def ray_intersect(self, orig, dirr): L = sub(self.center, orig) tca = dot(L, dirr) l = frobeniusNorm(L) d = (l ** 2 - tca ** 2) ** 0.5 if d > self.radius: return None thc = (self.radius ** 2 - d ** 2) ** 0.5 t0 = tca - thc t1 = tca + thc if t0 < 0: t0 = t1 if t0 < 0: return None hit = suma(orig, mulEscalarVector(t0, dirr)) norm = sub(hit, self.center) norm = div(norm, frobeniusNorm(norm)) u = 1 - arctan2(norm[2], norm[0]) / (2 * pi) + 0.5 v = arccos(-norm[1]) / pi uvs = [u, v] return Intersect( distance = t0, point = hit, normal = norm, textCoords = uvs, sceneObject = self )
def lookAt(self, eye, camPosition=None): camPosition = self.vector(0, 0, 0) if not camPosition else camPosition forward = glmath.sub(camPosition, eye) forward = glmath.div(forward, glmath.frobeniusNorm(forward)) right = glmath.cross(self.vector(0, 1, 0), forward) right = glmath.div(right, glmath.frobeniusNorm(right)) up = glmath.cross(forward, right) up = glmath.div(up, glmath.frobeniusNorm(up)) camMatrix = [[ round(right['x']), round(up['x']), round(forward['x']), round(camPosition['x']) ], [ round(right['y']), round(up['y']), round(forward['y']), round(camPosition['y']) ], [ round(right['z']), round(up['z']), round(forward['z']), round(camPosition['z']) ], [0, 0, 0, 1]] self.viewMatrix = glmath.inverse(camMatrix)
def __init__(self, direction=(0, -1, 0), _color=Color.white(), intensity=1): self.direction = div(direction, frobeniusNorm(direction)) self.intensity = intensity self.color = _color
def getColor(self, direction): direction = div(direction, frobeniusNorm(direction)) x = int((arctan2(direction['z'], direction['x']) / (2 * pi) + 0.5) * self.width) y = int(arccos(-direction['y']) / pi * self.height) return self.pixels[y][x]
def rtRender(self): for y in range(self.height): for x in range(self.width): Px = 2 * ((x + 0.5) / self.width) - 1 Py = 2 * ((y + 0.5) / self.height) - 1 t = tan((self.fov * pi / 180) / 2) r = t * self.width / self.height Px *= r Py *= t direction = self.vector(Px, Py, -1) direction = glmath.div(direction, glmath.frobeniusNorm(direction)) self.glVertex_coords(x, y, self.castRay(self.camPosition, direction))
def refractVector(N, I, ior): cosi = max(-1, min(1, glmath.dot(I, N))) etai = 1 etat = ior if cosi < 0: cosi = -cosi else: etai, etat = etat, etai N = glmath.mulEscalarVector(-1, N) eta = etai / etat k = 1 - eta * eta * (1 - (cosi * cosi)) if k < 0: return None R = glmath.suma(glmath.mulEscalarVector(eta, I), glmath.mulEscalarVector((eta * cosi - k**0.5), N)) return glmath.div(R, glmath.frobeniusNorm(R))
def __init__(self, position, normal, material): self.position = position self.material = material self.normal = div(normal, frobeniusNorm(normal))
def castRay(self, orig, direction, origObj=None, recursion=0): material, intersect = self.scene_intercept(orig, direction, origObj) if material is None or recursion >= MAX_RECURSION_DEPTH: if self.envmap: return self.envmap.getColor(direction) return self.window_color objectColor = self.vector(material.diffuse[2] / 255, material.diffuse[1] / 255, material.diffuse[0] / 255) ambientColor = self.vector(0, 0, 0) dirLightColor = self.vector(0, 0, 0) pLightColor = self.vector(0, 0, 0) reflectColor = self.vector(0, 0, 0) refractColor = self.vector(0, 0, 0) finalColor = self.vector(0, 0, 0) view_dir = glmath.sub(self.camPosition, intersect.point) view_dir = glmath.div(view_dir, glmath.frobeniusNorm(view_dir)) if self.ambientLight: ambientColor = self.vector( self.ambientLight.strength * self.ambientLight.color[2] / 255, self.ambientLight.strength * self.ambientLight.color[1] / 255, self.ambientLight.strength * self.ambientLight.color[0] / 255) if self.dirLight: diffuseColor = [0, 0, 0] specColor = [0, 0, 0] shadow_intensity = 0 light_dir = glmath.mulEscalarVector(-1, self.dirLight.direction) intensity = self.dirLight.intensity * max( 0, glmath.dot(light_dir, intersect.normal)) diffuseColor = self.vector( intensity * self.dirLight.color[2] / 255, intensity * self.dirLight.color[1] / 255, intensity * self.dirLight.color[0] / 255) reflect = reflectVector(intersect.normal, light_dir) spec_intensity = self.dirLight.intensity * (max( 0, glmath.dot(view_dir, reflect))**material.spec) specColor = self.vector( spec_intensity * self.dirLight.color[2] / 255, spec_intensity * self.dirLight.color[1] / 255, spec_intensity * self.dirLight.color[0] / 255) shadMat, shadInter = self.scene_intercept(intersect.point, light_dir, intersect.sceneObject) if shadInter: shadow_intensity = 1 dirLightColor = glmath.mulEscalarVector( (1 - shadow_intensity), glmath.suma(diffuseColor, specColor)) for pointLight in self.pointLights: diffuseColor = [0, 0, 0] specColor = [0, 0, 0] shadow_intensity = 0 light_dir = glmath.sub(pointLight.position, intersect.point) light_dir = glmath.div(light_dir, glmath.frobeniusNorm(light_dir)) intensity = pointLight.intensity * max( 0, glmath.dot(light_dir, intersect.normal)) diffuseColor = self.vector(intensity * pointLight.color[2] / 255, intensity * pointLight.color[1] / 255, intensity * pointLight.color[0] / 255) reflect = reflectVector(intersect.normal, light_dir) spec_intensity = pointLight.intensity * (max( 0, glmath.dot(view_dir, reflect))**material.spec) specColor = self.vector(spec_intensity * pointLight.color[2] / 255, spec_intensity * pointLight.color[1] / 255, spec_intensity * pointLight.color[0] / 255) shadMat, shadInter = self.scene_intercept(intersect.point, light_dir, intersect.sceneObject) if shadInter and shadInter.distance < glmath.frobeniusNorm( glmath.sub(pointLight.position, intersect.point)): shadow_intensity = 1 pLightColor = glmath.suma( pLightColor, glmath.mulEscalarVector((1 - shadow_intensity), glmath.suma(diffuseColor, specColor))) if material.matType == OPAQUE: finalColor1 = glmath.suma(ambientColor, dirLightColor) finalColor = glmath.suma(pLightColor, finalColor1) if material.texture and intersect.textCoords: texColor = material.texture.getColor(intersect.textCoords[0], intersect.textCoords[1]) finalColor = self.vector((texColor[2] / 255) * finalColor['x'], (texColor[1] / 255) * finalColor['y'], (texColor[0] / 255) * finalColor['z']) elif material.matType == REFLECTIVE: reflect = reflectVector(intersect.normal, glmath.mulEscalarVector(-1, direction)) reflectColor = self.castRay(intersect.point, reflect, intersect.sceneObject, recursion + 1) reflectColor = self.vector(reflectColor[2] / 255, reflectColor[1] / 255, reflectColor[0] / 255) finalColor = reflectColor elif material.matType == TRANSPARENT: outside = glmath.dot(direction, intersect.normal) < 0 bias = glmath.mulEscalarVector(0.001, intersect.normal) kr = fresnel(intersect.normal, direction, material.ior) reflect = reflectVector(intersect.normal, glmath.mulEscalarVector(-1, direction)) reflectOrig = glmath.suma(intersect.point, bias) if outside else glmath.sub( intersect.point, bias) reflectColor = self.castRay(reflectOrig, reflect, None, recursion + 1) reflectColor = self.vector(reflectColor[2] / 255, reflectColor[1] / 255, reflectColor[0] / 255) if kr < 1: refract = refractVector(intersect.normal, direction, material.ior) refractOrig = glmath.sub(intersect.point, bias) if outside else glmath.suma( intersect.point, bias) refractColor = self.castRay(refractOrig, refract, None, recursion + 1) refractColor = self.vector(refractColor[2] / 255, refractColor[1] / 255, refractColor[0] / 255) finalColor = glmath.suma( glmath.mulEscalarVector(kr, reflectColor), glmath.mulEscalarVector((1 - kr), refractColor)) finalColor = glmath.mulVectores(finalColor, objectColor) r = min(1, finalColor['x']) g = min(1, finalColor['y']) b = min(1, finalColor['z']) return Color.color(r, g, b)
def reflectVector(normal, dirVector): reflect = 2 * glmath.dot(normal, dirVector) reflect = glmath.mulEscalarVector(reflect, normal) reflect = glmath.sub(reflect, dirVector) reflect = glmath.div(reflect, glmath.frobeniusNorm(reflect)) return reflect