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;;; Copyright © 2020 Jakob L. Kreuze <zerodaysfordays@sdf.org>
;;;
;;; This program is free software; you can redistribute it and/or
;;; modify it under the terms of the GNU General Public License as
;;; published by the Free Software Foundation; either version 3 of the
;;; License, or (at your option) any later version.
;;;
;;; This program is distributed in the hope that it will be useful,
;;; but WITHOUT ANY WARRANTY; without even the implied warranty of
;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
;;; General Public License for more details.
;;;
;;; You should have received a copy of the GNU General Public License
;;; along with this program. If not, see
;;; <http://www.gnu.org/licenses/>.
(defun make-some (n) (cons 'some n))
(defun make-none () 'none)
(defun some-p (n) (and (consp n) (eq 'some (car n))))
(defun none-p (n) (eq 'none n))
(defun unwrap (n)
(if (some-p n)
(cdr n)
(error "Tried to unwrap `none'.")))
(defun map-option (proc n)
(if (some-p n)
(make-some (funcall proc (unwrap n)))
n))
;;;
;;; Image encoding.
;;;
(defun write-ppm (width height pixels)
"Encode the WIDTH by HEIGHT image given as PIXELS into the portable pixmap
format (PPM), writing the result to `(current-output-port)'."
(write-line "P3")
(format t "~a ~a~%" width height)
(write-line "255")
(loop for (r g b) across pixels
do (format t "~a ~a ~a~%" r g b)))
;;;
;;; Are mathematical objects in the room with us right now?
;;;
(defun square (n) (* n n))
(defstruct vec3 x y z)
(defun vec3+ (&rest vecs)
"Return the sum of VECS, as in vector space addition."
(if (zerop (length vecs))
(make-vec3 :x 0 :y 0 :z 0)
(reduce #'(lambda (a b)
(with-slots ((x1 x) (y1 y) (z1 z)) a
(with-slots ((x2 x) (y2 y) (z2 z)) b
(make-vec3 :x (+ x1 x2)
:y (+ y1 y2)
:z (+ z1 z2)))))
(cdr vecs)
:initial-value (car vecs))))
(defun vec3- (&rest vecs)
"Return the difference of VECS, as in vector space subtraction."
(if (zerop (length vecs))
(make-vec3 :x 0 :y 0 :z 0)
(reduce #'(lambda (a b)
(with-slots ((x1 x) (y1 y) (z1 z)) a
(with-slots ((x2 x) (y2 y) (z2 z)) b
(make-vec3 :x (- x1 x2)
:y (- y1 y2)
:z (- z1 z2)))))
(cdr vecs)
:initial-value (car vecs))))
(defun vec3* (c u)
"Return the vector U scaled by a constant C, as in vector space scalar
multiplication."
(with-slots (x y z) u
(make-vec3 :x (* c x) :y (* c y) :z (* c z))))
(defun vec3-dot (u v)
"Return the dot product of the vectors U and V."
(+ (* (vec3-x u) (vec3-x v))
(* (vec3-y u) (vec3-y v))
(* (vec3-z u) (vec3-z v))))
(defun vec3-cross (u v)
"Return the cross product of the vectors U and V."
(with-slots ((x1 x) (y1 y) (z1 z)) u
(with-slots ((x2 x) (y2 y) (z2 z)) v
(make-vec3 :x (- (* y1 z2) (* z1 y2))
:y (- (* z1 x2) (* x1 z2))
:z (- (* x1 y2) (* y1 x2))))))
(defun vec3-magnitude (u)
"Return the magnitude of vector U."
(with-slots (x y z) u
(sqrt (+ (square x) (square y) (square z)))))
(defun vec3-normalize (u)
"Return the normal vector parallel to vector U."
(vec3* (/ 1 (vec3-magnitude u)) u))
(defun vec3-components (u)
"Return a list (x y z) of the components of vector U."
(with-slots (x y z) u (list x y z)))
(defstruct ray origin direction)
(defmethod point-at ((r ray) time)
"Return the position of RAY at time T."
(with-slots (origin direction) r
(vec3+ origin (vec3* time direction))))
(defun to-radians (d)
"Convert D, a value in degrees, to radians."
(* d (/ PI 180)))
;;;
;;; Shapes and generic procedures for working with them.
;;;
(defstruct plane p0 n material)
(defmethod intersect (ray (p plane) t-min t-max)
(with-slots (p0 (plane-normal n)) p
(with-slots (origin direction) ray
(let* ((normal (vec3-normalize plane-normal))
(denominator (vec3-dot direction normal)))
(if (zerop denominator)
(make-none)
(let ((time (/ (vec3-dot (vec3- p0 origin) normal)
denominator)))
(if (<= t-min time t-max)
(make-some time)
(make-none))))))))
(defmethod normal ((shape plane) position)
(vec3-normalize (plane-n shape)))
(defmethod material ((shape plane))
(plane-material shape))
(defstruct sphere center radius material)
(defmethod intersect (ray (s sphere) t-min t-max)
(with-slots (origin direction) ray
(with-slots (center radius) s
(let* ((oc (vec3* (- 1) (vec3- center origin)))
(A (vec3-dot direction direction))
(B (* 2.0 (vec3-dot oc direction)))
(C (- (vec3-dot oc oc) (square radius)))
(discriminant (- (square B) (* 4 A C)))
(time (if (plusp discriminant)
(let ((p (/ (+ (- B) (sqrt discriminant)) (* 2 A)))
(m (/ (- (- B) (sqrt discriminant)) (* 2 A))))
(if (>= m t-min) m p))
(/ (- B) (* 2 A)))))
(if (and (not (minusp discriminant))
(<= t-min time t-max))
(make-some time)
(make-none))))))
(defmethod normal ((shape sphere) position)
(vec3-normalize (vec3- position (sphere-center shape))))
(defmethod material ((shape sphere))
(sphere-material shape))
;;;
;;; Lights, and generic procedures for working with them.
;;;
(defstruct light-sample intensity position direction)
(defstruct spot-light from to intensity exponent cutoff-angle)
(defmethod sample-at ((light spot-light) point)
(with-slots ((position from) (target to) cutoff-angle intensity) light
(let* ((direction (vec3- position point))
(pf (vec3-normalize (vec3- point position)))
(intensity (if (< (vec3-dot pf (vec3-normalize (vec3- target position)))
(cos (to-radians cutoff-angle)))
(make-vec3 :x 0.00 :y 0.00 :z 0.00)
(vec3* (* (/ 1 (square (vec3-magnitude direction)))
(expt (vec3-dot pf (vec3-normalize (vec3- target position)))
(spot-light-exponent light)))
intensity))))
(make-light-sample :intensity intensity
:position position
:direction (vec3-normalize direction)))))
;;;
;;; Scene graph.
;;;
(defparameter *image-width* 1920)
(defparameter *image-height* 1080)
(defparameter *image-aspect-ratio* (/ *image-width* *image-height*))
(defparameter *camera-position* (make-vec3 :x 8.00 :y 5.00 :z 9.00))
(defparameter *camera-target* (make-vec3 :x 0.25 :y 0.00 :z 0.50))
(defparameter *camera-up* (make-vec3 :x 0.00 :y 1.00 :z 0.00))
(defparameter *camera-fov* 30)
(defparameter *ambient-light* (make-vec3 :x 0.01 :y 0.01 :z 0.01))
(defparameter *lights* (list (make-spot-light :from (make-vec3 :x 10.00 :y 10.00 :z 5.00)
:to (make-vec3 :x 0.00 :y 0.00 :z 0.00)
:intensity (make-vec3 :x 100.00 :y 96.00 :z 88.00)
:exponent 50
:cutoff-angle 15)))
;;;
;;; Materials.
;;;
(defstruct material ka kd ks kr kt p ior)
(defun diffuse-material (ka kd) (make-material :ka ka :kd kd))
(defun phong-material (ka kd ks p) (make-material :ka ka :kd kd :ks ks :p p))
(defun reflect (l n)
"Compute reflected vector, by mirroring l around n."
(vec3- (vec3* (* 2.00 (vec3-dot n l)) n) l))
(defun shade-pixel (shape position origin)
(with-slots (ka kd ks p) (material shape)
(let* ((normal (normal shape position))
(Ia (with-slots ((x1 x) (y1 y) (z1 z)) ka
(with-slots ((x2 x) (y2 y) (z2 z)) *ambient-light*
(make-vec3 :x (* x1 x2) :y (* y1 y2) :z (* z1 z2)))))
(Id (apply #'vec3+
(mapcar #'(lambda (light)
(let* ((sample (sample-at light position))
(direction (light-sample-direction sample))
(intensity (light-sample-intensity sample))
(scalar (max (vec3-dot normal direction) 0)))
(with-slots ((x1 x) (y1 y) (z1 z)) kd
(with-slots ((x2 x) (y2 y) (z2 z)) intensity
(make-vec3 :x (* x1 x2 scalar)
:y (* y1 y2 scalar)
:z (* z1 z2 scalar))))))
*lights*)))
(Is (if ks
(apply #'vec3+
(mapcar #'(lambda (light)
(let* ((sample (sample-at light position))
(point (light-sample-position sample))
(intensity (light-sample-intensity sample))
(l (vec3-normalize (vec3- point position)))
(v (vec3-normalize (vec3- origin position)))
(r (reflect l normal))
(scalar (expt (max 0 (vec3-dot v r)) p)))
(with-slots ((x1 x) (y1 y) (z1 z)) ks
(with-slots ((x2 x) (y2 y) (z2 z)) intensity
(make-vec3 :x (* x1 x2 scalar)
:y (* y1 y2 scalar)
:z (* z1 z2 scalar))))))
*lights*))
(make-vec3 :x 0.00 :y 0.00 :z 0.00))))
(with-slots (x y z) (vec3+ Ia Id Is)
(make-vec3 :x (min 1.0 x) :y (min 1.0 y) :z (min 1.0 z))))))
(defparameter *shapes* (list (make-sphere :center (make-vec3 :x -0.25 :y 0.00 :z 0.25)
:radius 1.25
:material (phong-material (make-vec3 :x 1.0 :y 0.2 :z 0.2)
(make-vec3 :x 1.0 :y 0.2 :z 0.2)
(make-vec3 :x 2.0 :y 2.0 :z 2.0)
20))
(make-plane :p0 (make-vec3 :x 0.00 :y -1.25 :z 0.00)
:n (make-vec3 :x 0.00 :y 1.00 :z 0.00)
:material (diffuse-material (make-vec3 :x 1.0 :y 1.0 :z 0.2)
(make-vec3 :x 1.0 :y 1.0 :z 0.2)))))
(defun coord-to-ray (x y)
"Return the ray corresponding to the point X, Y on the viewport plane."
(let* ((dist 1.0)
(top (* dist (tan (/ (to-radians *camera-fov*) 2))))
(right (* top *image-aspect-ratio*))
(bottom (- top))
(left (- right))
(W (vec3-normalize (vec3- *camera-position* *camera-target*)))
(U (vec3-normalize (vec3-cross *camera-up* W)))
(V (vec3-cross W U))
(corner (vec3+ *camera-position*
(vec3* left U)
(vec3* bottom V)
(vec3* (- dist) W)))
(across (vec3* (* 2 right) U))
(up (vec3* (* 2 top) V)))
(make-ray :origin *camera-position*
:direction (vec3-normalize
(vec3+ corner
(vec3* x across)
(vec3* y up)
(vec3* (- 1) *camera-position*))))))
(defun lerp (a b time)
"Interpolate between A and B with parameter T."
(+ (* (- 1.0 time) a) (* time b)))
(defun ray-color (r)
"Return an arbitrary color for R."
(let* ((y (vec3-y (ray-direction r)))
(time (* 0.5 (+ y 1.0))))
(list (round (* 255 (lerp 1.0 0.5 time)))
(round (* 255 (lerp 1.0 0.7 time)))
(round (* 255 (lerp 1.0 1.0 time))))))
(defun ray-intersect-scene (ray)
"Return the nearest shape with which RAY intersects as (some . (shape .
point)), if any. Otherwise, return 'none."
(map-option
#'(lambda (pair)
(list (car pair) (point-at ray (cadr pair))))
(reduce #'(lambda (a b)
(cond ((none-p a) b)
((none-p b) a)
(t (let ((t1 (unwrap a))
(t2 (unwrap b)))
(if (> (cadr t1) (cadr t2)) b a)))))
(mapcar #'(lambda (shape)
(let ((intersection (intersect ray shape 0.001 10000)))
(map-option #'(lambda (time) (list shape time)) intersection)))
*shapes*)
:initial-value (make-none))))
(defun main ()
(let ((image (make-array (* *image-width* *image-height*) :initial-element '(0 0 0))))
(flet ((coord-to-index (x y)
(+ x (* y *image-width*)))
(screen-to-viewport (x y)
(values (coerce (/ x *image-width*) 'real)
(coerce (/ (- *image-height* 1 y) *image-height*) 'real)))
(to-color (u)
(mapcar #'(lambda (n) (round (* 255 n))) (vec3-components u))))
(dotimes (x *image-width*)
(dotimes (y *image-height*)
(setf (elt image (coord-to-index x y))
(multiple-value-bind (x y) (screen-to-viewport x y)
(let* ((ray (coord-to-ray x y))
(intersection (ray-intersect-scene ray)))
(if (some-p intersection)
(let ((shape (car (unwrap intersection)))
(position (cadr (unwrap intersection))))
(to-color (shade-pixel shape position (ray-origin ray))))
(ray-color ray))))))))
(write-ppm *image-width* *image-height* image)))
(main)
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