#include #include "vec.hpp" #include "fp.hpp" #include "raytracing.hpp" namespace viewport { constexpr int width = 1; constexpr int height = 1; } vec3 canvas_to_viewport(int cx, int cy) { return vec3( fp16_16(((cx * viewport::width) * (1 << 16)) >> canvas::bit_width, fp_raw_tag{}), fp16_16(((cy * viewport::height) * (1 << 16)) >> canvas::bit_height, fp_raw_tag{}), fp16_16(1) ); } struct sphere { vec3 center; fp16_16 radius; vec3 color; }; struct scene { sphere spheres[3]; }; constexpr scene scene { { // spheres { {0, -1, 3}, // center fp16_16(1), // radius {1, 0, 0}, // color }, { {2, 0, 4}, fp16_16(1), {0, 0, 1}, }, { {-2, 0, 4}, fp16_16(1), {0, 1, 0}, } } }; static_assert(scene.spheres[0].center.z.value == (3 << 16)); struct t1_t2 { fp16_16 t1; fp16_16 t2; }; t1_t2 intersect_ray_sphere(const vec3& origin, const vec3& direction, const sphere& sphere) { fp16_16 r = sphere.radius; vec3 CO = origin - sphere.center; auto a = dot(direction, direction); auto b = dot(CO, direction) * static_cast(2); auto c = dot(CO, CO) - r*r; auto discriminant = b*b - static_cast(4)*a*c; if (discriminant < fp16_16(0)) { return {fp_limits::max(), fp_limits::max()}; } else { auto sqrt_d = sqrt(discriminant); auto a2 = fp16_16(a*static_cast(2)); auto t1 = (-b + sqrt_d) / a2; auto t2 = (-b - sqrt_d) / a2; return {t1, t2}; } } static vec3 trace_ray ( const vec3& origin, const vec3& direction, const fp16_16 t_min, const fp16_16 t_max ) { fp16_16 closest_t = fp_limits::max(); const sphere * closest_sphere = nullptr; for (int i = 0; i < 3; i++) { auto& sphere = scene.spheres[i]; auto [t1, t2] = intersect_ray_sphere(origin, direction, sphere); if (t1 >= t_min && t1 < t_max && t1 < closest_t) { closest_t = t1; closest_sphere = &sphere; } if (t2 >= t_min && t2 < t_max && t2 < closest_t) { closest_t = t2; closest_sphere = &sphere; } } if (closest_sphere == nullptr) { return vec3(0, 0, 0); } else { return closest_sphere->color; } } void render(void (&put_pixel) (int32_t x, int32_t y, const vec3& c)) { using namespace canvas; vec3 origin = vec3(0, 0, 0); for (int x = -(width/2); x < (width/2); x++) { for (int y = -(height/2 + 1); y < (height/2 + 1); y++) { vec3 direction = canvas_to_viewport(x, y); vec3 color = trace_ray(origin, direction, fp16_16(1), fp_limits::max()); put_pixel(x, y, color); } } }