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| <!DOCTYPE html> | |
| <html> | |
| <head> | |
| <title>Ray Tracing</title> | |
| </head> | |
| <body> | |
| <div style="width:1280px; margin:0 auto;"> | |
| <canvas id="img" width="1280" height="720" style="border:1px solid #000000;"> | |
| </canvas> | |
| </body> | |
| <script language="JavaScript" src="raytracer.js"></script> | |
| </html> |
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| Canvas = (function(){ | |
| var canvas = document.getElementById("img"), | |
| width = canvas.width, height = canvas.height, | |
| ctx = canvas.getContext("2d"); | |
| return { | |
| width, height, | |
| clear: function () { | |
| ctx.clearRect(0, 0, width, height); | |
| }, | |
| put_pixel: function(x, y, color) { | |
| var gamma = 1 / 2.2; | |
| var r = Math.pow(color.x, gamma) * 255, g = Math.pow(color.y, gamma) * 255, b = Math.pow(color.z, gamma) * 255; | |
| ctx.fillStyle = "rgb(" + r + ", " + g + ", " + b +")"; | |
| ctx.fillRect(x, y, 1, 1); | |
| } | |
| }; | |
| })(); | |
| Raytracer = (function() { | |
| var width = Canvas.width, | |
| height = Canvas.height; | |
| var half_height = height / 2, | |
| half_width = width / 2; | |
| function cast_ray(scene, ray) { | |
| var t = Number.POSITIVE_INFINITY, | |
| point, normal, color; | |
| for (var i = 0; i < scene.objects.length; i++) { | |
| var distance = scene.objects[i].intersect(ray); | |
| if (distance < t) { | |
| t = distance; | |
| point = ray.o.add(ray.d.mul_float(t)); | |
| normal = scene.objects[i].normal(point); | |
| color = scene.objects[i].color; | |
| } | |
| } | |
| if (t < Number.POSITIVE_INFINITY) | |
| return { point, normal, color }; | |
| else | |
| return false; | |
| } | |
| function color(intersection, scene) { | |
| var lighting = new Vec3(0, 0, 0); | |
| for (var i = 0; i < scene.lights.length; i++) { | |
| var nudged = intersection.point.add(intersection.normal), | |
| light_dir = scene.lights[i].pos.sub(intersection.point).normalize(), | |
| light_int = scene.lights[i].intensity, | |
| light_col = scene.lights[i].color; | |
| if (!cast_ray(scene, { o: nudged, d: light_dir })) { | |
| var light_angle = Math.max(light_dir.dot(intersection.normal), 0.0); | |
| lighting = lighting.add(light_col.mul_float(light_angle * light_int)); | |
| } | |
| } | |
| return intersection.color.mul_vec(lighting); | |
| } | |
| return { | |
| render: function(scene) { | |
| var img_x = 0, | |
| img_y = 0, | |
| bg = new Vec3(0.1, 0.1, 0.1), | |
| intersection, c; | |
| for (var world_y = half_height; world_y > -half_height; world_y--) { | |
| for (var world_x = -half_width; world_x < half_width; world_x++) { | |
| var ray = { | |
| o: new Vec3(world_x, world_y, 0), | |
| d: new Vec3(0, 0, -1.0), | |
| }; | |
| if (intersection = cast_ray(scene, ray)) | |
| c = color(intersection, scene); | |
| else | |
| c = bg; | |
| Canvas.put_pixel(img_x, img_y, c); | |
| img_x++; | |
| } | |
| img_x = 0; img_y++; | |
| } | |
| } | |
| }; | |
| })(); | |
| function Scene() { | |
| this.objects = []; | |
| this.lights = []; | |
| } | |
| Scene.prototype.add_object = function(object) { | |
| this.objects.push(object); | |
| }; | |
| Scene.prototype.add_light = function(light) { | |
| this.lights.push(light); | |
| }; | |
| function Light(pos, intensity, color) { | |
| this.pos = pos; | |
| this.intensity = intensity; | |
| this.color = color; | |
| } | |
| function Sphere(center, radius, color) { | |
| this.center = center; | |
| this.radius = radius; | |
| this.color = color; | |
| } | |
| Sphere.prototype.intersect = function(ray) { | |
| var oc = ray.o.sub(this.center), | |
| a = ray.d.dot(ray.d), | |
| b = 2.0 * oc.dot(ray.d), | |
| c = oc.dot(oc) - this.radius * this.radius; | |
| var discriminant = b * b - 4.0 * a * c, | |
| dis_sqrt = Math.sqrt(discriminant); | |
| if (discriminant >= 0.0) { | |
| var t0 = (-b - dis_sqrt) / (2.0 * a), | |
| t1 = (-b + dis_sqrt) / (2.0 * a); | |
| if (t0 < Number.POSITIVE_INFINITY && t0 > Number.EPSILON) | |
| return t0; | |
| if (t1 < Number.POSITIVE_INFINITY && t1 > Number.EPSILON) | |
| return t1; | |
| } | |
| return Number.POSITIVE_INFINITY; | |
| }; | |
| Sphere.prototype.normal = function(p) { | |
| return p.sub(this.center).normalize(); | |
| }; | |
| function Vec3(x, y, z) { | |
| this.x = x; | |
| this.y = y; | |
| this.z = z; | |
| } | |
| Vec3.prototype.length = function() { | |
| return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z); | |
| }; | |
| Vec3.prototype.normalize = function() { | |
| var len = this.length(); | |
| return new Vec3(this.x / len, this.y / len, this.z / len); | |
| }; | |
| Vec3.prototype.dot = function(other) { | |
| return this.x * other.x + this.y * other.y + this.z * other.z; | |
| }; | |
| Vec3.prototype.add = function(other) { | |
| return new Vec3(this.x + other.x, this.y + other.y, this.z + other.z); | |
| }; | |
| Vec3.prototype.sub = function(other) { | |
| return new Vec3(this.x - other.x, this.y - other.y, this.z - other.z); | |
| }; | |
| Vec3.prototype.mul_float = function(factor) { | |
| return new Vec3(this.x * factor, this.y * factor, this.z * factor); | |
| }; | |
| Vec3.prototype.mul_vec = function(other) { | |
| return new Vec3(this.x * other.x, this.y * other.y, this.z * other.z); | |
| }; | |
| s = new Scene(); | |
| s.add_object(new Sphere(new Vec3(0, 0, -200), 95, new Vec3(0.5, 0.5, 0.2))); | |
| s.add_object(new Sphere(new Vec3(-200, 0, -200), 95, new Vec3(0.5, 0.2, 0.2))); | |
| s.add_object(new Sphere(new Vec3(200, 0, -200), 95, new Vec3(0.2, 0.2, 0.5))); | |
| s.add_light(new Light(new Vec3(1000, 00, 0), 0.5, new Vec3(1, 0, 0))); | |
| s.add_light(new Light(new Vec3(-1000, 00, 0), 0.5, new Vec3(0, 0, 1))); | |
| s.add_light(new Light(new Vec3(0, 1000, 0), 1.5, new Vec3(1, 1, 1))); | |
| Raytracer.render(s); |
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