;tiny raytracer for lispme interpreter ;by micah taylor (define (trace) (setup) (start 0 0) #n) (define (setup) (begin (set! resx2 (/ resx 2)) (set! resy2 (/ resy 2)) (set! light (norm light)))) ;test code for debugging (define (test x y) (setup) (if (< y resy) (if (= x resx) (test 0 (+ y 1)) (cons (shade (sphr-norm (intersect (proj x y) spheres 0 0 100))) (test (+ x 1) y))))) ;main pixel loop (define (start x y) (if (< y resy) (if (= x resx) (start 0 (+ y 1)) (begin (write-pixel x y (shade (sphr-norm (intersect (proj x y) spheres 0 0 100)))) (start (+ x 1) y))))) (define (proj x y) (norm (vector (/ (- x resx2) resx2) (/ (- y resy2) resy2) 1))) ;sphere intersect test 1 (define (sphere-dis v s) (let* ( (b (* -2 (dp v s))) (c (- (dp s s) (vr s 3))) (d (dscrm b c))) (if (positive? d) (sphr-dis b c d) inf))) ;sphere intersect test 2 (define (sphr-dis b c d) (let ((t0 (/ (- (- 0 b) (sqrt d)) 2)) (t1 (/ (+ (- 0 b) (sqrt d)) 2))) (if (and (< t0 0) (< t1 0)) inf (if (< t0 t1) t0 t1)))) ;descriminent (define (dscrm b c) (- (* b b) (* 4 c))) ;main intersect loop (define (intersect v o n c d) (if (eq? c (vl o)) (if (eq? d inf) (vector 0 n v) (vector d n v)) (let ((newd (sphere-dis v (vr o c)))) (if (< d newd) (intersect v o n (+ 1 c) d) (intersect v o c (+ c 1) newd))))) ;sphere normal (define (sphr-norm d) (if (eq? 0 (vr0 d)) (vector 0 0 0) (let ( (p (vmul (vr2 d) (vr0 d))) (o (vr spheres (vr1 d)))) (norm (vsub p o))))) ;diffuse shading (define (shade n) (- (dp n light))) (define (dither c) (if (> (* c 70) (random 100)) 1 0)) (define (write-pixel x y c) (move x y) (let ((newc (dither c))) (set-fg newc) (set-bg newc) (draw x y))) ;normalize vector (define (norm v) (let ((len (vlength v))) (vector (/ (vr0 v) len) (/ (vr1 v) len) (/ (vr2 v) len)))) ;subtract vectors (define (vsub a b) (vector (- (vr0 a) (vr0 b)) (- (vr1 a) (vr1 b)) (- (vr2 a) (vr2 b)))) ;scalar multiply vector (define (vmul v s) (vector (* s (vr0 v)) (* s (vr1 v)) (* s (vr2 v)))) ;dot product (define (dp a b) (+ (* (vr0 a) (vr0 b)) (* (vr1 a) (vr1 b)) (* (vr2 a) (vr2 b)))) ;vector length (define (vlength v) (sqrt (+ (expt (vr0 v) 2) (expt (vr1 v) 2) (expt (vr2 v) 2)))) ;shortcuts (define (vr0 v) (vector-ref v 0)) (define (vr1 v) (vector-ref v 1)) (define (vr2 v) (vector-ref v 2)) (define (vr v n) (vector-ref v n)) (define (vl v) (vector-length v)) (define resx2 0);set later (define resy2 0);set later (define resx 50) (define resy 50) (define inf 100) ;incoming light vector (define light (vector 1 -1 1)) ; spheres are x, y, z, radius (define spheres (vector (vector 0 0 5 1) (vector 1 1 3 1)))