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raytrace.js
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raytrace.js
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var viewport = math.matrix([0, 0]);
var screenDistance = 1.0;
var cameraPosition = math.matrix([0, 0]);
var camera = math.identity(3);
var Spheres = [
{
center: math.matrix([1, 0, 5]),
radius: 1.0,
colour: [220.0 / 255.0, 80.0 / 255.0, 40.0 / 255.0],
reflect: 0.1
},
{
center: math.matrix([-1, 1, 10]),
radius: 1.0,
colour: [80.0 / 255.0, 220.0 / 255.0, 40.0 / 255.0],
reflect: 0.9
},
{
center: math.matrix([-5, 2, 15]),
radius: 1.0,
colour: [140.0 / 255.0, 80.0 / 255.0, 190.0 / 255.0],
reflect: 0.1
}
];
var Light = {
center: math.matrix([2, 5, 10])
};
/**
* Linear interpolation between a and b with strength f.
* f of 0.0 => a
* f of 1.0 => b
* @param {Number} a
* @param {Number} b
* @param {Number} f
*/
function lerp(a, b, f){
return a + (b - a) * f;
}
/**
* Runs linear interpolation on arrays a and b.
* @param {Array<Number>} a
* @param {Array<Number>} b
* @param {Number} f
*/
function lerpa(a, b, f){
if(!Array.isArray(a) || !Array.isArray(b)) return console.error('Parameter a and b must be arrays.');
if(a.length != b.length) return console.error('Array Lerp: array lengths must be equal.');
var result = [];
for(var i = 0; i < a.length; ++i){
result.push(lerp(a[i], b[i], f));
}
return result;
}
function dot(a, b){
return math.dot(a, b);
}
function distSq(a, b){
var accum = 0;
for(var i = 0; i < a._size; ++i){
accum += math.square(b.get([i]) - a.get([i]));
}
return accum;
}
function dist(a, b){
return math.sqrt(distSq(a, b));
}
function lengthSq(a){
return distSq(a, math.matrix(math.zeros(a._size)));
}
function length(a){
return math.sqrt(lengthSq(a));
}
/**
* Calculates the vector from a to b.
* @param {Vector} a
* @param {Vector} b
*/
function vecto(a, b){
return math.matrix([b.get([0]) - a.get([0]), b.get([1]) - a.get([1]), b.get([2]) - a.get([2])]);
}
function normalise(a){
return math.multiply(a, 1.0 / length(a));
}
/**
* Finds the intersection between a line and a sphere.
* The result is an object with properties:
* • minT: Closest T value to the line origin.
* • min: Minimum intersection point to the line origin.
* • max: Maximum intersection point to the line origin.
* • intersect: True if there is at least 1 intersection. False otherwise.
* @param {Vector} o (Line Origin)
* @param {Vector} d (Line Direction)
* @param {Point} center (Sphere Center)
* @param {Number} radius (Sphere Radius)
*/
function line_sphere(o, d, center, radius){
var aminc = vecto(center, o);
var a = dot(d, d);
var b = 2 * dot(d, aminc);
var c = dot(aminc, aminc) - math.square(radius);
var discriminant = math.square(b) - 4*a*c;
if(discriminant < 0){
return { intersect: false }
}
var dSqrt = math.sqrt(discriminant);
var t1 = (-b + dSqrt) / (2 * a);
var t2 = (-b - dSqrt) / (2 * a);
var minT, maxT;
var min, max;
if(t1 < t2){
minT = t1;
maxT = t2;
}else{
minT = t2;
maxT = t1;
}
min = math.add(o, math.multiply(d, minT));
max = math.add(o, math.multiply(d, maxT));
if(minT < 0.01){
if(maxT < 0.01) return { intersect: false };
minT = maxT;
min = max;
}
return {
minT: minT,
min: min,
max: max,
intersect: true
};
}
/**
* Finds the intersection between a line and a plane.
* The result is an object with properties:
* • point: Intersection point.
* • intersect: True if there is at least 1 intersection. False otherwise.
* @param {Vector} o (Line Origin)
* @param {Vector} d (Line Direction)
* @param {Point} center (Plane Center)
* @param {Vector} normal (Plane Normal)
*/
function line_plane(o, d, center, normal){
var denom = dot(normal, d);
if(math.abs(denom) < 0.001) return {intersect: false};
var diff = vecto(o, center);
var t = dot(diff, normal) / denom;
if(t < 0.001) return {intersect: false};
return {intersect: true, point: math.add(o, math.multiply(d, t)), T: t};
}
/**
* Ray trace function.
* Returns an object with the properties of the results of the ray trace.
* @param {Vector} ro (Ray Origin)
* @param {Vector} rd (Ray Direction)
*/
function traceray(ro, rd){
var plane = line_plane(ro, rd, math.matrix([0, -2, 0]), math.matrix([0, 1, 0]));
var intersect = plane.intersect;
var minT = plane.intersect ? plane.T : 999.0;
var sphereT = 999.0;
var normal = math.matrix([0, 1, 0]);
var colour = [40.0 / 255.0, 80.0 / 255.0, 220.0 / 255.0];
var point = plane.point;
var reflect = 0.0;
Spheres.forEach((s) => {
var sphere = line_sphere(ro, rd, s.center, s.radius);
if(!sphere.intersect) return;
intersect = true;
sphereT = math.min(sphereT, sphere.minT);
if(sphereT < minT){
point = sphere.min;
normal = normalise(vecto(s.center, point));
colour = s.colour;
reflect = s.reflect;
}
minT = math.min(minT, sphere.minT);
});
if(!intersect) return {intersect: false, colour: [180.0 / 255.0, 180.0 / 255.0, 180.0 / 255.0]};
// Shadow
var lightdir = normalise(vecto(point, Light.center));
var inShadow = false;
for(var s of Spheres){
var sphere = line_sphere(point, lightdir, s.center, s.radius);
if(!sphere.intersect) continue;
inShadow = true;
break;
}
if(inShadow) colour = math.multiply(colour, 0.6);
return {
normal: normal,
point: point,
intersect: true,
colour: colour,
reflect: reflect
};
}
function trace(ctx){
var wh = viewport[0] / viewport[1];
for(var x = 0; x < viewport[0]; ++x){
for(var y = 0; y < viewport[1]; ++y){
var rayOrigin = math.matrix([((x / viewport[0]) - 0.5) * wh, (y / viewport[1]) - 0.5, screenDistance]);
var rayDirection = rayOrigin;
var result = traceray(rayOrigin, rayDirection);
var colour = result.colour;
if(result.intersect){
const bounce = 5;
for(var i = 0; i < bounce; ++i){
var reflectDirection = vecto(math.multiply(result.normal, 2*dot(rayDirection, result.normal)), rayDirection);
var reflect = result.reflect;
result = traceray(result.point, reflectDirection);
rayDirection = reflectDirection;
colour = lerpa(colour, result.colour, reflect);
if(!result.intersect) break;
}
}
ctx.fillStyle = `rgb(${colour[0] * 255.0}, ${colour[1] * 255.0}, ${colour[2] * 255.0})`;
ctx.fillRect(x, viewport[1] - y, 1, 1);
}
}
}
/****** END OF RAY TRACING FUNCTIONS ******/
window.onload = function(){
var sphereInput = document.getElementById('spheresInput');
sphereInput.value = stringifySpheres();
var wInput = document.getElementById('viewportWidthInput');
var hInput = document.getElementById('viewportHeightInput');
var canvas = document.getElementById('rtCanvas');
wInput.value = canvas.width;
hInput.value = canvas.height;
// runClicked();
}
function stringifySpheres(){
var obj = [];
Spheres.forEach(s => {
var t = s;
var center = [];
for(var i = 0; i < math.size(t.center).get([0]); ++i){
center.push(t.center.get([i]));
}
t.center = center;
obj.push(t);
});
return JSON.stringify(obj, null, 2);
}
function parseSpheres(){
var input = document.getElementById('spheresInput');
var obj = JSON.parse(input.value);
Spheres = [];
obj.forEach(s =>{
var t = s;
t.center = math.matrix(t.center);
Spheres.push(t);
});
}
function runClicked(){
var canvasEl = document.getElementById('rtCanvas');
var wInput = document.getElementById('viewportWidthInput');
var hInput = document.getElementById('viewportHeightInput');
canvasEl.width = wInput.value;
canvasEl.height = hInput.value;
viewport[0] = wInput.value;
viewport[1] = hInput.value;
var ctx = canvasEl.getContext('2d');
parseSpheres();
trace(ctx);
}