var Vector = /** @class */ (function () { function Vector(x, y, z) { this.x = x; this.y = y; this.z = z; } Vector.times = function (k, v) { return new Vector(k * v.x, k * v.y, k * v.z); }; Vector.minus = function (v1, v2) { return new Vector(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z); }; Vector.plus = function (v1, v2) { return new Vector(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z); }; Vector.dot = function (v1, v2) { return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z; }; Vector.mag = function (v) { return Math.sqrt(v.x * v.x + v.y * v.y + v.z * v.z); }; Vector.norm = function (v) { var mag = Vector.mag(v); var div = (mag === 0) ? Infinity : 1.0 / mag; return Vector.times(div, v); }; Vector.cross = function (v1, v2) { return new Vector(v1.y * v2.z - v1.z * v2.y, v1.z * v2.x - v1.x * v2.z, v1.x * v2.y - v1.y * v2.x); }; return Vector; }()); var Color = /** @class */ (function () { function Color(r, g, b) { this.r = r; this.g = g; this.b = b; } Color.scale = function (k, v) { return new Color(k * v.r, k * v.g, k * v.b); }; Color.plus = function (v1, v2) { return new Color(v1.r + v2.r, v1.g + v2.g, v1.b + v2.b); }; Color.times = function (v1, v2) { return new Color(v1.r * v2.r, v1.g * v2.g, v1.b * v2.b); }; Color.toDrawingColor = function (c) { var legalize = function (d) { return d > 1 ? 1 : d; }; return { r: Math.floor(legalize(c.r) * 255), g: Math.floor(legalize(c.g) * 255), b: Math.floor(legalize(c.b) * 255) }; }; Color.white = new Color(1.0, 1.0, 1.0); Color.grey = new Color(0.5, 0.5, 0.5); Color.black = new Color(0.0, 0.0, 0.0); Color.background = Color.black; Color.defaultColor = Color.black; return Color; }()); var Camera = /** @class */ (function () { function Camera(pos, lookAt) { this.pos = pos; var down = new Vector(0.0, -1.0, 0.0); this.forward = Vector.norm(Vector.minus(lookAt, this.pos)); this.right = Vector.times(1.5, Vector.norm(Vector.cross(this.forward, down))); this.up = Vector.times(1.5, Vector.norm(Vector.cross(this.forward, this.right))); } return Camera; }()); var Sphere = /** @class */ (function () { function Sphere(center, radius, surface) { this.center = center; this.surface = surface; this.radius2 = radius * radius; } Sphere.prototype.normal = function (pos) { return Vector.norm(Vector.minus(pos, this.center)); }; Sphere.prototype.intersect = function (ray) { var eo = Vector.minus(this.center, ray.start); var v = Vector.dot(eo, ray.dir); var dist = 0; if (v >= 0) { var disc = this.radius2 - (Vector.dot(eo, eo) - v * v); if (disc >= 0) { dist = v - Math.sqrt(disc); } } if (dist === 0) { return null; } else { return { thing: this, ray: ray, dist: dist }; } }; return Sphere; }()); var Plane = /** @class */ (function () { function Plane(norm, offset, surface) { this.surface = surface; this.normal = function (pos) { return norm; }; this.intersect = function (ray) { var denom = Vector.dot(norm, ray.dir); if (denom > 0) { return null; } else { var dist = (Vector.dot(norm, ray.start) + offset) / (-denom); return { thing: this, ray: ray, dist: dist }; } }; } return Plane; }()); var Surfaces; (function (Surfaces) { Surfaces.shiny = { diffuse: function (pos) { return Color.white; }, specular: function (pos) { return Color.grey; }, reflect: function (pos) { return 0.7; }, roughness: 250 }; Surfaces.checkerboard = { diffuse: function (pos) { if ((Math.floor(pos.z) + Math.floor(pos.x)) % 2 !== 0) { return Color.white; } else { return Color.black; } }, specular: function (pos) { return Color.white; }, reflect: function (pos) { if ((Math.floor(pos.z) + Math.floor(pos.x)) % 2 !== 0) { return 0.1; } else { return 0.7; } }, roughness: 150 }; })(Surfaces || (Surfaces = {})); var RayTracer = /** @class */ (function () { function RayTracer() { this.maxDepth = 5; } RayTracer.prototype.intersections = function (ray, scene) { var closest = +Infinity; var closestInter = undefined; for (var i in scene.things) { var inter = scene.things[i].intersect(ray); if (inter != null && inter.dist < closest) { closestInter = inter; closest = inter.dist; } } return closestInter; }; RayTracer.prototype.testRay = function (ray, scene) { var isect = this.intersections(ray, scene); if (isect != null) { return isect.dist; } else { return undefined; } }; RayTracer.prototype.traceRay = function (ray, scene, depth) { var isect = this.intersections(ray, scene); if (isect === undefined) { return Color.background; } else { return this.shade(isect, scene, depth); } }; RayTracer.prototype.shade = function (isect, scene, depth) { var d = isect.ray.dir; var pos = Vector.plus(Vector.times(isect.dist, d), isect.ray.start); var normal = isect.thing.normal(pos); var reflectDir = Vector.minus(d, Vector.times(2, Vector.times(Vector.dot(normal, d), normal))); var naturalColor = Color.plus(Color.background, this.getNaturalColor(isect.thing, pos, normal, reflectDir, scene)); var reflectedColor = (depth >= this.maxDepth) ? Color.grey : this.getReflectionColor(isect.thing, pos, normal, reflectDir, scene, depth); return Color.plus(naturalColor, reflectedColor); }; RayTracer.prototype.getReflectionColor = function (thing, pos, normal, rd, scene, depth) { return Color.scale(thing.surface.reflect(pos), this.traceRay({ start: pos, dir: rd }, scene, depth + 1)); }; RayTracer.prototype.getNaturalColor = function (thing, pos, norm, rd, scene) { var _this = this; var addLight = function (col, light) { var ldis = Vector.minus(light.pos, pos); var livec = Vector.norm(ldis); var neatIsect = _this.testRay({ start: pos, dir: livec }, scene); var isInShadow = (neatIsect === undefined) ? false : (neatIsect <= Vector.mag(ldis)); if (isInShadow) { return col; } else { var illum = Vector.dot(livec, norm); var lcolor = (illum > 0) ? Color.scale(illum, light.color) : Color.defaultColor; var specular = Vector.dot(livec, Vector.norm(rd)); var scolor = (specular > 0) ? Color.scale(Math.pow(specular, thing.surface.roughness), light.color) : Color.defaultColor; return Color.plus(col, Color.plus(Color.times(thing.surface.diffuse(pos), lcolor), Color.times(thing.surface.specular(pos), scolor))); } }; return scene.lights.reduce(addLight, Color.defaultColor); }; RayTracer.prototype.render = function (scene, ctx, screenWidth, screenHeight) { var getPoint = function (x, y, camera) { var recenterX = function (x) { return (x - (screenWidth / 2.0)) / 2.0 / screenWidth; }; var recenterY = function (y) { return -(y - (screenHeight / 2.0)) / 2.0 / screenHeight; }; return Vector.norm(Vector.plus(camera.forward, Vector.plus(Vector.times(recenterX(x), camera.right), Vector.times(recenterY(y), camera.up)))); }; for (var y = 0; y < screenHeight; y++) { for (var x = 0; x < screenWidth; x++) { var color = this.traceRay({ start: scene.camera.pos, dir: getPoint(x, y, scene.camera) }, scene, 0); var c = Color.toDrawingColor(color); ctx.fillStyle = "rgb(" + String(c.r) + ", " + String(c.g) + ", " + String(c.b) + ")"; ctx.fillRect(x, y, x + 1, y + 1); } } }; return RayTracer; }()); function defaultScene() { return { things: [new Plane(new Vector(0.0, 1.0, 0.0), 0.0, Surfaces.checkerboard), new Sphere(new Vector(0.0, 1.0, -0.25), 1.0, Surfaces.shiny), new Sphere(new Vector(-1.0, 0.5, 1.5), 0.5, Surfaces.shiny)], lights: [{ pos: new Vector(-2.0, 2.5, 0.0), color: new Color(0.49, 0.07, 0.07) }, { pos: new Vector(1.5, 2.5, 1.5), color: new Color(0.07, 0.07, 0.49) }, { pos: new Vector(1.5, 2.5, -1.5), color: new Color(0.07, 0.49, 0.071) }, { pos: new Vector(0.0, 3.5, 0.0), color: new Color(0.21, 0.21, 0.35) }], camera: new Camera(new Vector(3.0, 2.0, 4.0), new Vector(-1.0, 0.5, 0.0)) }; } function exec() { var canv = document.createElement("canvas"); canv.width = 1000; canv.height = 1000; document.body.appendChild(canv); var ctx = canv.getContext("2d"); var rayTracer = new RayTracer(); return rayTracer.render(defaultScene(), ctx, 1000, 1000); } exec();