// Ray Tracer с нуля. Код на C++ - отсюда: https://habr.com/ru/post/436790/ // Запускать по Shift-F9 с отключенным Debug-режимом uses GraphWPF; type Vec3 = record x, y, z: real; class function operator+(v1, v2: Vec3): Vec3 := new Vec3(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z); class function operator-(v1, v2: Vec3): Vec3 := new Vec3(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z); class function operator-(v: Vec3): Vec3 := new Vec3(-v.x, -v.y, -v.z); class function operator*(v: Vec3; r: real): Vec3 := new Vec3(v.x * r, v.y * r, v.z * r); class function operator/(v: Vec3; r: real): Vec3 := new Vec3(v.x / r, v.y / r, v.z / r); class function operator*(r: real; v: Vec3): Vec3 := new Vec3(v.x * r, v.y * r, v.z * r); class function operator*(v1, v2: Vec3): real := v1.x * v2.x + v1.y * v2.y + v1.z * v2.z; function norm := Sqrt(x * x + y * y + z * z); function normalize(l: real := 1): Vec3 := Self/norm; constructor(xx,yy,zz: real); begin x := xx; y := yy; z := zz end; end; Vec4 = auto class x0, x1, x2, x3: real; end; function V3(x, y, z: real) := new Vec3(x, y, z); function V4(x, y, z, t: real) := new Vec4(x, y, z, t); type TLight = auto class position: Vec3; intensity: real; end; TMaterial = auto class refractive_index: real := 1; albedo := v4(1, 0, 0, 0); diffuse_color := new Vec3(0, 0, 0); specular_exponent: real; end; TSphere = auto class center: vec3; radius: real; material: TMaterial; function RayIntersect(orig, dir: vec3; var t0: real): boolean; begin var L := center - orig; var tca := L * dir; var d2 := L * L - tca * tca; if d2 > radius * radius then begin Result := false; exit end; var thc := Sqrt(radius * radius - d2); t0 := tca - thc; if t0 < 1e-3 then t0 := tca + thc; // offset the original point to avoid occlusion by the object itself if t0 < 1e-3 then Result := false else Result := true; end; end; function Light(position: Vec3; intensity: real) := new TLight(position, intensity); function Material(ri: real; alb: vec4; dif: vec3; spec: real) := new TMaterial(ri, alb, dif, spec); function Sphere(center: vec3; radius: real; material: TMaterial) := new TSphere(center, radius, material); function Reflect(I, N: vec3) := I - N * 2 * (I * N); function Refract(I, N: vec3; eta_t: real; eta_i: real := 1): vec3; begin // Snell's law var cosi := -max(-1.0, min(1.0, I * N)); if cosi < 0 then begin Result := Refract(I, -N, eta_i, eta_t); exit end; // if the ray comes from the inside the object, swap the air and the media var eta := eta_i / eta_t; var k := 1 - eta * eta * (1 - cosi * cosi); Result := if k < 0 then v3(1, 0, 0) else I * eta + N * (eta * cosi - Sqrt(k)); // k<0 = total reflection, no ray to refract. I refract it anyways, this has no physical meaning end; function scene_intersect(orig, dir: vec3; spheres: array of TSphere; var hit, N: vec3; var material: TMaterial): boolean; begin var spheres_dist := real.MaxValue; foreach var s in spheres do begin var dist_i: real; if s.RayIntersect(orig, dir, dist_i) and (dist_i < spheres_dist) then begin spheres_dist := dist_i; hit := orig + dir * dist_i; N := (hit - s.center).normalize(); material := s.material; end; end; var checkerboard_dist := real.MaxValue; if abs(dir.y) > 1e-3 then begin var d := -(orig.y + 4) / dir.y; // the checkerboard plane has equation y = -4 var pt := orig + dir * d; if (d > 1e-3) and (abs(pt.x) < 10) and (pt.z < -10) and (pt.z > -30) and (d < spheres_dist) then begin checkerboard_dist := d; hit := pt; N := v3(0, 1, 0); material.diffuse_color := if (Trunc(0.5 * hit.x + 1000) + Trunc(0.5 * hit.z)) and 1 = 1 then v3(0.3, 0.3, 0.3) else v3(0.3, 0.2, 0.1); end; end; Result := min(spheres_dist, checkerboard_dist) < 1000; end; function cast_ray(orig, dir: vec3; spheres: array of TSphere; lights: array of TLight; depth: integer := 0): vec3; begin var point,N: Vec3; var material := new TMaterial; if (depth > 4) or not scene_intersect(orig, dir, spheres, point, N, material) then begin Result := v3(0.2, 0.7, 0.8); exit end; var reflect_dir := Reflect(dir, N).normalize(); var refract_dir := Refract(dir, N, material.refractive_index).normalize(); var reflect_color := cast_ray(point, reflect_dir, spheres, lights, depth + 1); var refract_color := cast_ray(point, refract_dir, spheres, lights, depth + 1); var (diffuse_light_intensity, specular_light_intensity) := (0.0, 0.0); foreach var light in lights do begin var light_dir := (light.position - point).normalize; var shadow_pt, trashnrm: vec3; var trashmat: TMaterial; if scene_intersect(point, light_dir, spheres, shadow_pt, trashnrm, trashmat) and ((shadow_pt - point).norm < (light.position - point).norm) then // checking if the point lies in the shadow of the light continue; diffuse_light_intensity += light.intensity * max(0, light_dir * N); specular_light_intensity += max(0, -Reflect(-light_dir, N) * dir) ** material.specular_exponent * light.intensity; end; Result := material.diffuse_color * diffuse_light_intensity * material.albedo.x0 + v3(1.0, 1.0, 1.0) * specular_light_intensity * material.albedo.x1 + reflect_color * material.albedo.x2 + refract_color * material.albedo.x3; end; var (width,height) := (1024,768); function render(width,height: integer; spheres: array of TSphere; lights: array of TLight): array [,] of Color; begin Result := new Color[width,height]; {$omp parallel for} for var j := 0 to height - 1 do begin for var i := 0 to width - 1 do begin var dir_x := (i + 0.5) - width / 2; var dir_y := -(j + 0.5) + height / 2; // this flips the image at the same time var dir_z := -height / (2 * tan(PI / 6)); var c := cast_ray(v3(0, 0, 0), v3(dir_x, dir_y, dir_z).normalize(), spheres, lights); var max := max(c.x, c.y, c.z); if max > 1 then c := c / max; Result[i,j] := RGB(Trunc(255*c.x),Trunc(255*c.y),Trunc(255*c.z)); end; end; end; var ivory := Material(1.0, v4(0.6, 0.3, 0.1, 0.0), v3(0.4, 0.4, 0.3), 50); glass := Material(1.5, v4(0.0, 0.5, 0.1, 0.8), v3(0.6, 0.7, 0.8), 125); red_rubber := Material(1.0, v4(0.9, 0.1, 0.0, 0.0), v3(0.3, 0.1, 0.1), 10); mirror := Material(1.0, v4(0.0, 10.0, 0.8, 0.0), v3(1.0, 1.0, 1.0), 1425); begin Window.SetSize(width,height); Window.CenterOnScreen; Window.Title := 'Ray tracing'; var spheres := Arr( Sphere(v3(-3, 0, -16), 2, ivory), Sphere(v3(-1.0, -1.5, -12), 2, glass), Sphere(v3(1.5, -0.5, -18), 3, red_rubber), Sphere(v3(7, 5, -18), 4, mirror)); var lights := Arr( Light(v3(-20, 20, 20), 1.5), Light(v3(30, 50, -25), 1.8), Light(v3(30, 20, 30), 1.7)); MillisecondsDelta; var pixels := Render(width,height,spheres, lights); var m := MillisecondsDelta; DrawPixels(0,0,pixels); TextOut(0,0,m); end.