├── .idea ├── .gitignore ├── misc.xml ├── vcs.xml ├── modules.xml ├── go-raytracer.iml └── watcherTasks.xml ├── go.mod ├── images └── screenshot.png ├── README.md ├── .gitignore ├── vec ├── ray.go ├── camera.go └── vec.go ├── util └── rtweekend.go ├── hittable ├── sphere.go ├── hittable.go └── material.go ├── main.go └── LICENSE /.idea/.gitignore: -------------------------------------------------------------------------------- 1 | # Default ignored files 2 | /workspace.xml 3 | -------------------------------------------------------------------------------- /go.mod: -------------------------------------------------------------------------------- 1 | module github.com/razodactyl/go-raytracer 2 | 3 | go 1.13 4 | -------------------------------------------------------------------------------- /images/screenshot.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/razodactyl/go-raytracer/HEAD/images/screenshot.png -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Go Ray Tracer 2 | Ray tracing tutorial written so I could learn Golang. 3 | 4 | See: https://raytracing.github.io/ 5 | 6 | ![Image rendered using this project.](/images/screenshot.png) 7 | -------------------------------------------------------------------------------- /.idea/misc.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 6 | -------------------------------------------------------------------------------- /.idea/vcs.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | -------------------------------------------------------------------------------- /.idea/modules.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | -------------------------------------------------------------------------------- /.idea/go-raytracer.iml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # Binaries for programs and plugins 2 | *.exe 3 | *.exe~ 4 | *.dll 5 | *.so 6 | *.dylib 7 | 8 | # Test binary, built with `go test -c` 9 | *.test 10 | 11 | # Output of the go coverage tool, specifically when used with LiteIDE 12 | *.out 13 | 14 | # Dependency directories (remove the comment below to include it) 15 | # vendor/ 16 | *.ppm 17 | .DS_Store 18 | -------------------------------------------------------------------------------- /vec/ray.go: -------------------------------------------------------------------------------- 1 | package vec 2 | 3 | type Ray3D struct { 4 | Origin Vector3D 5 | Direction Vector3D 6 | } 7 | 8 | func NewRay3D(origin, direction Vector3D) Ray3D { 9 | return Ray3D{origin, direction} 10 | } 11 | 12 | func (r Ray3D) At(t float64) Vector3D { 13 | return r.Origin.Add(r.Direction.MultiplyScalar(t)) 14 | } 15 | 16 | func (r Ray3D) Color() Vector3D { 17 | unit_direction := r.Direction.Unit() 18 | t := 0.5 * (unit_direction.Y + 1.0) 19 | return Unit().MultiplyScalar((1.0 - t)).Add(NewVector3D(0.5, 0.7, 1.0).MultiplyScalar(t)) 20 | } 21 | -------------------------------------------------------------------------------- /util/rtweekend.go: -------------------------------------------------------------------------------- 1 | package util 2 | 3 | import ( 4 | "math/rand" 5 | ) 6 | 7 | // Constants 8 | const pi float64 = 3.1415926535897932385 9 | 10 | // Utility Functions 11 | func DegreesToRadians(degrees float64) float64 { 12 | return degrees * pi / 180 13 | } 14 | 15 | func FFMin(a float64, b float64) float64 { if a <= b { return a } else { return b } } 16 | func FFMax(a float64, b float64) float64 { if a >= b { return a } else { return b } } 17 | 18 | func Clamp(x float64, min float64, max float64) float64 { 19 | if x < min { return min } 20 | if x > max { return max } 21 | return x 22 | } 23 | 24 | func Random() float64 { 25 | // Returns a random float64 in [0, 1). 26 | return rand.Float64() 27 | } 28 | 29 | func RandomBetween(min float64, max float64) float64 { 30 | // Returns a random float64 in [min, max). 31 | return min + (max-min)*Random() 32 | } 33 | -------------------------------------------------------------------------------- /hittable/sphere.go: -------------------------------------------------------------------------------- 1 | package hittable 2 | 3 | import ( 4 | "github.com/razodactyl/go-raytracer/vec" 5 | "math" 6 | ) 7 | 8 | type Sphere struct { 9 | center vec.Vector3D 10 | radius float64 11 | mat Material 12 | } 13 | 14 | func NewSphere(center vec.Vector3D, radius float64, mat Material) *Sphere { 15 | return &Sphere{center: center, radius: radius, mat: mat} 16 | } 17 | 18 | func (s Sphere) Hit(r vec.Ray3D, tMin float64, tMax float64, rec *HitRecord) bool { 19 | oc := r.Origin.Subtract(s.center) 20 | a := r.Direction.LengthSquared() 21 | halfB := oc.Dot(r.Direction) 22 | c := oc.LengthSquared() - s.radius*s.radius 23 | discriminant := halfB*halfB - a*c 24 | 25 | if discriminant > 0 { 26 | root := float64(math.Sqrt(float64(discriminant))) 27 | temp := (-halfB - root) / a 28 | if temp < tMax && temp > tMin { 29 | rec.t = temp 30 | rec.P = r.At(rec.t) 31 | outwardNormal := (rec.P.Subtract(s.center)).DivideScalar(s.radius) 32 | rec.setFaceNormal(r, outwardNormal) 33 | rec.Mat = s.mat 34 | return true 35 | } 36 | temp = (-halfB + root) / a 37 | if temp < tMax && temp > tMin { 38 | rec.t = temp 39 | rec.P = r.At(rec.t) 40 | outwardNormal := (rec.P.Subtract(s.center)).DivideScalar(s.radius) 41 | rec.setFaceNormal(r, outwardNormal) 42 | rec.Mat = s.mat 43 | return true 44 | } 45 | } 46 | return false 47 | } 48 | -------------------------------------------------------------------------------- /hittable/hittable.go: -------------------------------------------------------------------------------- 1 | package hittable 2 | 3 | import ( 4 | "github.com/razodactyl/go-raytracer/vec" 5 | ) 6 | 7 | type HitRecord struct { 8 | P vec.Vector3D 9 | Normal vec.Vector3D 10 | Mat Material 11 | t float64 12 | frontFace bool 13 | } 14 | 15 | func (h *HitRecord) setFaceNormal(r vec.Ray3D, outwardNormal vec.Vector3D) { 16 | h.frontFace = r.Direction.Dot(outwardNormal) < 0 17 | if h.frontFace { 18 | h.Normal = outwardNormal 19 | } else { 20 | h.Normal = outwardNormal.MultiplyScalar(-1) 21 | } 22 | } 23 | 24 | type Hittable interface { 25 | Hit(r vec.Ray3D, tMin float64, tMax float64, rec *HitRecord) bool 26 | } 27 | 28 | type HitObjectList struct { 29 | Objects []Hittable 30 | } 31 | 32 | func NewHitObjectList() *HitObjectList { 33 | return &HitObjectList{} 34 | } 35 | 36 | func (l HitObjectList) Clear() { 37 | l.Objects = []Hittable{} 38 | } 39 | 40 | func (l *HitObjectList) Add(h Hittable) { 41 | l.Objects = append(l.Objects, h) 42 | } 43 | 44 | func (l HitObjectList) Hit(r vec.Ray3D, tMin float64, tMax float64, rec *HitRecord) bool { 45 | tempRec := HitRecord{ 46 | P: vec.Zero(), 47 | Normal: vec.Zero(), 48 | t: 0, 49 | frontFace: false, 50 | } 51 | hitAnything := false 52 | closestSoFar := tMax 53 | 54 | for _, o := range l.Objects { 55 | if o.Hit(r, tMin, closestSoFar, &tempRec) { 56 | hitAnything = true 57 | closestSoFar = tempRec.t 58 | 59 | rec.P = tempRec.P 60 | rec.Normal = tempRec.Normal 61 | rec.t = tempRec.t 62 | rec.frontFace = tempRec.frontFace 63 | rec.Mat = tempRec.Mat 64 | 65 | // had to set values manually (above) - can't set to other object like below? 66 | //rec = &tempRec 67 | } 68 | } 69 | 70 | return hitAnything 71 | } 72 | -------------------------------------------------------------------------------- /vec/camera.go: -------------------------------------------------------------------------------- 1 | package vec 2 | 3 | import ( 4 | "github.com/razodactyl/go-raytracer/util" 5 | "math" 6 | ) 7 | 8 | type Camera struct { 9 | Origin Vector3D 10 | LowerLeftCorner Vector3D 11 | Horizontal Vector3D 12 | Vertical Vector3D 13 | U, V, W Vector3D 14 | LensRadius float64 15 | } 16 | 17 | func NewCamera(lookFrom Vector3D, lookAt Vector3D, vup Vector3D, vfov float64, aspect float64, aperture float64, focusDist float64) *Camera { 18 | origin := lookFrom 19 | lensRadius := aperture / 2.0 20 | 21 | theta := util.DegreesToRadians(vfov) 22 | halfHeight := math.Tan(theta/2) 23 | halfWidth := aspect * halfHeight 24 | 25 | w := lookFrom.Subtract(lookAt).Unit() 26 | u := vup.Cross(w).Unit() 27 | v := w.Cross(u) 28 | 29 | uMulHalfWidth := u.MultiplyScalar(halfWidth).MultiplyScalar(focusDist) 30 | vMulHalfHeight := v.MultiplyScalar(halfHeight).MultiplyScalar(focusDist) 31 | 32 | lowerLeftCorner := origin.Subtract(uMulHalfWidth).Subtract(vMulHalfHeight).Subtract(w.MultiplyScalar(focusDist)) 33 | 34 | horizontal := uMulHalfWidth.MultiplyScalar(2) 35 | vertical := vMulHalfHeight.MultiplyScalar(2) 36 | 37 | return &Camera{ 38 | LowerLeftCorner: lowerLeftCorner, 39 | Horizontal: horizontal, 40 | Vertical: vertical, 41 | Origin: origin, 42 | U: u, 43 | V: v, 44 | W: w, 45 | LensRadius: lensRadius, 46 | } 47 | } 48 | 49 | func (c Camera) GetRay(s float64, t float64) Ray3D { 50 | rd := RandomInUnitDisk().MultiplyScalar(c.LensRadius) 51 | offset := c.U.MultiplyScalar(rd.X).Add(c.V.MultiplyScalar(rd.Y)) 52 | 53 | sMulHorizontal := c.Horizontal.MultiplyScalar(s) 54 | tMulVertical := c.Vertical.MultiplyScalar(t) 55 | 56 | return NewRay3D(c.Origin.Add(offset), c.LowerLeftCorner.Add(sMulHorizontal).Add(tMulVertical).Subtract(c.Origin).Subtract(offset)) 57 | } 58 | -------------------------------------------------------------------------------- /.idea/watcherTasks.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 16 | 28 | 29 | 40 | 52 | 53 | -------------------------------------------------------------------------------- /hittable/material.go: -------------------------------------------------------------------------------- 1 | package hittable 2 | 3 | import ( 4 | "github.com/razodactyl/go-raytracer/util" 5 | "github.com/razodactyl/go-raytracer/vec" 6 | "math" 7 | ) 8 | 9 | type Material interface { 10 | Scatter(rIn vec.Ray3D, rec HitRecord, attenuation *vec.Vector3D, scattered *vec.Ray3D) bool 11 | } 12 | 13 | // Lambertian material 14 | 15 | type Lambertian struct { 16 | Albedo vec.Vector3D 17 | } 18 | 19 | func (l Lambertian) Scatter(rIn vec.Ray3D, rec HitRecord, attenuation *vec.Vector3D, scattered *vec.Ray3D) bool { 20 | scatterDirection := rec.Normal.Add(vec.RandomUnitVector()) 21 | *scattered = vec.NewRay3D(rec.P, scatterDirection) 22 | *attenuation = l.Albedo 23 | return true 24 | } 25 | 26 | // Metal material 27 | 28 | type Metal struct { 29 | Albedo vec.Vector3D 30 | Fuzz float64 31 | } 32 | 33 | func NewMetal(albedo vec.Vector3D, fuzz float64) *Metal { 34 | return &Metal{Albedo: albedo, Fuzz: util.Clamp(fuzz, 0, 1)} 35 | } 36 | 37 | func (m Metal) Scatter(rIn vec.Ray3D, rec HitRecord, attenuation *vec.Vector3D, scattered *vec.Ray3D) bool { 38 | reflected := vec.Reflect(rIn.Direction.Unit(), rec.Normal) 39 | *scattered = vec.NewRay3D(rec.P, reflected.Add(vec.RandomInUnitSphere().MultiplyScalar(m.Fuzz))) 40 | *attenuation = m.Albedo 41 | return scattered.Direction.Dot(rec.Normal) > 0 42 | } 43 | 44 | // Dielectric material 45 | 46 | type Dielectric struct { 47 | RefractionIndex float64 48 | } 49 | 50 | func NewDielectric(refractionIndex float64) *Dielectric { 51 | return &Dielectric{RefractionIndex: refractionIndex} 52 | } 53 | 54 | func Schlick(cosine float64, refractionIndex float64) float64 { 55 | r0 := (1-refractionIndex) / (1+refractionIndex) 56 | r0 = r0*r0 57 | return r0 + (1-r0)*math.Pow((1-cosine), 5) 58 | } 59 | 60 | func (d Dielectric) Scatter(rIn vec.Ray3D, rec HitRecord, attenuation *vec.Vector3D, scattered *vec.Ray3D) bool { 61 | *attenuation = vec.Unit() 62 | etaiOverEtat := 0.0 63 | if rec.frontFace { 64 | etaiOverEtat = 1.0 / d.RefractionIndex 65 | } else { 66 | etaiOverEtat = d.RefractionIndex 67 | } 68 | 69 | unitDirection := rIn.Direction.Unit() 70 | 71 | cosTheta := util.FFMin(unitDirection.MultiplyScalar(-1).Dot(rec.Normal), 1.0) 72 | sinTheta := math.Sqrt(1.0 - cosTheta*cosTheta) 73 | if etaiOverEtat * sinTheta > 1.0 { 74 | reflected := vec.Reflect(unitDirection, rec.Normal) 75 | *scattered = vec.NewRay3D(rec.P, reflected) 76 | return true 77 | } 78 | reflectProb := Schlick(cosTheta, etaiOverEtat) 79 | if util.Random() < reflectProb { 80 | reflected := vec.Reflect(unitDirection, rec.Normal) 81 | *scattered = vec.NewRay3D(rec.P, reflected) 82 | return true 83 | } 84 | 85 | refracted := vec.Refract(unitDirection, rec.Normal, etaiOverEtat) 86 | *scattered = vec.NewRay3D(rec.P, refracted) 87 | return true 88 | } 89 | 90 | -------------------------------------------------------------------------------- /vec/vec.go: -------------------------------------------------------------------------------- 1 | package vec 2 | 3 | import ( 4 | "fmt" 5 | "github.com/razodactyl/go-raytracer/util" 6 | "math" 7 | ) 8 | 9 | type Vector3D struct { 10 | X float64 11 | Y float64 12 | Z float64 13 | } 14 | 15 | func NewVector3D(x, y, z float64) Vector3D { 16 | return Vector3D{x, y, z} 17 | } 18 | 19 | func FromScalar(v float64) Vector3D { 20 | return Vector3D{v,v,v} 21 | } 22 | 23 | func Zero() Vector3D { 24 | return Vector3D{0, 0, 0} 25 | } 26 | 27 | func Unit() Vector3D { 28 | return Vector3D{1, 1, 1} 29 | } 30 | 31 | func Random() Vector3D { 32 | return NewVector3D(util.Random(), util.Random(), util.Random()) 33 | } 34 | 35 | func RandomBetween(min float64, max float64) Vector3D { 36 | return NewVector3D(util.RandomBetween(min, max), util.RandomBetween(min, max), util.RandomBetween(min, max)) 37 | } 38 | 39 | func RandomInUnitSphere() Vector3D { 40 | for { 41 | p := RandomBetween(-1, 1) 42 | if p.LengthSquared() >= 1 { continue } 43 | return p 44 | } 45 | } 46 | 47 | func RandomUnitVector() Vector3D { 48 | a := util.RandomBetween(0, 2*math.Pi) 49 | z := util.RandomBetween(-1, 1) 50 | r := math.Sqrt(float64(1 - z*z)) 51 | return NewVector3D(float64(r*math.Cos(float64(a))), float64(r*math.Sin(float64(a))), z) 52 | } 53 | 54 | func RandomInHemisphere(normal Vector3D) Vector3D { 55 | inUnitSphere := RandomInUnitSphere() 56 | if inUnitSphere.Dot(normal) > 0.0 { // In the same hemisphere as the normal 57 | return inUnitSphere 58 | } else { 59 | return inUnitSphere.MultiplyScalar(-1) 60 | } 61 | } 62 | 63 | func RandomInUnitDisk() Vector3D { 64 | for { 65 | p := NewVector3D(util.RandomBetween(-1,1), util.RandomBetween(-1,1), 0) 66 | if p.LengthSquared() >= 1 { 67 | continue 68 | } 69 | return p 70 | } 71 | } 72 | 73 | // Bending light. 74 | 75 | func Reflect(v Vector3D, n Vector3D) Vector3D { 76 | return v.Subtract(n.MultiplyScalar(v.Dot(n)*2)) 77 | } 78 | 79 | func Refract(uv Vector3D, n Vector3D, etaiOverEtat float64) Vector3D { 80 | cosTheta := uv.MultiplyScalar(-1).Dot(n) 81 | rOutParallel := uv.Add(n.MultiplyScalar(cosTheta)).MultiplyScalar(etaiOverEtat) 82 | rOutPerp := n.MultiplyScalar(-math.Sqrt(1.0 - rOutParallel.LengthSquared())) 83 | return rOutParallel.Add(rOutPerp) 84 | } 85 | 86 | // Instance functions 87 | 88 | func (v Vector3D) Unit() Vector3D { 89 | return v.DivideScalar(v.Length()) 90 | } 91 | 92 | func (v Vector3D) LengthSquared() float64 { 93 | return v.X * v.X + v.Y * v.Y + v.Z * v.Z 94 | } 95 | 96 | func (v Vector3D) Length() float64 { 97 | return math.Sqrt(v.LengthSquared()) 98 | } 99 | 100 | func (v Vector3D) Copy() Vector3D { 101 | return Vector3D{v.X, v.Y, v.Z} 102 | } 103 | 104 | func (v Vector3D) Add(v2 Vector3D) Vector3D { 105 | return Vector3D{v.X + v2.X, v.Y + v2.Y, v.Z + v2.Z} 106 | } 107 | 108 | func (v Vector3D) Subtract(v2 Vector3D) Vector3D { 109 | return Vector3D{v.X - v2.X, v.Y - v2.Y, v.Z - v2.Z} 110 | } 111 | 112 | func (v Vector3D) Multiply(v2 Vector3D) Vector3D { 113 | return Vector3D{v.X * v2.X, v.Y * v2.Y, v.Z * v2.Z} 114 | } 115 | 116 | func (v Vector3D) Divide(v2 Vector3D) Vector3D { 117 | return Vector3D{v.X / v2.X, v.Y / v2.Y, v.Z / v2.Z} 118 | } 119 | 120 | func (v Vector3D) Dot(v2 Vector3D) float64 { 121 | return v.X * v2.X + v.Y * v2.Y + v.Z * v2.Z 122 | } 123 | 124 | func (v Vector3D) Cross(v2 Vector3D) Vector3D { 125 | return Vector3D{ 126 | X: v.Y * v2.Z - v.Z * v2.Y, 127 | Y: v.Z * v2.X - v.X * v2.Z, 128 | Z: v.X * v2.Y - v.Y * v2.X, 129 | } 130 | } 131 | 132 | func (v Vector3D) MultiplyScalar(s float64) Vector3D { 133 | return Vector3D{v.X * s, v.Y * s, v.Z * s} 134 | } 135 | 136 | func (v Vector3D) DivideScalar(s float64) Vector3D { 137 | return Vector3D{v.X / s, v.Y / s, v.Z / s} 138 | } 139 | 140 | func (v Vector3D) ColorString(samplesPerPixel int) string { 141 | // Divide the color total by the number of samples and gamma-correct 142 | // for a gamma value of 2.0. 143 | scale := 1.0 / float64(samplesPerPixel) 144 | r := math.Sqrt(scale * v.X) 145 | g := math.Sqrt(scale * v.Y) 146 | b := math.Sqrt(scale * v.Z) 147 | 148 | return fmt.Sprintf("%v %v %v\n", int(256 * util.Clamp(r, 0.0, 0.999)), int(256 * util.Clamp(g, 0.0, 0.999)), int(256 * util.Clamp(b, 0.0, 0.999))) 149 | } 150 | -------------------------------------------------------------------------------- /main.go: -------------------------------------------------------------------------------- 1 | package main 2 | 3 | // https://raytracing.github.io/ 4 | // https://raytracing.github.io/books/RayTracingInOneWeekend.html 5 | 6 | import ( 7 | "fmt" 8 | "math" 9 | "os" 10 | "sync" 11 | 12 | "github.com/razodactyl/go-raytracer/hittable" 13 | "github.com/razodactyl/go-raytracer/util" 14 | "github.com/razodactyl/go-raytracer/vec" 15 | ) 16 | 17 | func check(e error) { 18 | if e != nil { 19 | panic(e) 20 | } 21 | } 22 | 23 | func rayColor(r vec.Ray3D, world *hittable.HitObjectList, depth int) vec.Vector3D { 24 | rec := hittable.HitRecord{} 25 | 26 | // If we've exceeded the ray bounce limit, no more light is gathered. 27 | if depth <= 0 { 28 | return vec.Zero() 29 | } 30 | 31 | if world.Hit(r, 0.001, float64(math.Inf(1)), &rec) { 32 | scattered := vec.Ray3D{ 33 | Origin: vec.Vector3D{}, 34 | Direction: vec.Vector3D{}, 35 | } 36 | attenuation := vec.Zero() 37 | if rec.Mat.Scatter(r, rec, &attenuation, &scattered) { 38 | return attenuation.Multiply(rayColor(scattered, world, depth-1)) 39 | } 40 | return vec.Zero() 41 | 42 | //target := rec.P.Add(vec.RandomInHemisphere(rec.Normal)) 43 | //newRay := vec.NewRay3D(rec.P, target.Subtract(rec.P)) 44 | //return rayColor(newRay, world, depth-1).MultiplyScalar(0.5) 45 | 46 | //return rec.Normal.Add(vec.Unit()).MultiplyScalar(0.5) 47 | } 48 | unitDirection := r.Direction.Unit() 49 | t := 0.5 * (unitDirection.Y + 1) 50 | return vec.Unit().MultiplyScalar(1.0 - t).Add(vec.NewVector3D(0.5, 0.7, 1.0).MultiplyScalar(t)) 51 | } 52 | 53 | func randomScene() hittable.HitObjectList { 54 | world := hittable.NewHitObjectList() 55 | 56 | //world.Add(hittable.NewSphere(vec.NewVector3D(0,-1000,0), 1000, hittable.Lambertian{vec.NewVector3D(0.1, 0.4, 0.1)})) 57 | world.Add(hittable.NewSphere(vec.NewVector3D(0, -1000, 0), 1000, hittable.NewMetal(vec.NewVector3D(0.4, 0.9, 0.4), 0.0))) 58 | 59 | for a := -11.0; a < 11; a++ { 60 | for b := -11.0; b < 11; b++ { 61 | chooseMat := util.Random() 62 | center := vec.NewVector3D(a+0.9*util.Random(), 0.2, b+0.9*util.Random()) 63 | if (center.Subtract(vec.NewVector3D(4, 0.2, 0))).Length() > 0.9 { 64 | if chooseMat < 0.8 { 65 | // diffuse 66 | albedo := vec.Random().Multiply(vec.Random()) 67 | world.Add(hittable.NewSphere(center, 0.2, hittable.Lambertian{Albedo: albedo})) 68 | } else if chooseMat < 0.95 { 69 | // metal 70 | albedo := vec.RandomBetween(.5, 1) 71 | fuzz := util.RandomBetween(0, .5) 72 | world.Add(hittable.NewSphere(center, 0.2, hittable.NewMetal(albedo, fuzz))) 73 | } else { 74 | // glass 75 | world.Add(hittable.NewSphere(center, 0.2, hittable.NewDielectric(util.RandomBetween(1.2, 1.9)))) 76 | } 77 | } 78 | } 79 | } 80 | 81 | world.Add(hittable.NewSphere(vec.NewVector3D(4, 1, 0), 1.0, hittable.NewDielectric(1.1))) 82 | //world.Add(hittable.NewSphere(vec.NewVector3D(0, 1, 0), 1.0, hittable.Lambertian{vec.NewVector3D(0.3, 1, 0.3)})) 83 | world.Add(hittable.NewSphere(vec.NewVector3D(-4, 1, 0), 1.0, hittable.NewMetal(vec.NewVector3D(0.4, 0.9, 0.4), 0.0))) 84 | 85 | //world.Add(hittable.NewSphere(vec.NewVector3D(0,0,-1), 0.5, hittable.Lambertian{vec.NewVector3D(0.1, 0.2, 0.5)})) 86 | //world.Add(hittable.NewSphere(vec.NewVector3D(0,-100.5,-1), 100, hittable.Lambertian{vec.NewVector3D(0.8, 0.8, 0.0)})) 87 | //world.Add(hittable.NewSphere(vec.NewVector3D(1,0,-1), 0.5, hittable.NewMetal(vec.NewVector3D(0.8, 0.6, 0.2), 0.3))) 88 | //world.Add(hittable.NewSphere(vec.NewVector3D(-1,0,-1), 0.5, hittable.NewDielectric(1.5))) 89 | //world.Add(hittable.NewSphere(vec.NewVector3D(-1,0,-1), -0.45, hittable.NewDielectric(1.5))) 90 | 91 | return *world 92 | } 93 | 94 | const imageWidth = 200 * 4 95 | const imageHeight = 100 * 4 96 | const samplesPerPixel = 100 97 | const maxDepth = 50 * 1 98 | 99 | func main() { 100 | //cfg := pixelgl.WindowConfig{ 101 | // Title: "Go Raytracer", 102 | // Bounds: pixel.R(0, 0, imageWidth, imageHeight), 103 | // VSync: true, 104 | //} 105 | //win, err := pixelgl.NewWindow(cfg) 106 | //check(err) 107 | // 108 | //for !win.Closed() { 109 | // win.Clear(colornames.Aliceblue) 110 | // win.Update() 111 | //} 112 | 113 | f, err := os.Create(fmt.Sprintf("./image%vx%v-spp%v-depth%v.ppm", imageWidth, imageHeight, samplesPerPixel, maxDepth)) 114 | check(err) 115 | 116 | defer f.Close() 117 | 118 | f.WriteString(fmt.Sprintf("P3\n%v %v\n255\n", imageWidth, imageHeight)) 119 | 120 | world := randomScene() 121 | 122 | aspectRatio := float64(imageWidth / imageHeight) 123 | lookFrom := vec.NewVector3D(13, 2, 3) 124 | lookAt := vec.NewVector3D(0, 0, 0) 125 | vup := vec.NewVector3D(0, 1, 0) 126 | //aperture := 2.0 127 | //distToFocus := (lookFrom.Subtract(lookAt)).Length() 128 | distToFocus := 10.0 129 | aperture := 0.1 130 | camera := vec.NewCamera(lookFrom, lookAt, vup, 30, aspectRatio, aperture, distToFocus) 131 | 132 | var wg sync.WaitGroup 133 | c := make(chan orderedPixel, imageWidth*imageHeight) 134 | 135 | wg.Add(imageWidth * imageHeight) 136 | fmt.Println(imageWidth * imageHeight) 137 | for j := imageHeight; j > 0; j-- { 138 | fmt.Println("\rScanlines remaining: ", j, " ") 139 | for i := 0; i < imageWidth; i++ { 140 | go renderPixel(&wg, c, samplesPerPixel, maxDepth, imageWidth, imageHeight, i, j, camera, world) 141 | } 142 | } 143 | wg.Wait() 144 | 145 | writePixels(c, *f, samplesPerPixel) 146 | 147 | fmt.Println("Done.") 148 | } 149 | 150 | type orderedPixel struct { 151 | color vec.Vector3D 152 | x int 153 | y int 154 | } 155 | 156 | func renderPixel(wg *sync.WaitGroup, c chan orderedPixel, samplesPerPixel int, maxDepth int, imageWidth float64, imageHeight float64, i int, j int, camera *vec.Camera, world hittable.HitObjectList) { 157 | color := vec.Zero() 158 | 159 | for s := 0; s < samplesPerPixel; s++ { 160 | u := (float64(i) + util.Random()) / imageWidth 161 | v := (float64(j) + util.Random()) / imageHeight 162 | r := camera.GetRay(u, v) 163 | color = color.Add(rayColor(r, &world, maxDepth)) 164 | } 165 | 166 | c <- orderedPixel{ 167 | color: color, 168 | x: i, 169 | y: j, 170 | } 171 | 172 | wg.Done() 173 | } 174 | 175 | func writePixels(c chan orderedPixel, file os.File, samplesPerPixel int) { 176 | var pixels [imageWidth + 1][imageHeight + 1]vec.Vector3D 177 | 178 | var wg sync.WaitGroup 179 | wg.Add(imageWidth * imageHeight) 180 | for j := imageHeight; j > 0; j-- { 181 | for i := 0; i < imageWidth; i++ { 182 | pixel := <-c 183 | pixels[pixel.x][pixel.y] = pixel.color 184 | wg.Done() 185 | } 186 | } 187 | wg.Wait() 188 | 189 | //wg.Add(imageWidth * imageHeight) 190 | steps := 0.0 191 | fmt.Println("Writing file...") 192 | for j := imageHeight; j > 0; j-- { 193 | for i := 0; i < imageWidth; i++ { 194 | steps += 1 195 | //percent := int((steps / (imageWidth * imageHeight)) * 100) 196 | //fmt.Println("Writing file:", percent, "%") 197 | file.WriteString(pixels[i][j].ColorString(samplesPerPixel)) 198 | //wg.Done() 199 | } 200 | } 201 | file.Sync() 202 | //wg.Wait() 203 | } 204 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | GNU GENERAL PUBLIC LICENSE 2 | Version 3, 29 June 2007 3 | 4 | Copyright (C) 2007 Free Software Foundation, Inc. 5 | Everyone is permitted to copy and distribute verbatim copies 6 | of this license document, but changing it is not allowed. 7 | 8 | Preamble 9 | 10 | The GNU General Public License is a free, copyleft license for 11 | software and other kinds of works. 12 | 13 | The licenses for most software and other practical works are designed 14 | to take away your freedom to share and change the works. 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Interpretation of Sections 15 and 16. 613 | 614 | If the disclaimer of warranty and limitation of liability provided 615 | above cannot be given local legal effect according to their terms, 616 | reviewing courts shall apply local law that most closely approximates 617 | an absolute waiver of all civil liability in connection with the 618 | Program, unless a warranty or assumption of liability accompanies a 619 | copy of the Program in return for a fee. 620 | 621 | END OF TERMS AND CONDITIONS 622 | 623 | How to Apply These Terms to Your New Programs 624 | 625 | If you develop a new program, and you want it to be of the greatest 626 | possible use to the public, the best way to achieve this is to make it 627 | free software which everyone can redistribute and change under these terms. 628 | 629 | To do so, attach the following notices to the program. It is safest 630 | to attach them to the start of each source file to most effectively 631 | state the exclusion of warranty; and each file should have at least 632 | the "copyright" line and a pointer to where the full notice is found. 633 | 634 | 635 | Copyright (C) 636 | 637 | This program is free software: you can redistribute it and/or modify 638 | it under the terms of the GNU General Public License as published by 639 | the Free Software Foundation, either version 3 of the License, or 640 | (at your option) any later version. 641 | 642 | This program is distributed in the hope that it will be useful, 643 | but WITHOUT ANY WARRANTY; without even the implied warranty of 644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 645 | GNU General Public License for more details. 646 | 647 | You should have received a copy of the GNU General Public License 648 | along with this program. If not, see . 649 | 650 | Also add information on how to contact you by electronic and paper mail. 651 | 652 | If the program does terminal interaction, make it output a short 653 | notice like this when it starts in an interactive mode: 654 | 655 | Copyright (C) 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 667 | . 668 | 669 | The GNU General Public License does not permit incorporating your program 670 | into proprietary programs. If your program is a subroutine library, you 671 | may consider it more useful to permit linking proprietary applications with 672 | the library. If this is what you want to do, use the GNU Lesser General 673 | Public License instead of this License. But first, please read 674 | . 675 | --------------------------------------------------------------------------------