat: material; } mat: material option; }
type scatter = { ray : Ray.ray; type scatter = { ray : Ray.ray;
color: Vec3.vec3; color: Vec3.vec3;
@ -41,24 +41,51 @@ let rec random_in_unit_sphere () =
let reflect v n = let reflect v n =
Vec3.sub v (Vec3.mul (2. *. (Vec3.dot v n)) n) Vec3.sub v (Vec3.mul (2. *. (Vec3.dot v n)) n)
let hit_scatter rin hit_rec = let refract v n ni_over_nt =
let uv = Vec3.unit_vector v in
let dt = Vec3.dot uv n in
let discriminant = 1.0 -. ((ni_over_nt*.ni_over_nt) *. (1.0 -. dt*.dt)) in
if discriminant > 0.0
then
let refracted = (Vec3.sub (Vec3.mul ni_over_nt (Vec3.sub v (Vec3.mul dt n))) (Vec3.mul (sqrt discriminant) n)) in
Some(refracted)
else None
let hit_scatter r_in hit_rec =
match hit_rec.mat with match hit_rec.mat with
(* reflect in random direction *) (* reflect in random direction *)
Lambertian(albedo) -> Some(Lambertian(albedo)) ->
let target = (Vec3.add (Vec3.add hit_rec.p hit_rec.normal) (random_in_unit_sphere ())) in let target = (Vec3.add (Vec3.add hit_rec.p hit_rec.normal) (random_in_unit_sphere ())) in
let scatter = { ray = Ray.create hit_rec.p (Vec3.sub target hit_rec.p); let scatter = { ray = Ray.create hit_rec.p (Vec3.sub target hit_rec.p);
color = albedo; color = albedo;
scatter = true;} scatter = true;}
in scatter in scatter
(* "shiny"- angle of reflectance = angle of incidence *) (* "shiny"- angle of reflectance = angle of incidence *)
| Metal(albedo, fuzz) -> | Some(Metal(albedo, fuzz)) ->
let reflected = reflect (Vec3.unit_vector rin.dir) hit_rec.normal in let reflected = reflect (Vec3.unit_vector r_in.dir) hit_rec.normal in
let scattered_ray = Ray.create hit_rec.p (Vec3.add reflected (Vec3.mul fuzz (random_in_unit_sphere ()))) in let scattered_ray = Ray.create hit_rec.p (Vec3.add reflected (Vec3.mul fuzz (random_in_unit_sphere ()))) in
let scattered = { ray = scattered_ray; let scattered = { ray = scattered_ray;
color = albedo; color = albedo;
scatter = (Vec3.dot scattered_ray.dir hit_rec.normal) > 0.0;} in scatter = (Vec3.dot scattered_ray.dir hit_rec.normal) > 0.0;} in
scattered scattered
| DummyNone -> failwith "not a real material type"
| Some(Dielectric(ref_idx)) ->
let reflected = reflect (Vec3.unit_vector r_in.dir) hit_rec.normal in
let attenuation = Vec3.of_floats (1.0, 1.0, 1.0) in
let (outward_normal, ni_over_nt) =
if (Vec3.dot r_in.dir hit_rec.normal) > 0.0
then (Vec3.neg hit_rec.normal, ref_idx)
else (hit_rec.normal, 1.0 /. ref_idx) in
let scattered_ray =
match (refract r_in.dir outward_normal ni_over_nt) with
| Some(refracted) -> Ray.create hit_rec.p refracted
| None -> Ray.create hit_rec.p reflected in
let scattered =
{ ray= scattered_ray;
color= attenuation;
scatter = false; } in
scattered
| None -> failwith "not a real material type"
let hit_sphere sphere ray (tmin, tmax) = let hit_sphere sphere ray (tmin, tmax) =
let oc = sub ray.origin sphere.center in let oc = sub ray.origin sphere.center in
@ -77,7 +104,7 @@ let hit_sphere sphere ray (tmin, tmax) =
Some { t = t; Some { t = t;
p = p; p = p;
normal = mul (1. /. sphere.radius) (sub p sphere.center); normal = mul (1. /. sphere.radius) (sub p sphere.center);
mat = sphere.mat mat = Some(sphere.mat)
} }
else else
let t = (-.b +. (sqrt discriminant)) /. a in let t = (-.b +. (sqrt discriminant)) /. a in
@ -87,7 +114,7 @@ let hit_sphere sphere ray (tmin, tmax) =
Some { t = t; Some { t = t;
p = p; p = p;
normal = mul (1. /. sphere.radius) (sub p sphere.center); normal = mul (1. /. sphere.radius) (sub p sphere.center);
mat = sphere.mat; mat = Some(sphere.mat);
} }
else None else None
else None else None
@ -100,7 +127,7 @@ let rec hit_world world ray (tmin, tmax) =
None -> { t = tmax; None -> { t = tmax;
p = Vec3.of_floats (-1., -1., -1.); p = Vec3.of_floats (-1., -1., -1.);
normal = Vec3.of_floats (-1., -1., -1.); normal = Vec3.of_floats (-1., -1., -1.);
mat = DummyNone} mat = None }
| Some(r) -> r in | Some(r) -> r in
match (hit h ray (tmin, prev_rec.t)) with match (hit h ray (tmin, prev_rec.t)) with
Some(r) -> Some r Some(r) -> Some r
@ -137,10 +164,13 @@ let write_to_file filename =
let sphere3 = Sphere {center = Vec3.of_floats (-1.0, 0., -1.); let sphere3 = Sphere {center = Vec3.of_floats (-1.0, 0., -1.);
radius = 0.5; radius = 0.5;
mat = Metal ((Vec3.of_floats (0.8, 0.6, 0.2)), 0.4)} in mat = Metal ((Vec3.of_floats (0.8, 0.6, 0.2)), 0.4)} in
let sphere4 = Sphere {center = Vec3.of_floats (1.0, 0., -1.); (* let sphere4 = Sphere {center = Vec3.of_floats (1.0, 0., -1.); *)
(* radius = 0.5; *)
(* mat = Metal ((Vec3.of_floats (0.8, 0.8, 0.8)), 0.1)} in *)
let sphere4 = Sphere {center = Vec3.of_floats (1.0, 0.0, -1.);
radius = 0.5; radius = 0.5;
mat = Metal ((Vec3.of_floats (0.8, 0.8, 0.8)), 0.1)} in mat = Dielectric (1.5)} in
let world = World [sphere3; sphere2; sphere1; sphere4] in let world = World [sphere3; sphere2; sphere1; sphere4;] in
let nx = 400 in let nx = 400 in
let ny = 200 in let ny = 200 in

View file

@ -15,6 +15,9 @@ let sub v w =
y = v.y -. w.y; y = v.y -. w.y;
z = v.z -. w.z} z = v.z -. w.z}
let neg v =
sub {x= 0.0; y=0.0; z=0.0} v
let dot v w = let dot v w =
v.x*.w.x +. v.y*.w.y +.v.z*.w.z v.x*.w.x +. v.y*.w.y +.v.z*.w.z

View file

@ -5,6 +5,7 @@ type vec3 = { x: float;
val of_floats : float * float * float -> vec3 val of_floats : float * float * float -> vec3
val add : vec3 -> vec3 -> vec3 val add : vec3 -> vec3 -> vec3
val sub : vec3 -> vec3 -> vec3 val sub : vec3 -> vec3 -> vec3
val neg : vec3 -> vec3
val dot : vec3 -> vec3 -> float val dot : vec3 -> vec3 -> float
val cross: vec3 -> vec3 -> vec3 val cross: vec3 -> vec3 -> vec3
val mul : float -> vec3 -> vec3 val mul : float -> vec3 -> vec3