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feat: add primitive raytracing
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.python-version
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.python-version
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3.11.11
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215
code/main.py
215
code/main.py
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from OpenGL.GL import *
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from OpenGL.GLUT import *
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from OpenGL.GL.shaders import compileProgram, compileShader
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import numpy as np
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import matplotlib.pyplot as plt
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# Vertex shader
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VERTEX_SHADER = """
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#version 330
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in vec3 position;
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in vec3 color;
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out vec3 vertexColor;
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void main() {
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gl_Position = vec4(position, 1.0);
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vertexColor = color;
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}
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"""
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w = 400
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h = 300
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# Fragment shader
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FRAGMENT_SHADER = """
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#version 330
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in vec3 vertexColor;
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out vec4 fragColor;
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void main() {
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fragColor = vec4(vertexColor, 1.0);
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}
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"""
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def normalize(x):
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x /= np.linalg.norm(x)
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return x
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# Define vertices and colors
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vertices = np.array([
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# Positions # Colors
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0.0, 0.5, 0.0, 1.0, 0.0, 0.0, # Top (red)
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-0.5, -0.5, 0.0, 0.0, 1.0, 0.0, # Bottom-left (green)
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0.5, -0.5, 0.0, 0.0, 0.0, 1.0 # Bottom-right (blue)
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], dtype=np.float32)
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def intersect_plane(O, D, P, N):
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# Return the distance from O to the intersection of the ray (O, D) with the
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# plane (P, N), or +inf if there is no intersection.
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# O and P are 3D points, D and N (normal) are normalized vectors.
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denom = np.dot(D, N)
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if np.abs(denom) < 1e-6:
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return np.inf
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d = np.dot(P - O, N) / denom
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if d < 0:
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return np.inf
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return d
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# Initialize OpenGL
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def init():
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global shader, VAO
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def intersect_sphere(O, D, S, R):
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# Return the distance from O to the intersection of the ray (O, D) with the
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# sphere (S, R), or +inf if there is no intersection.
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# O and S are 3D points, D (direction) is a normalized vector, R is a scalar.
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a = np.dot(D, D)
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OS = O - S
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b = 2 * np.dot(D, OS)
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c = np.dot(OS, OS) - R * R
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disc = b * b - 4 * a * c
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if disc > 0:
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distSqrt = np.sqrt(disc)
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q = (-b - distSqrt) / 2.0 if b < 0 else (-b + distSqrt) / 2.0
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t0 = q / a
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t1 = c / q
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t0, t1 = min(t0, t1), max(t0, t1)
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if t1 >= 0:
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return t1 if t0 < 0 else t0
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return np.inf
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# Compile shaders
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shader = compileProgram(
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compileShader(VERTEX_SHADER, GL_VERTEX_SHADER),
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compileShader(FRAGMENT_SHADER, GL_FRAGMENT_SHADER)
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)
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def intersect(O, D, obj):
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if obj['type'] == 'plane':
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return intersect_plane(O, D, obj['position'], obj['normal'])
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elif obj['type'] == 'sphere':
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return intersect_sphere(O, D, obj['position'], obj['radius'])
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# Generate VAO and VBO
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VAO = glGenVertexArrays(1)
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VBO = glGenBuffers(1)
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def get_normal(obj, M):
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# Find normal.
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if obj['type'] == 'sphere':
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N = normalize(M - obj['position'])
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elif obj['type'] == 'plane':
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N = obj['normal']
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return N
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def get_color(obj, M):
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color = obj['color']
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if not hasattr(color, '__len__'):
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color = color(M)
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return color
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glBindVertexArray(VAO)
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def trace_ray(rayO, rayD):
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# Find first point of intersection with the scene.
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t = np.inf
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for i, obj in enumerate(scene):
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t_obj = intersect(rayO, rayD, obj)
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if t_obj < t:
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t, obj_idx = t_obj, i
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# Return None if the ray does not intersect any object.
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if t == np.inf:
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return
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# Find the object.
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obj = scene[obj_idx]
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# Find the point of intersection on the object.
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M = rayO + rayD * t
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# Find properties of the object.
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N = get_normal(obj, M)
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color = get_color(obj, M)
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toL = normalize(L - M)
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toO = normalize(O - M)
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# Shadow: find if the point is shadowed or not.
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l = [intersect(M + N * .0001, toL, obj_sh)
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for k, obj_sh in enumerate(scene) if k != obj_idx]
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if l and min(l) < np.inf:
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return
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# Start computing the color.
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col_ray = ambient
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# Lambert shading (diffuse).
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col_ray += obj.get('diffuse_c', diffuse_c) * max(np.dot(N, toL), 0) * color
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# Blinn-Phong shading (specular).
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col_ray += obj.get('specular_c', specular_c) * max(np.dot(N, normalize(toL + toO)), 0) ** specular_k * color_light
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return obj, M, N, col_ray
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glBindBuffer(GL_ARRAY_BUFFER, VBO)
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glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices, GL_STATIC_DRAW)
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def add_sphere(position, radius, color):
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return dict(type='sphere', position=np.array(position),
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radius=np.array(radius), color=np.array(color), reflection=.5)
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def add_plane(position, normal):
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return dict(type='plane', position=np.array(position),
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normal=np.array(normal),
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color=lambda M: (color_plane0
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if (int(M[0] * 2) % 2) == (int(M[2] * 2) % 2) else color_plane1),
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diffuse_c=.75, specular_c=.5, reflection=.25)
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# List of objects.
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color_plane0 = 1. * np.ones(3)
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color_plane1 = 0. * np.ones(3)
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scene = [add_sphere([.75, .1, 1.], .6, [1., 0., 0.]),
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add_sphere([-.75, .1, 2.25], .6, [0., 1., 0.]),
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add_sphere([-2.75, .1, 3.5], .6, [0., 0., 1.]),
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add_plane([0., -.5, 0.], [0., 1., 0.]),
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]
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# Position attribute
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * vertices.itemsize, None)
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glEnableVertexAttribArray(0)
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# Light position and color.
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L = np.array([5., 5., -10.])
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color_light = np.ones(3)
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# Color attribute
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * vertices.itemsize, ctypes.c_void_p(3 * vertices.itemsize))
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glEnableVertexAttribArray(1)
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# Default light and material parameters.
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ambient = .05
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diffuse_c = 1.
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specular_c = 1.
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specular_k = 50
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glBindBuffer(GL_ARRAY_BUFFER, 0)
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glBindVertexArray(0)
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depth_max = 5 # Maximum number of light reflections.
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col = np.zeros(3) # Current color.
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O = np.array([0., 0.35, -1.]) # Camera.
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Q = np.array([0., 0., 0.]) # Camera pointing to.
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img = np.zeros((h, w, 3))
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# Render function
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def display():
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glClear(GL_COLOR_BUFFER_BIT)
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glUseProgram(shader)
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glBindVertexArray(VAO)
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glDrawArrays(GL_TRIANGLES, 0, 3)
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glBindVertexArray(0)
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glUseProgram(0)
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glutSwapBuffers()
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r = float(w) / h
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# Screen coordinates: x0, y0, x1, y1.
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S = (-1., -1. / r + .25, 1., 1. / r + .25)
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# Main function
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def main():
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glutInit()
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glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB)
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glutCreateWindow(b"PyOpenGL Triangle")
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glutInitWindowSize(800, 600)
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glutDisplayFunc(display)
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init()
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glutMainLoop()
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# Loop through all pixels.
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for i, x in enumerate(np.linspace(S[0], S[2], w)):
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if i % 10 == 0:
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print(i / float(w) * 100, "%")
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for j, y in enumerate(np.linspace(S[1], S[3], h)):
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col[:] = 0
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Q[:2] = (x, y)
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D = normalize(Q - O)
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depth = 0
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rayO, rayD = O, D
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reflection = 1.
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# Loop through initial and secondary rays.
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while depth < depth_max:
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traced = trace_ray(rayO, rayD)
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if not traced:
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break
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obj, M, N, col_ray = traced
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# Reflection: create a new ray.
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rayO, rayD = M + N * .0001, normalize(rayD - 2 * np.dot(rayD, N) * N)
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depth += 1
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col += reflection * col_ray
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reflection *= obj.get('reflection', 1.)
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img[h - j - 1, i, :] = np.clip(col, 0, 1)
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if __name__ == "__main__":
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main()
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plt.imsave('fig.png', img)
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@ -1,4 +1,5 @@
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glfw
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numpy
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pyrr
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PyOpenGL
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PyOpenGL
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matplotlib
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