Repository: ssloy/tinyraytracer Branch: master Commit: ce6b7852b7de Files: 6 Total size: 8.4 KB Directory structure: gitextract__54hasrt/ ├── .gitignore ├── .gitpod.yml ├── CMakeLists.txt ├── Dockerfile ├── Readme.md └── tinyraytracer.cpp ================================================ FILE CONTENTS ================================================ ================================================ FILE: .gitignore ================================================ # Ignore content built with CMake build/ ================================================ FILE: .gitpod.yml ================================================ image: file: Dockerfile tasks: - command: > mkdir --parents build && cd build && cmake .. && make && ./tinyraytracer && pnmtopng out.ppm > out.png && open out.png && cd .. ================================================ FILE: CMakeLists.txt ================================================ cmake_minimum_required (VERSION 2.8) project(tinyraytracer) set(CMAKE_CXX_STANDARD 17) set(CMAKE_CXX_STANDARD_REQUIRED ON) find_package(OpenMP) if(OPENMP_FOUND) set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${OpenMP_C_FLAGS}") set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${OpenMP_CXX_FLAGS}") set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} ${OpenMP_EXE_LINKER_FLAGS}") endif() if(NOT CMAKE_BUILD_TYPE) set(CMAKE_BUILD_TYPE Release) endif() file(GLOB SOURCES *.h *.cpp) add_executable(${PROJECT_NAME} ${SOURCES}) ================================================ FILE: Dockerfile ================================================ FROM gitpod/workspace-full USER root # add your tools here RUN apt-get update && apt-get install -y \ netpbm ================================================ FILE: Readme.md ================================================ # Understandable RayTracing in 256 lines of bare C++ This repository is a support code for my computer graphics lectures. It is not meant to be the ultimate rendering code or even physically realistic. It is meant to be **simple**. This project is distributed under the [DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE](https://en.wikipedia.org/wiki/WTFPL). **Check [the wiki](https://github.com/ssloy/tinyraytracer/wiki) that accompanies the source code. The second raytracing chapter is available [in the tinykaboom repository](https://github.com/ssloy/tinykaboom/wiki). If you are looking for a software rasterizer, check the [other part of the lectures](https://github.com/ssloy/tinyrenderer/wiki).** In my lectures I tend to avoid third party libraries as long as it is reasonable, because it forces to understand what is happening under the hood. So, the raytracing 256 lines of plain C++ give us this result: ![](https://raw.githubusercontent.com/ssloy/tinyraytracer/master/out.jpg) ## compilation ```sh git clone https://github.com/ssloy/tinyraytracer.git cd tinyraytracer mkdir build cd build cmake .. make ``` You can open the project in Gitpod, a free online dev evironment for GitHub: [![Open in Gitpod](https://gitpod.io/button/open-in-gitpod.svg)](https://gitpod.io/#https://github.com/ssloy/tinyraytracer) On open, the editor will compile & run the program as well as open the resulting image in the editor's preview. Just change the code in the editor and rerun the script (use the terminal's history) to see updated images. ================================================ FILE: tinyraytracer.cpp ================================================ #include #include #include #include #include struct vec3 { float x=0, y=0, z=0; float& operator[](const int i) { return i==0 ? x : (1==i ? y : z); } const float& operator[](const int i) const { return i==0 ? x : (1==i ? y : z); } vec3 operator*(const float v) const { return {x*v, y*v, z*v}; } float operator*(const vec3& v) const { return x*v.x + y*v.y + z*v.z; } vec3 operator+(const vec3& v) const { return {x+v.x, y+v.y, z+v.z}; } vec3 operator-(const vec3& v) const { return {x-v.x, y-v.y, z-v.z}; } vec3 operator-() const { return {-x, -y, -z}; } float norm() const { return std::sqrt(x*x+y*y+z*z); } vec3 normalized() const { return (*this)*(1.f/norm()); } }; vec3 cross(const vec3 v1, const vec3 v2) { return { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x }; } struct Material { float refractive_index = 1; float albedo[4] = {2,0,0,0}; vec3 diffuse_color = {0,0,0}; float specular_exponent = 0; }; struct Sphere { vec3 center; float radius; Material material; }; constexpr Material ivory = {1.0, {0.9, 0.5, 0.1, 0.0}, {0.4, 0.4, 0.3}, 50.}; constexpr Material glass = {1.5, {0.0, 0.9, 0.1, 0.8}, {0.6, 0.7, 0.8}, 125.}; constexpr Material red_rubber = {1.0, {1.4, 0.3, 0.0, 0.0}, {0.3, 0.1, 0.1}, 10.}; constexpr Material mirror = {1.0, {0.0, 16.0, 0.8, 0.0}, {1.0, 1.0, 1.0}, 1425.}; constexpr Sphere spheres[] = { {{-3, 0, -16}, 2, ivory}, {{-1.0, -1.5, -12}, 2, glass}, {{ 1.5, -0.5, -18}, 3, red_rubber}, {{ 7, 5, -18}, 4, mirror} }; constexpr vec3 lights[] = { {-20, 20, 20}, { 30, 50, -25}, { 30, 20, 30} }; vec3 reflect(const vec3 &I, const vec3 &N) { return I - N*2.f*(I*N); } vec3 refract(const vec3 &I, const vec3 &N, const float eta_t, const float eta_i=1.f) { // Snell's law float cosi = - std::max(-1.f, std::min(1.f, I*N)); if (cosi<0) return refract(I, -N, eta_i, eta_t); // if the ray comes from the inside the object, swap the air and the media float eta = eta_i / eta_t; float k = 1 - eta*eta*(1 - cosi*cosi); return k<0 ? vec3{1,0,0} : I*eta + N*(eta*cosi - std::sqrt(k)); // k<0 = total reflection, no ray to refract. I refract it anyways, this has no physical meaning } std::tuple ray_sphere_intersect(const vec3 &orig, const vec3 &dir, const Sphere &s) { // ret value is a pair [intersection found, distance] vec3 L = s.center - orig; float tca = L*dir; float d2 = L*L - tca*tca; if (d2 > s.radius*s.radius) return {false, 0}; float thc = std::sqrt(s.radius*s.radius - d2); float t0 = tca-thc, t1 = tca+thc; if (t0>.001) return {true, t0}; // offset the original point by .001 to avoid occlusion by the object itself if (t1>.001) return {true, t1}; return {false, 0}; } std::tuple scene_intersect(const vec3 &orig, const vec3 &dir) { vec3 pt, N; Material material; float nearest_dist = 1e10; if (std::abs(dir.y)>.001) { // intersect the ray with the checkerboard, avoid division by zero float d = -(orig.y+4)/dir.y; // the checkerboard plane has equation y = -4 vec3 p = orig + dir*d; if (d>.001 && d-30) { nearest_dist = d; pt = p; N = {0,1,0}; material.diffuse_color = (int(.5*pt.x+1000) + int(.5*pt.z)) & 1 ? vec3{.3, .3, .3} : vec3{.3, .2, .1}; } } for (const Sphere &s : spheres) { // intersect the ray with all spheres auto [intersection, d] = ray_sphere_intersect(orig, dir, s); if (!intersection || d > nearest_dist) continue; nearest_dist = d; pt = orig + dir*nearest_dist; N = (pt - s.center).normalized(); material = s.material; } return { nearest_dist<1000, pt, N, material }; } vec3 cast_ray(const vec3 &orig, const vec3 &dir, const int depth=0) { auto [hit, point, N, material] = scene_intersect(orig, dir); if (depth>4 || !hit) return {0.2, 0.7, 0.8}; // background color vec3 reflect_dir = reflect(dir, N).normalized(); vec3 refract_dir = refract(dir, N, material.refractive_index).normalized(); vec3 reflect_color = cast_ray(point, reflect_dir, depth + 1); vec3 refract_color = cast_ray(point, refract_dir, depth + 1); float diffuse_light_intensity = 0, specular_light_intensity = 0; for (const vec3 &light : lights) { // checking if the point lies in the shadow of the light vec3 light_dir = (light - point).normalized(); auto [hit, shadow_pt, trashnrm, trashmat] = scene_intersect(point, light_dir); if (hit && (shadow_pt-point).norm() < (light-point).norm()) continue; diffuse_light_intensity += std::max(0.f, light_dir*N); specular_light_intensity += std::pow(std::max(0.f, -reflect(-light_dir, N)*dir), material.specular_exponent); } return material.diffuse_color * diffuse_light_intensity * material.albedo[0] + vec3{1., 1., 1.}*specular_light_intensity * material.albedo[1] + reflect_color*material.albedo[2] + refract_color*material.albedo[3]; } int main() { constexpr int width = 1024; constexpr int height = 768; constexpr float fov = 1.05; // 60 degrees field of view in radians std::vector framebuffer(width*height); #pragma omp parallel for for (int pix = 0; pix