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https://github.com/Smaug123/ray-tracing-fsharp
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Perfect reflection, and Lambert, for spheres and planes (#1)
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@@ -1,5 +1,11 @@
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namespace RayTracing
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open System
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type SampleImages =
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| Gradient
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| Spheres
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[<RequireQualifiedAccess>]
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module SampleImages =
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@@ -13,10 +19,47 @@ module SampleImages =
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256.0<progress>,
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async {
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return Array.init 256 (fun height ->
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let output = Array.init 256 (pixelAt height)
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progressIncrement 1.0<progress>
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output
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)
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|> Image
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}
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return
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Array.init
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256
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(fun height ->
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let output = Array.init 256 (pixelAt height)
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progressIncrement 1.0<progress>
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output
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)
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|> Image
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}
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let spheres (progressIncrement : float<progress> -> unit) : float<progress> * Image Async =
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let random = Random ()
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let aspectRatio = 16.0 / 9.0
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let camera =
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Camera.makeBasic Num.float 4.0 aspectRatio (Point [| 0.0 ; 0.0 ; 0.0 |])
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let pixels = 1800
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{
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Objects =
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[|
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Hittable.Sphere (Sphere.make Num.float (SphereStyle.LambertReflection (1.0, { Red = 255uy ; Green = 255uy ; Blue = 0uy }, random)) (Point [| 0.0 ; 0.0 ; 9.0 |]) 1.0)
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Hittable.Sphere (Sphere.make Num.float (SphereStyle.PureReflection (1.0, { Red = 0uy ; Green = 255uy ; Blue = 255uy })) (Point [| 1.5 ; 0.5 ; 8.0 |]) 0.5)
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Hittable.Sphere (Sphere.make Num.float (SphereStyle.LightSource Colour.Blue) (Point [| -1.5 ; 1.5 ; 8.0 |]) 0.5)
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// Side mirror
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Hittable.InfinitePlane (InfinitePlane.make Num.float (InfinitePlaneStyle.PureReflection (1.0, { Colour.White with Green = 240uy })) (Point [| 0.1 ; 0.0 ; 16.0 |]) (Vector [| -2.0 ; 0.0 ; -1.0 |]))
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// Floor mirror
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Hittable.InfinitePlane (InfinitePlane.make Num.float (InfinitePlaneStyle.PureReflection (0.4, Colour.White)) (Point [| 0.0 ; -1.0 ; 0.0 |]) (Vector [| 0.0 ; 1.0 ; 0.0 |]))
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// Back plane
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Hittable.InfinitePlane (InfinitePlane.make Num.float (InfinitePlaneStyle.PureReflection (0.6, Colour.White)) (Point [| 0.0 ; 0.0 ; 16.0 |]) (Vector [| 0.0 ; 0.0 ; -1.0 |]))
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// Light pad behind us
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Hittable.InfinitePlane (InfinitePlane.make Num.float (InfinitePlaneStyle.LightSource Colour.White) (Point [| 0.0 ; 1.0 ; -1.0 |]) (Vector [| 0.0 ; -1.0 ; 1.0 |]))
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|]
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}
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|> Scene.render progressIncrement (aspectRatio * (float pixels) |> int) pixels camera
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let get (s : SampleImages) : (float<progress> -> unit) -> float<progress> * Image Async =
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match s with
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| Gradient -> gradient
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| Spheres -> spheres
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