/
schemeray.scm
425 lines (357 loc) · 13.7 KB
/
schemeray.scm
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;;; Scheme Raytracer v0.1
;;;
;;; Performs sphere/plane/triangle intersection tests, loads
;;; .obj files as a list of triangles, applies Phong
;;; illumination and reflections.
;;;
;;; The math here hasn't been optimized at all, and there's
;;; a good deal that could be done. However, I simply wanted
;;; to build a prototype. Optimization will come in the
;;; next version.
;;;
;;; This outputs to a file 'image.ppm' which is of the format
;;; Portable Pixmap. Netpbm provides nice tools to convert
;;; ppm's to other file formats if you need it.
;;;
;;; 10/04/2007
;;; James Long
(declare (standard-bindings)
(extended-bindings)
(block)
(mostly-flonum-fixnum)
(not safe))
(define flonum->fixnum ##flonum.->fixnum)
(define current-log-port
(make-parameter (current-error-port)))
(define (display-args . rest) (display rest))
(define (write-log . rest)
(with-output-to-port (current-log-port)
(lambda ()
(display rest)
(newline))))
(define (real->u8 n)
(flonum->fixnum (flmax 0. (flmin 255. (flfloor n)))))
(define (real->percentage n)
(flonum->fixnum (flfloor (fl* 100.0 n))))
(define (write-color v1)
(write-u8 (real->u8 (fl* (vec3d-x v1) 255.0)))
(write-u8 (real->u8 (fl* (vec3d-y v1) 255.0)))
(write-u8 (real->u8 (fl* (vec3d-z v1) 255.0))))
;;; Utility stuff to help with math
(define (make-vec2d x y) (f64vector x y))
(define (vec2d-x v) (f64vector-ref v 0))
(define (vec2d-y v) (f64vector-ref v 1))
(define (make-vec3d x y z) (f64vector x y z))
(define (vec3d-x v) (f64vector-ref v 0))
(define (vec3d-y v) (f64vector-ref v 1))
(define (vec3d-z v) (f64vector-ref v 2))
(define (vec3d-op v1 v2 op)
(make-vec3d (op (vec3d-x v1) (vec3d-x v2))
(op (vec3d-y v1) (vec3d-y v2))
(op (vec3d-z v1) (vec3d-z v2))))
(define (vec3d-add v1 v2)
(declare (inlining-limit 10000))
(vec3d-op v1 v2 fl+))
(define (vec3d-sub v1 v2)
(declare (inlining-limit 10000))
(vec3d-op v1 v2 fl-))
(define (vec3d-component-mul v1 v2)
(declare (inlining-limit 10000))
(vec3d-op v1 v2 fl*))
(define (vec3d-scalar-mul v1 f)
(make-vec3d (fl* (vec3d-x v1) f)
(fl* (vec3d-y v1) f)
(fl* (vec3d-z v1) f)))
(define (vec3d-length v1)
(declare (inlining-limit 10000))
(flsqrt (vec3d-dot v1 v1)))
(define (vec3d-unit v1)
(declare (inlining-limit 10000))
(vec3d-scalar-mul v1 (fl/ (vec3d-length v1))))
(define (vec3d-dot v1 v2)
(fl+ (fl* (vec3d-x v1) (vec3d-x v2))
(fl* (vec3d-y v1) (vec3d-y v2))
(fl* (vec3d-z v1) (vec3d-z v2))))
(define (vec3d-cross v1 v2)
(let ((v1-x (vec3d-x v1)) (v2-x (vec3d-x v2))
(v1-y (vec3d-y v1)) (v2-y (vec3d-y v2))
(v1-z (vec3d-z v1)) (v2-z (vec3d-z v2)))
(make-vec3d (fl- (fl* v1-y v2-z(vec3d-z v2))
(fl* v1-z v2-y))
(fl- (fl* v1-z v2-x)
(fl* v1-x v2-z))
(fl- (fl* v1-x v2-y)
(fl* v1-y v2-x)))))
(define (saturate n)
(flmin 1.0 (flmax 0.0 n)))
(include "obj-file-parser.scm")
(define-structure window x y)
;;; Config constants
(define screenDimen (make-vec2d 8.0 6.0))
(define res (make-window 800 600))
(define eye (make-vec3d 0.0 0.0 -5.0))
(define depth 10000.0)
(define backColor (make-vec3d 0.0 0.0 0.0))
(define ambient (make-vec3d .1 .1 .1))
(define maxsteps 3)
(define coptix (delay (load-obj "meshes/coptix_slim")))
(define box (delay (load-obj "meshes/box")))
(define (generate-spheres)
(let ((start (make-vec3d 0.0 0.0 65.0))
(dX (make-vec3d -1.0 -.25 .5))
(dY (make-vec3d 0.0 -1.0 0.0)))
(let loop ((num 0)
(acc '()))
(if (fx< num 50)
(loop (fx+ num 1) (cons `(sphere ,(make-vec3d .8 (fl+ .2 (fl/ (fixnum->flonum num) 50.0)) .2)
,(vec3d-add
(vec3d-add start
(vec3d-scalar-mul
(vec3d-scalar-mul dX 10.0)
(fixnum->flonum (fxremainder num 5))))
(vec3d-scalar-mul
(vec3d-scalar-mul dY 10.0)
(fixnum->flonum (fxquotient num 5))))
5.0)
acc))
acc))))
(define scene `(,@(generate-spheres)
;(sphere ,(make-vec3d .4 .6 .5) ,(make-vec3d -15.0 0.0 90.0) 20.0)
;(sphere ,(make-vec3d .75 .95 .92) ,(make-vec3d 20.0 -20.0 65.0) 5.0)
(plane ,(make-vec3d .7 .7 1.0) 10.0 ,(make-vec3d .25 -1.0 0.0))
;(mesh #f ,(make-vec3d 23.0 0.0 50.0) ,coptix)
(light ,(make-vec3d .7 .9 .9) ,(make-vec3d -40.0 -15.0 60.0) 1.0)))
;;; Types
(define-syntax obj-dispatch
(syntax-rules (else)
((obj-dispatch obj (else body ...))
(begin body ...))
((obj-dispatch obj (type body ...) almost last ...)
(if (eq? 'type (obj-type obj))
(begin body ...)
(obj-dispatch obj almost last ...)))
((obj-dispatch obj (type body ...) last ...)
(if (eq? 'type (obj-type obj))
(begin body ...)))))
(define (obj-type obj)
(car obj))
(define (obj-color obj)
(cadr obj))
(define (obj-normal obj point)
(declare (inlining-limit 0))
(obj-dispatch obj
(sphere (sphere-normal obj point))
(light (sphere-normal obj point))
(plane (plane-normal obj))
(triangle (triangle-normal obj))))
;;; Light
(define (light-pos obj)
(sphere-pos obj))
(define (light-intersection obj origVec dirVec)
(sphere-intersection obj origVec dirVec))
;;; Sphere
(define (sphere-pos obj)
(caddr obj))
(define (sphere-radius obj)
(cadddr obj))
(define (sphere-intersection obj origVec dirVec)
(declare (inlining-limit 10000))
(let* ((eo (vec3d-sub origVec (sphere-pos obj)))
(b (vec3d-dot eo dirVec))
(c (fl- (vec3d-dot eo eo) (flexpt (sphere-radius obj) 2.0)))
(d (fl- (fl* b b) c)))
(if (fl<= d 0.0)
depth
(let ((r (fl- (fl- b) (flsqrt d))))
(if (fl> r 0.0)
r
depth)))))
(define (sphere-normal obj point)
(declare (inlining-limit 10000))
(vec3d-unit (vec3d-sub point (sphere-pos obj))))
;;; Plane
(define (plane-normal obj)
(cadddr obj))
(define (plane-distance obj)
(caddr obj))
(define (plane-intersection obj origVec dirVec)
(declare (inlining-limit 10000))
(let ((d (vec3d-dot (plane-normal obj) dirVec)))
(if (not (flzero? d))
(let ((dist (fl/ (fl- (fl+ (vec3d-dot (plane-normal obj) origVec)
(plane-distance obj)))
d)))
(if (flpositive? dist)
dist
depth))
depth)))
;;; Triangles
(define (triangle-v1 obj)
(caddr obj))
(define (triangle-v2 obj)
(cadddr obj))
(define (triangle-v3 obj)
(car (cddddr obj)))
(define (triangle-normal obj)
(declare (inlining-limit 10000))
(vec3d-unit
(vec3d-cross
(vec3d-sub (triangle-v2 obj)
(triangle-v1 obj))
(vec3d-sub (triangle-v3 obj)
(triangle-v1 obj)))))
(define (triangle-intersection obj origVec dirVec)
(declare (inlining-limit 10000))
(let* ((n (triangle-normal obj))
(v.n (vec3d-dot dirVec n)))
(if (fl>= v.n 0.0)
depth
(let* ((a (triangle-v1 obj))
(b (triangle-v2 obj))
(c (triangle-v3 obj))
(o-a.n (vec3d-dot (vec3d-sub origVec a) n))
(d (fl- (fl/ o-a.n v.n)))
(p (vec3d-add origVec (vec3d-scalar-mul dirVec d))))
(let ((val (vec3d-dot (vec3d-cross (vec3d-sub b a) (vec3d-sub p a)) n)))
(define (same-sign? x y)
(eq? (flnegative? x)
(flnegative? y)))
(if (and (fl>= d 0.0)
(same-sign? val (vec3d-dot (vec3d-cross (vec3d-sub c b) (vec3d-sub p b)) n))
(same-sign? val (vec3d-dot (vec3d-cross (vec3d-sub a c) (vec3d-sub p c)) n)))
d
depth))
;; Barycentric projection - has some bugs
#;(let ((u (/ (- (* (vec3d-y p) (vec3d-x c))
(* (vec3d-x p) (vec3d-y c)))
(- (* (vec3d-y b) (vec3d-x c))
(* (vec3d-x b) (vec3d-y c)))))
(v (/ (- (* (vec3d-y p) (vec3d-x b))
(* (vec3d-x p) (vec3d-y b)))
(- (* (vec3d-y c) (vec3d-x b))
(* (vec3d-x c) (vec3d-y b))))))
(if (and (>= u 0.0) (>= v 0.0) (< (+ u v) 1.0))
d
depth))))))
;; Simplistic meshes
(define (mesh-pos obj)
(caddr obj))
(declare (not inline))
(define (mesh-primitives obj)
(declare (inlining-limit 0))
(let ((a (cadddr obj)))
(if (pair? a)
a
(force a))))
(declare (inline))
;;; Intersections and casting
(define (test-intersection obj origVec dirVec)
(declare (inlining-limit 0))
(obj-dispatch obj
(sphere (sphere-intersection obj origVec dirVec))
(light (sphere-intersection obj origVec dirVec))
(plane (plane-intersection obj origVec dirVec))
(triangle (triangle-intersection obj origVec dirVec))))
(declare (not inline))
(define (apply-lighting hitObj point v)
(if (eq? (obj-type hitObj) 'light)
(obj-color hitObj)
(let ((acc (make-vec3d 0.0 0.0 0.0)))
(for-each (lambda (obj)
(declare (inlining-limit 100000))
(if (eq? (obj-type obj) 'light)
(let* ((pointToLight (vec3d-sub (light-pos obj) point))
(l (vec3d-unit pointToLight))
(n (obj-normal hitObj point))
(n.l (saturate (vec3d-dot n l)))
(r (vec3d-sub l (vec3d-scalar-mul n (fl* 2.0 (vec3d-dot n l)))))
(r.v (saturate (vec3d-dot r v)))
(diff n.l)
(spec (flexpt r.v 30.))
(shadow (saturate (fl* 4.0 diff))))
(if (fl> diff 0.0)
(set! acc (vec3d-add acc (vec3d-component-mul
(vec3d-scalar-mul
(vec3d-add
(vec3d-scalar-mul (obj-color hitObj)
diff)
(obj-dispatch hitObj
(plane (make-vec3d 0.0 0.0 0.0))
(else (make-vec3d spec spec spec))))
shadow)
(obj-color obj))))))))
scene)
(obj-dispatch hitObj
(plane acc)
(else (vec3d-add ambient acc))))))
(define (find-closest-prim orig dir prims cont)
(declare (inlining-limit 100000))
(let ((closestObj #f)
(closestDepth depth))
(for-each (lambda (obj)
(if (eq? (obj-type obj) 'mesh)
(find-closest-prim (vec3d-sub orig (mesh-pos obj)) dir (mesh-primitives obj)
(lambda (o d)
(if (fl< d closestDepth)
(begin
(set! closestDepth d)
(set! closestObj o)))))
(let ((d (test-intersection obj orig dir)))
(if (fl< d closestDepth)
(begin
(set! closestDepth d)
(set! closestObj obj))))))
prims)
(if closestObj
(cont closestObj closestDepth)
backColor)))
(define (shoot-ray orig dir step)
(declare (inlining-limit 100000))
(if (fx< step maxsteps)
(find-closest-prim
orig
dir
scene
(lambda (closestObj closestDepth)
(if closestObj
(let* ((d closestDepth)
(point (vec3d-add orig (vec3d-scalar-mul dir d)))
(n (obj-normal closestObj point))
(r (vec3d-unit (vec3d-sub dir (vec3d-scalar-mul n (fl* 2.0 (vec3d-dot dir n))))))
(view (vec3d-unit (vec3d-sub point eye))))
(vec3d-add
(apply-lighting closestObj point view)
(vec3d-scalar-mul (shoot-ray (vec3d-add point (vec3d-scalar-mul r .0001)) r (fx+ step 1))
(fl/ (fl* (fixnum->flonum (fx+ step 1)) 2.0)))))
backColor)))
(make-vec3d 0.0 0.0 0.0)))
(define (shoot-screen-rays proc)
(declare (inlining-limit 10000))
(let ((dX (fl/ (vec2d-x screenDimen) (fixnum->flonum (window-x res))))
(dY (fl/ (vec2d-y screenDimen) (fixnum->flonum (window-y res))))
(screenCorner (make-vec3d (fl- (fl/ (vec2d-x screenDimen) 2.0))
(fl- (fl/ (vec2d-y screenDimen) 2.0))
0.0))
(count (fx* (window-x res) (window-y res))))
(let loop ((n 0))
(if (fx< n count)
(let* ((curPoint (make-vec3d (fl* (fixnum->flonum (fxremainder n (window-x res))) dX)
(fl* (fixnum->flonum (fxquotient n (window-x res))) dY)
0.0))
(view (vec3d-unit
(vec3d-sub (vec3d-add screenCorner curPoint)
eye)))
(curColor (shoot-ray eye
view
0)))
(proc curColor)
(loop (fx+ n 1)))))))
(define (make-image)
(write-log "Starting...")
(with-output-to-file "image.ppm"
(lambda ()
(display-args "P6\n")
(display-args (window-x res) " " (window-y res) "\n")
(display-args "255\n")
(shoot-screen-rays write-color))))
(make-image)