moonpool/src/raytracer.ml
2016-03-11 11:32:36 +05:45

155 lines
4.6 KiB
OCaml

open Core.Std
open Printf
open Vec3
open Ray
type sphere = { center: Vec3.vec3;
radius: float }
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
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 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
let oc = Out_channel.create 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
let color = ref {x=0.; y=0.; z=0.} in
for j = ny downto 1 do
for i = 0 to nx-1 do
let u = (Float.of_int i) /. (Float.of_int nx) in
let v = (Float.of_int j) /. (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 := get_color r;
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 main() =
let nx = 200 in
let ny = 100 in
print_string "P3\n";
printf "%d\n" nx;
printf "%d\n" ny;
print_string "\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
let color = ref {x=0.; y=0.; z=0.} in
for j = ny downto 1 do
for i = 0 to nx-1 do
let u = (Float.of_int i) /. (Float.of_int nx) in
let v = (Float.of_int j) /. (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 := get_color r;
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
printf "%d " ir;
printf "%d " ig;
printf "%d " ib;
print_newline();
done
done
;;
(* main() *)