Now, how about several spheres?
This part is corresponding to Ray Tracing In One Weekend: Surface Normals and Multiple Objects.
To add multiple objects, we need some abstractions, see:
function GenerateColor(ray: Ray, world: World) {
const record = world.hit(ray, { min: 0, max: Number.MAX_SAFE_INTEGER });
if (record) {
const { normal } = record;
return new Vector3(
0.5 * (normal.x + 1),
0.5 * (-normal.y + 1),
0.5 * (-normal.z + 1)
);
}
const unitDirection = ray.direction.clone().normalize();
const t = 0.5 * (unitDirection.y + 1);
const blend = new Vector3(0.5, 0.7, 1.0).lerp(new Vector3(1, 1, 1), t);
return blend;
}
function RenderImage(canvas: HTMLCanvasElement, generateColor: (ray: Ray, world: World) => Vector3) {
const topLeftCorner = new Vector3(-2, -1, 1);
const horizontal = new Vector3(4, 0, 0);
const vertical = new Vector3(0, 2, 0);
const origin = new Vector3(0, 0, 0);
const width = canvas.width;
const height = canvas.height
const context = canvas.getContext('2d');
const imageData = context.getImageData(0, 0, width, height);
const world = new World()
.addObject(new Sphere(new Vector3(0, 0, 1), 0.5))
.addObject(new Sphere(new Vector3(0, 100.5, 1), 100));
for (let x = 0; x < width; ++x) {
for (let y = 0; y < height; ++y) {
const u = x / width;
const v = y / height;
const direction = topLeftCorner.clone()
.addScaledVector(horizontal, u)
.addScaledVector(vertical, v);
const ray = new Ray(origin, direction);
const color: Vector3 = generateColor(ray, world);
const n = (y * width + x) * 4;
imageData.data[n] = color.x * 255;
imageData.data[n + 1] = color.y * 255;
imageData.data[n + 2] = color.z * 255;
imageData.data[n + 3] = 255;
}
}
context.putImageData(imageData, 0, 0);
}
import { onMount } from 'svelte';
import { Vector3, Ray } from 'three';
import { World } from '../../common/world.js';
import { Sphere } from '../../common/sphere.js';
export default function Section() {
let canvas: HTMLCanvasElement;
onMount(() => {
function generateColor(ray: Ray, world: World) {
//@ts-ignore
<GenerateColor />;
};
//@ts-ignore
<RenderImage />;
});
let width = 600;
let height = 300;
<div class="container">
<canvas bindRef={canvas} width={width} height={height}></canvas>
</div>
}