RayTracer/RayTracer3.pas
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InstallerSamples/Graphics/GraphWPF/RayTracer/RayTracer3.pas
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314
InstallerSamples/Graphics/GraphWPF/RayTracer/RayTracer3.pas
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// Улучшенный Ray Tracer с красивой сценой
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// Добавлены новые материалы, объекты и улучшенное освещение
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uses GraphWPF;
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type
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Vec3 = record
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x, y, z: real;
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class function operator+(v1, v2: Vec3): Vec3 := new Vec3(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z);
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class function operator-(v1, v2: Vec3): Vec3 := new Vec3(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
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class function operator-(v: Vec3): Vec3 := new Vec3(-v.x, -v.y, -v.z);
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class function operator*(v: Vec3; r: real): Vec3 := new Vec3(v.x * r, v.y * r, v.z * r);
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class function operator/(v: Vec3; r: real): Vec3 := new Vec3(v.x / r, v.y / r, v.z / r);
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class function operator*(r: real; v: Vec3): Vec3 := new Vec3(v.x * r, v.y * r, v.z * r);
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class function operator*(v1, v2: Vec3): real := v1.x * v2.x + v1.y * v2.y + v1.z * v2.z;
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function norm := Sqrt(x * x + y * y + z * z);
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function normalize(l: real := 1): Vec3 := Self/norm;
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function cross(v: Vec3): Vec3 := new Vec3(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x);
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constructor(xx,yy,zz: real); begin x := xx; y := yy; z := zz end;
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end;
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Vec4 = auto class
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x0, x1, x2, x3: real;
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end;
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function V3(x, y, z: real) := new Vec3(x, y, z);
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function V4(x, y, z, t: real) := new Vec4(x, y, z, t);
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type
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TLight = auto class
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position: Vec3;
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intensity: real;
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color: Vec3;
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end;
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TMaterial = auto class
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refractive_index: real := 1;
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albedo := v4(1, 0, 0, 0);
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diffuse_color := new Vec3(0, 0, 0);
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specular_exponent: real;
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emission: Vec3 := new Vec3(0, 0, 0); // Эмиссия для светящихся объектов
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end;
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TSphere = auto class
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center: vec3;
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radius: real;
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material: TMaterial;
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function RayIntersect(orig, dir: vec3; var t0: real): boolean;
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begin
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var L := center - orig;
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var tca := L * dir;
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var d2 := L * L - tca * tca;
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if d2 > radius * radius then
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begin Result := false; exit end;
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var thc := Sqrt(radius * radius - d2);
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t0 := tca - thc;
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if t0 < 1e-3 then
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t0 := tca + thc;
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if t0 < 1e-3 then
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Result := false
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else Result := true;
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end;
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end;
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function Light(position: Vec3; intensity: real; color: Vec3) := new TLight(position, intensity, color);
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function Material(ri: real; alb: vec4; dif: vec3; spec: real; em: vec3 := new Vec3(0,0,0)) := new TMaterial(ri, alb, dif, spec, em);
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function Sphere(center: vec3; radius: real; material: TMaterial) := new TSphere(center, radius, material);
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function Reflect(I, N: vec3) := I - N * 2 * (I * N);
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function Refract(I, N: vec3; eta_t: real; eta_i: real := 1): vec3;
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begin
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var cosi := -max(-1.0, min(1.0, I * N));
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if cosi < 0 then
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begin Result := Refract(I, -N, eta_i, eta_t); exit end;
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var eta := eta_i / eta_t;
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var k := 1 - eta * eta * (1 - cosi * cosi);
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Result := if k < 0 then v3(1, 0, 0) else I * eta + N * (eta * cosi - Sqrt(k));
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end;
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function scene_intersect(orig, dir: vec3; spheres: array of TSphere; var hit, N: vec3; var material: TMaterial): boolean;
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begin
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var spheres_dist := real.MaxValue;
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foreach var s in spheres do
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begin
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var dist_i: real;
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if s.RayIntersect(orig, dir, dist_i) and (dist_i < spheres_dist) then
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begin
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spheres_dist := dist_i;
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hit := orig + dir * dist_i;
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N := (hit - s.center).normalize();
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material := s.material;
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end;
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end;
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// Улучшенная шахматная доска с волнистым узором
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var checkerboard_dist := real.MaxValue;
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if abs(dir.y) > 1e-3 then
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begin
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var d := -(orig.y + 4) / dir.y;
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var pt := orig + dir * d;
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if (d > 1e-3) and (abs(pt.x) < 15) and (pt.z < -8) and (pt.z > -35) and (d < spheres_dist) then
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begin
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checkerboard_dist := d;
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hit := pt;
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N := v3(0, 1, 0);
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// Создаем новый материал для пола
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material := new TMaterial;
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// Волнистый узор на полу
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var wave := 0.1 * sin(pt.x * 0.5) * sin(pt.z * 0.3);
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var checker := (Trunc(0.5 * hit.x + 1000) + Trunc(0.5 * hit.z)) and 1;
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if checker = 1 then
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material.diffuse_color := v3(0.4 + wave, 0.4 + wave, 0.4 + wave)
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else
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material.diffuse_color := v3(0.2 + wave, 0.15 + wave, 0.1 + wave);
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material.albedo := v4(0.8, 0.2, 0.0, 0.0);
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material.specular_exponent := 20;
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material.refractive_index := 1.0;
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material.emission := v3(0, 0, 0);
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end;
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end;
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Result := min(spheres_dist, checkerboard_dist) < 1000;
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end;
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function cast_ray(orig, dir: vec3; spheres: array of TSphere; lights: array of TLight; depth: integer := 0): vec3;
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begin
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var point,N: Vec3;
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var material := new TMaterial;
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if (depth > 5) or not scene_intersect(orig, dir, spheres, point, N, material) then
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begin
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// Градиентное небо вместо однотонного
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var t := 0.5 * (dir.y + 1.0);
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Result := (1.0 - t) * v3(1.0, 1.0, 1.0) + t * v3(0.3, 0.7, 1.0);
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exit;
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end;
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// Добавляем эмиссию с учетом формы объекта
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var emission_intensity := 1.0;
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if material.emission.norm > 0 then
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begin
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// Создаем градиент эмиссии от центра к краям для сфер
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var found_sphere: TSphere := nil;
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foreach var s in spheres do
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begin
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var dist_to_center := (point - s.center).norm;
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if dist_to_center <= s.radius + 0.001 then // Небольшая погрешность
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begin
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found_sphere := s;
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break;
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end;
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end;
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if found_sphere <> nil then
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begin
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var dist_from_center := (point - found_sphere.center).norm;
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var radius_ratio := dist_from_center / found_sphere.radius;
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// Создаем falloff от центра к краям
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emission_intensity := 1.0 - radius_ratio * radius_ratio;
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emission_intensity := max(0.1, emission_intensity); // Минимальная яркость
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end;
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end;
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var result_color := material.emission * emission_intensity;
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var reflect_dir := Reflect(dir, N).normalize();
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var refract_dir := Refract(dir, N, material.refractive_index).normalize();
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var reflect_color := cast_ray(point, reflect_dir, spheres, lights, depth + 1);
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var refract_color := cast_ray(point, refract_dir, spheres, lights, depth + 1);
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var (diffuse_light_intensity, specular_light_intensity) := (0.0, 0.0);
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var color_influence := new Vec3(0, 0, 0);
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foreach var light in lights do
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begin
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var light_dir := (light.position - point).normalize;
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var light_distance := (light.position - point).norm;
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var shadow_pt, trashnrm: vec3;
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var trashmat: TMaterial;
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if scene_intersect(point, light_dir, spheres, shadow_pt, trashnrm, trashmat) and
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((shadow_pt - point).norm < light_distance) then
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continue;
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// Учитываем затухание света с расстоянием
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var attenuation := 1.0 / (1.0 + 0.01 * light_distance);
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diffuse_light_intensity += light.intensity * max(0, light_dir * N) * attenuation;
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specular_light_intensity += max(0, -Reflect(-light_dir, N) * dir) ** material.specular_exponent * light.intensity * attenuation;
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// Добавляем цветное освещение
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var light_contrib := light.color * light.intensity * max(0, light_dir * N) * attenuation;
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color_influence := color_influence + light_contrib;
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end;
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// Компонуем итоговый цвет
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var diffuse_component := v3(material.diffuse_color.x * color_influence.x,
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material.diffuse_color.y * color_influence.y,
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material.diffuse_color.z * color_influence.z) * material.albedo.x0;
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result_color := result_color + diffuse_component +
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v3(1.0, 1.0, 1.0) * specular_light_intensity * material.albedo.x1 +
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reflect_color * material.albedo.x2 +
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refract_color * material.albedo.x3;
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Result := result_color;
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end;
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var
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(width,height) := (1024,768);
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function render(width,height: integer; spheres: array of TSphere; lights: array of TLight): array [,] of Color;
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begin
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Result := new Color[width,height];
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var samples := 3; // Количество сэмплов на пиксель (2x2 = 4 сэмпла)
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var inv_samples := 1.0 / (samples * samples);
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{$omp parallel for}
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for var j := 0 to height - 1 do
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begin
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for var i := 0 to width - 1 do
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begin
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var final_color := v3(0, 0, 0);
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// Суперсэмплинг - берем несколько сэмплов на пиксель
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for var sy := 0 to samples - 1 do
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for var sx := 0 to samples - 1 do
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begin
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// Добавляем небольшое смещение для каждого сэмпла
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var offset_x := (sx + 0.5) / samples;
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var offset_y := (sy + 0.5) / samples;
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var dir_x := (i + offset_x) - width / 2;
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var dir_y := -(j + offset_y) + height / 2;
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var dir_z := -height / (2 * tan(PI / 6));
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var sample_color := cast_ray(v3(0, 0, 0), v3(dir_x, dir_y, dir_z).normalize(), spheres, lights);
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final_color := final_color + sample_color;
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end;
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// Усредняем цвет всех сэмплов
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var c := final_color * inv_samples;
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// Ограничиваем значения и применяем простое масштабирование
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var max_val := max(c.x, max(c.y, c.z));
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if max_val > 1 then
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c := c / max_val;
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// Убеждаемся, что значения в диапазоне [0,1]
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c.x := c.x.Clamp(0.0, 1.0);
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c.y := c.y.Clamp(0.0, 1.0);
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c.z := c.z.Clamp(0.0, 1.0);
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Result[i,j] := RGB(Trunc(255*c.x),Trunc(255*c.y),Trunc(255*c.z));
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end;
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end;
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end;
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var
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// Улучшенные материалы
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ivory := Material(1.0, v4(0.6, 0.3, 0.1, 0.0), v3(0.4, 0.4, 0.3), 50);
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crystal := Material(1.5, v4(0.0, 0.5, 0.1, 0.8), v3(0.6, 0.8, 0.9), 125);
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red_rubber := Material(1.0, v4(0.9, 0.1, 0.0, 0.0), v3(0.3, 0.1, 0.1), 10);
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gold_mirror := Material(1.0, v4(0.0, 10.0, 0.8, 0.0), v3(1.0, 0.8, 0.3), 1425);
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emerald := Material(1.5, v4(0.1, 0.6, 0.2, 0.1), v3(0.1, 0.8, 0.1), 100);
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glowing_sphere := Material(1.0, v4(0.4, 0.3, 0.1, 0.0), v3(1.0, 0.4, 0.1), 50, v3(0.8, 0.3, 0.1));
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begin
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Window.SetSize(width,height);
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Window.CenterOnScreen;
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Window.Title := 'Enhanced Ray Tracer - Beautiful Scene';
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// Создаем более интересную сцену
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var spheres := Arr(
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// Центральная композиция
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Sphere(v3(-3, 0, -16), 2, ivory),
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Sphere(v3(-1.0, -1.5, -12), 2, crystal),
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Sphere(v3(1.5, -0.5, -18), 3, red_rubber),
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Sphere(v3(7, 5, -18), 4, gold_mirror),
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// Дополнительные объекты для красоты
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Sphere(v3(-8, 2, -20), 1.5, emerald),
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Sphere(v3(4, -2, -14), 1, glowing_sphere),
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Sphere(v3(-5, -3, -25), 2.5, crystal),
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Sphere(v3(10, -1, -25), 1.8, ivory),
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// Маленькие декоративные сферы
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Sphere(v3(-2, 3, -12), 0.5, gold_mirror),
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Sphere(v3(3, 1, -15), 0.8, emerald),
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Sphere(v3(-6, 0, -22), 1.2, red_rubber)
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);
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// Улучшенное освещение с цветными источниками
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var lights := Arr(
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Light(v3(-20, 20, 20), 1.5, v3(1.0, 0.9, 0.8)), // Теплый свет
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Light(v3(30, 50, -25), 1.8, v3(0.8, 0.9, 1.0)), // Холодный свет
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Light(v3(30, 20, 30), 1.7, v3(1.0, 0.8, 0.9)), // Розоватый свет
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Light(v3(-10, 10, -10), 1.2, v3(0.9, 1.0, 0.8)) // Зеленоватый свет
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);
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WritelnFormat('Rendering {0}x{1} scene...', width, height);
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MillisecondsDelta;
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var pixels := Render(width, height, spheres, lights);
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var m := MillisecondsDelta;
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DrawPixels(0, 0, pixels);
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TextOut(5, 5, Format('Rendered in {0} ms', m), Colors.White);
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TextOut(5, 25, Format('Resolution: {0}x{1} (2x2 AA)', width, height), Colors.White);
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TextOut(5, 45, Format('Objects: {0} spheres, {1} lights', spheres.Length, lights.Length), Colors.White);
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end.
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