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https://github.com/Smaug123/ray-tracing-fsharp
synced 2025-10-10 06:18:39 +00:00
Replace random number generator
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@@ -16,10 +16,9 @@ type InfinitePlane =
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{
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Normal : UnitVector
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Point : Point
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/// If an incoming ray has the given colour, and hits the
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/// given point (which is guaranteed to be on the surface),
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/// If an incoming ray hits the given point (which is guaranteed to be on the surface),
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/// what colour ray does it output and in what direction?
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Reflection : Ray -> Pixel -> Point -> Ray option * Pixel
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Reflection : LightRay -> Point -> LightDestination
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}
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[<RequireQualifiedAccess>]
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@@ -43,7 +42,7 @@ module InfinitePlane =
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ValueSome t
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else ValueNone
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let pureOutgoing (strikePoint : Point) (normal : UnitVector) (incomingRay : Ray) : Ray option =
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let pureOutgoing (strikePoint : Point) (normal : UnitVector) (incomingRay : Ray) : Ray =
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let plane =
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Plane.makeSpannedBy (Ray.make strikePoint normal) incomingRay
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|> Plane.orthonormalise
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@@ -52,7 +51,6 @@ module InfinitePlane =
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// Incoming ray is directly along the normal
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Ray.flip incomingRay
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|> Ray.parallelTo strikePoint
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|> Some
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| Some plane ->
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// Incoming ray is (plane1.ray) plane1 + (plane2.ray) plane2
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// We want the reflection in the normal, so need (plane1.ray) plane1 - (plane2.ray) plane2
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@@ -63,6 +61,8 @@ module InfinitePlane =
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|> Ray.walkAlong (Ray.make (Ray.walkAlong (Ray.make plane.Point plane.V1) normalComponent) plane.V2)
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Point.differenceToThenFrom s strikePoint
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|> Ray.make' strikePoint
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// This is definitely safe. It's actually a logic error if this fails.
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|> Option.get
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let newColour (incomingColour : Pixel) albedo colour =
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Pixel.combine incomingColour colour
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@@ -72,27 +72,30 @@ module InfinitePlane =
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(style : InfinitePlaneStyle)
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(pointOnPlane : Point)
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(normal : UnitVector)
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: Ray -> Pixel -> Point -> Ray option * Pixel
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: LightRay -> Point -> LightDestination
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=
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fun incomingRay incomingColour strikePoint ->
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fun incomingRay strikePoint ->
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match style with
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| InfinitePlaneStyle.LightSource colour ->
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None, Pixel.combine incomingColour colour
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Absorbs (Pixel.combine incomingRay.Colour colour)
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| InfinitePlaneStyle.FuzzedReflection (albedo, colour, fuzz, rand) ->
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let newColour = newColour incomingColour albedo colour
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let pureOutgoing = pureOutgoing strikePoint normal incomingRay
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let outgoing =
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match pureOutgoing with
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| None -> None
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| Some outgoing ->
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let offset = UnitVector.random rand (Point.dimension pointOnPlane)
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let sphereCentre = Ray.walkAlong outgoing 1.0
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let target = Ray.walkAlong (Ray.make sphereCentre offset) (fuzz / 1.0<fuzz>)
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let newColour = newColour incomingRay.Colour albedo colour
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let pureOutgoing = pureOutgoing strikePoint normal incomingRay.Ray
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let mutable outgoing = Unchecked.defaultof<_>
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while obj.ReferenceEquals (outgoing, null) do
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let offset = UnitVector.random rand (Point.dimension pointOnPlane)
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let sphereCentre = Ray.walkAlong pureOutgoing 1.0
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let target = Ray.walkAlong (Ray.make sphereCentre offset) (fuzz / 1.0<fuzz>)
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let output =
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Point.differenceToThenFrom target strikePoint
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|> Ray.make' strikePoint
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match output with
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| None -> ()
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| Some output ->
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outgoing <- output
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outgoing, newColour
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Continues { Ray = outgoing ; Colour = newColour }
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| InfinitePlaneStyle.LambertReflection (albedo, colour, rand) ->
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let outgoing =
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@@ -101,14 +104,19 @@ module InfinitePlane =
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let target = Ray.walkAlong (Ray.make sphereCentre offset) 1.0
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Point.differenceToThenFrom target strikePoint
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|> Ray.make' strikePoint
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|> Option.get
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let newColour =
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Pixel.combine incomingColour colour
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Pixel.combine incomingRay.Colour colour
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|> Pixel.darken albedo
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outgoing, newColour
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Continues { Ray = outgoing ; Colour = newColour }
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| InfinitePlaneStyle.PureReflection (albedo, colour) ->
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pureOutgoing strikePoint normal incomingRay, newColour incomingColour albedo colour
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{
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Ray = pureOutgoing strikePoint normal incomingRay.Ray
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Colour = newColour incomingRay.Colour albedo colour
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}
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|> Continues
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let make (style : InfinitePlaneStyle) (pointOnPlane : Point) (normal : UnitVector) : InfinitePlane =
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{
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@@ -116,4 +124,3 @@ module InfinitePlane =
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Normal = normal
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Reflection = reflection style pointOnPlane normal
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}
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