moonpool/benchs/raytracer/raytracer.ml
2023-06-08 15:25:33 -04:00

218 lines
7.5 KiB
OCaml

open Printf
open Vec3
open Ray
type material = Lambertian of Vec3.vec3 (* albedo *)
| Metal of Vec3.vec3 * float (* albedo, fuzz *)
| Dielectric of float (* refractive index *)
type sphere = { center: Vec3.vec3;
radius: float;
mat: material;
}
type hitable = Sphere of sphere
| World of hitable list
type hit_rec = { t : float;
p: Vec3.vec3;
normal: Vec3.vec3;
mat: material option; }
type scatter = { ray : Ray.ray;
color: Vec3.vec3;
scatter: bool;}
type hit = hit_rec option
(* Produce a random point inside the unit sphere. Works by picking a
random point in the unit cube, rejecting if not inside the sphere. *)
let rec random_in_unit_sphere () =
let p = (Vec3.sub (Vec3.mul 2.0 (Vec3.of_floats ((Random.float 1.0),
(Random.float 1.0),
(Random.float 1.0))))
(Vec3.of_floats (1., 1., 1.))) in
if ((Vec3.dot p p) >= 1.0)
then p
else random_in_unit_sphere ()
let reflect v n =
Vec3.sub v (Vec3.mul (2. *. (Vec3.dot v n)) n)
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
(* reflect in random direction *)
Some(Lambertian(albedo)) ->
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);
color = albedo;
scatter = true;}
in scatter
(* "shiny"- angle of reflectance = angle of incidence *)
| Some(Metal(albedo, fuzz)) ->
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 = scattered_ray;
color = albedo;
scatter = (Vec3.dot scattered_ray.dir hit_rec.normal) > 0.0;} in
scattered
| 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 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
if (discriminant > 0.0)
then
let t = (-.b -. (sqrt discriminant)) /. a in
if (t < tmax && t > tmin)
then
let p = Ray.point_at_parameter ray t in
Some { t = t;
p = p;
normal = mul (1. /. sphere.radius) (sub p sphere.center);
mat = Some(sphere.mat)
}
else
let t = (-.b +. (sqrt discriminant)) /. a in
if (t < tmax && t > tmin)
then
let p = Ray.point_at_parameter ray t in
Some { t = t;
p = p;
normal = mul (1. /. sphere.radius) (sub p sphere.center);
mat = Some(sphere.mat);
}
else None
else None
let rec hit_world world ray (tmin, tmax) =
List.fold_left
(fun acc h ->
let prev_rec = match acc with
None -> { t = tmax;
p = Vec3.of_floats (-1., -1., -1.);
normal = Vec3.of_floats (-1., -1., -1.);
mat = None }
| Some(r) -> r in
match (hit h ray (tmin, prev_rec.t)) with
Some(r) -> Some r
| None -> acc) None world
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 rec get_color world ray depth =
match (hit world ray (0., Float.infinity)) with
Some hit_result ->
if (depth < 50)
then let s = hit_scatter ray hit_result in
Vec3.pmul s.color (get_color world s.ray (depth+1))
else Vec3.of_floats (0., 0., 0.)
| None ->
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 =
Random.self_init ();
let sphere1 = Sphere {center = Vec3.of_floats (0., 0., -1.);
radius = 0.5;
mat = Lambertian (Vec3.of_floats (0.8, 0.3, 0.3)) } in
let sphere2 = Sphere {center = Vec3.of_floats (0., -100.5, -1.);
radius = 100.0;
mat = Lambertian (Vec3.of_floats (0.8, 0.8, 0.0))} in
let sphere3 = Sphere {center = Vec3.of_floats (-1.0, 0., -1.);
radius = 0.5;
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.); *)
(* 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;
mat = Dielectric (1.5)} in
let world = World [sphere3; sphere2; sphere1; sphere4;] in
let nx = 400 in
let ny = 200 in
let ns = 150 in (* samples per pixel *)
let oc = open_out filename in
fprintf oc "P3\n";
fprintf oc "%d\n" nx;
fprintf oc "%d\n" ny;
fprintf oc "\n255\n";
let lower_left_corner = Vec3.of_floats (-2., -1., -1.) in
let horizontal = Vec3.of_floats (4., 0., 0.) in
let vertical = Vec3.of_floats (0., 2., 0.) in
let origin = Vec3.of_floats (0., 0., 0.) in
for j = ny downto 1 do
for i = 0 to nx-1 do
let color = ref {x=0.; y=0.; z=0.} in
for s = 0 to ns-1 do
(* NOTE: Random.float is bounds __inclusive__ *)
let u = (Float.of_int i +. (Random.float 1.0)) /. (Float.of_int nx) in
let v = (Float.of_int j +. (Random.float 1.0)) /. (Float.of_int ny) in
let r = { origin = origin;
dir = Vec3.add lower_left_corner (Vec3.add (Vec3.mul u horizontal) (Vec3.mul v vertical)) } in
color := Vec3.add !color (get_color world r 0);
done;
color := Vec3.mul (1. /. (Float.of_int ns)) !color ;
(* gamma correction *)
color := Vec3.of_floats (sqrt(!color.x),
sqrt(!color.y),
sqrt(!color.z));
let {x=r; y=g; z=b} = !color in
let (ir, ig, ib) = (Int.of_float (r*.255.99),
Int.of_float (g*.255.99),
Int.of_float (b*.255.99)) in
fprintf oc "%d " ir;
fprintf oc "%d " ig;
fprintf oc "%d \n" ib;
done;
done;
Out_channel.close oc
let () =
write_to_file "out.ppm"