X-Git-Url: https://thelambdalab.xyz/gitweb/index.cgi?a=blobdiff_plain;ds=sidebyside;f=Render.lua;fp=Render.lua;h=17f244d47e5c1e3cc0dc4230ed82adac2dd59f3d;hb=ef4dde6203d251741131f06824200c3d7f01f56d;hp=0000000000000000000000000000000000000000;hpb=46c0ad2326b3d4edae71c00b6f4fcecb5eff4e07;p=raymarcher.git diff --git a/Render.lua b/Render.lua new file mode 100644 index 0000000..17f244d --- /dev/null +++ b/Render.lua @@ -0,0 +1,89 @@ +-- Main rendering functions + +require "Vector" +local V = Vector + +require "Primitives" +local P = Primitives + +require "Operations" +local O = Operations + +require "Textures" +local T = Textures + +local eps = 0.01 +local max_dist2 = 30^2 +local bg_col = {0.1,0.1,0.1} + +local function calculate_normal(sdf, l) + local delta = 1e-3; + return V.new{sdf(l+V.x*delta).dist-sdf(l-V.x*delta).dist, + sdf(l+V.y*delta).dist-sdf(l-V.y*delta).dist, + sdf(l+V.z*delta).dist-sdf(l-V.z*delta).dist}/(2*delta) +end + +local function march(start, location, ray_dir, sdf, count) + if V.norm2(location-start) > max_dist2 then + return bg_col + end + + local p = sdf(location) + if p.dist < eps then + return p.texture(location, ray_dir, + calculate_normal(sdf, location-(ray_dir*eps)), + count, sdf) + else + return march(start, location + ray_dir*p.dist, + ray_dir, sdf, count+1) + end +end + +local function render(scene, width, height, filename) + print("Rendering to file " .. filename .. "...") + + local f = io.open(filename, "w") + f:write("P3 ", width, " ", height, " 255\n") + + local c = scene.camera + local cam_dir = V.normalize(c.point_at - c.location) + local right = V.normalize(c.right) + local up = V.cross(right,cam_dir) + local aspect = height/width; + + local normalize = V.normalize -- optimization + + for y=1,height do + + if y % math.floor(height/10) == 0 then + print(y/math.floor(height/10) * 10 .. "%") + end + + local rayy = cam_dir + up*((0.5 - y/height)*c.fov*aspect) + + for x=1,width do + local ray_dir = normalize(rayy + right*((x/width - 0.5)*c.fov)) + local col = march(c.location, c.location, ray_dir, scene.sdf, 0) + col = {math.min(col[1]*255, 255), + math.min(col[2]*255, 255), + math.min(col[3]*255, 255)} + + f:write(math.floor(col[1]), " ", math.floor(col[2]), " ", math.floor(col[3]), " ") + end + f:write("\n") + end + f:write("\n") + + f:close() + + print("done") +end + +Render = { + eps = eps, + max_dist2 = max_dist2, + bg_col = bg_col, + render = render +} + +return Render