refactor. ich habe den teil aus dem exampleSphere rausgezogen der generell gebraucht wird. displaySzene() nimmt eine szene an und lässt den raytracer fr jeden Pixel laufen

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any
2026-07-29 21:13:54 +02:00
parent fb44398c24
commit 1742d7d0f5
8 changed files with 90 additions and 63 deletions
+3 -1
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@@ -16,4 +16,6 @@ add_executable(Raytracer main.c
raytrace.c raytrace.c
raytrace.h raytrace.h
vectorOp.c vectorOp.c
vectorOp.h) vectorOp.h
interface.c
interface.h)
+16 -52
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@@ -7,22 +7,23 @@
#include "vectorOp.h" #include "vectorOp.h"
#include "raytrace.h" #include "raytrace.h"
#include <stdlib.h> #include <stdlib.h>
#include "interface.h"
void example_color(int width, int height, int channels, unsigned char *image) { void example_color(int width, int height, int channels, unsigned char **image) {
for (int i = 0; i < height * width; i++) { for (int i = 0; i < height * width; i++) {
int step = i *channels; int step = i *channels;
int x = i % width; int x = i % width;
int y = i / width; int y = i / width;
image[step] = 0 + (int)((((double)x)/width) * 255); (*image)[step] = 0 + (int)((((double)x)/width) * 255);
image[step+1] = 0 + (int)((((double)y)/width) * 255); (*image)[step+1] = 0 + (int)((((double)y)/width) * 255);
image[step+2] = 0; (*image)[step+2] = 0;
if (channels == 4) { if (channels == 4) {
image[step+3] = 255; (*image)[step+3] = 255;
} }
} }
} }
void exampleSphere( int width, int height, int channels, unsigned char *image) { void exampleSphere( int width, int height, int channels, unsigned char **image) {
camera cam1; camera cam1;
cam1.origin.x = 0; cam1.origin.x = 0;
cam1.origin.y = 0; cam1.origin.y = 0;
@@ -37,58 +38,21 @@ void exampleSphere( int width, int height, int channels, unsigned char *image) {
cam1.height = 1.080; cam1.height = 1.080;
vec3 sphereOrigin = (vec3){0,0,5}; vec3 sphereOrigin = (vec3){0,0,5};
double sphereRadius = 1.0; double sphereRadius = 1.0;
sphere obj1 = (sphere){sphereOrigin, sphereRadius}; sphere obj1 = (sphere){sphereOrigin, sphereRadius,(RGBA){1,0.5,1,1},0};
sphere **objectList = (sphere **) calloc(4+1, sizeof(sphere*));; sphere **objectList = (sphere **) calloc(5+1, sizeof(sphere*));;
objectList[0] = &obj1; objectList[0] = &obj1;
sphere obj2 = (sphere){vec3Add(sphereOrigin, (vec3){3,0,0}), sphereRadius}; sphere obj2 = (sphere){vec3Add(sphereOrigin, (vec3){3,0,0}), sphereRadius, (RGBA){1,1,0.5,1},0};
objectList[1] = &obj2; objectList[1] = &obj2;
sphere obj3 = (sphere){vec3Add(sphereOrigin, (vec3){-3,0,0}), sphereRadius}; sphere obj3 = (sphere){vec3Add(sphereOrigin, (vec3){-2,1,0}), sphereRadius, (RGBA){1,1,1,1},0};
objectList[2] = &obj3; objectList[2] = &obj3;
sphere obj4 = (sphere){vec3Add(sphereOrigin, (vec3){1,1,3}), sphereRadius}; sphere obj4 = (sphere){vec3Add(sphereOrigin, (vec3){1,1,3}), sphereRadius, (RGBA){0.5,1,1,1},0};
objectList[3] = &obj4; objectList[3] = &obj4;
sphere light1 = (sphere){(vec3){2,1,0}, sphereRadius, (RGBA){1,1,1,1},1};
objectList[4] = &light1;
int objectCount = 5;
vec3 worldUp = (vec3){0, 1, 0};
vec3 screenX = vec3Cross(worldUp, cam1.direction);
vec3 screenY = vec3Cross(screenX, cam1.direction);
vec3 screenMiddlePoint = vec3Add(cam1.origin, vec3Scale(cam1.direction, cam1.screenDistance));
vec3 screenTopLeft = vec3Add(
vec3Add(screenMiddlePoint,
vec3Scale(screenY, -cam1.height/2.0)),///////////////////////////////////////////////////////////////////////////////////////////////////////////////aendern minus weg
vec3Scale(screenX, -cam1.width/2.0)
);
double pixelStepX = cam1.width / cam1.resolutionX;
double pixelStepY = cam1.height / cam1.resolutionY;
vec3 vecPixelStepX = vec3Scale(screenX, pixelStepX);
vec3 vecPixelStepY = vec3Scale(screenY, pixelStepY);
for (int i = 0; i < height * width; i++) {
int step = i *channels;
int x = i % width;
int y = i / width;
RGBA pixelColor;
vec3 *pixelOrigin = (vec3 *)malloc(sizeof(vec3)); displaySzene(objectList, objectCount, cam1, width, height, channels, image);
*pixelOrigin = vec3Add(screenTopLeft,
vec3Add(
vec3Scale(vecPixelStepX, x),
vec3Scale(vecPixelStepY, y)
)
);
ray *lightRay = (ray *)malloc(sizeof(ray));;
lightRay->origin = cam1.origin;
lightRay->direction = vec3Normalize(vec3Subtract(*pixelOrigin, cam1.origin));
pixelColor = raytraceSphere(objectList, lightRay);
free(pixelOrigin);
free(lightRay);
image[step] = (int)(pixelColor.r * 255.0);
image[step+1] = (int)(pixelColor.g * 255.0);
image[step+2] = (int)(pixelColor.b * 255.0);
if (channels == 4) {
image[step+3] = 255;
}
}
free(objectList); free(objectList);
} }
+2 -2
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@@ -1,2 +1,2 @@
void example_color(int, int, int, unsigned char *); void example_color(int, int, int, unsigned char **);
void exampleSphere(int, int, int, unsigned char *); void exampleSphere(int, int, int, unsigned char **);
+56
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@@ -0,0 +1,56 @@
//
// Created by ary on 29.07.2026.
//
#include "interface.h"
#include "examples.h"
#include "structs.h"
#include "vectorOp.h"
#include "raytrace.h"
#include <stdlib.h>
void displaySzene(sphere **objectList, int objectCount, camera cam1, int width, int height, int channels, unsigned char **image) {
const vec3 worldUp = (vec3){0, 1, 0};
vec3 screenX = vec3Cross(worldUp, cam1.direction);
vec3 screenY = vec3Cross(screenX, cam1.direction);
vec3 screenMiddlePoint = vec3Add(cam1.origin, vec3Scale(cam1.direction, cam1.screenDistance));
vec3 screenTopLeft = vec3Add(
vec3Add(screenMiddlePoint,
vec3Scale(screenY, -cam1.height/2.0)),///////////////////////////////////////////////////////////////////////////////////////////////////////////////aendern minus weg
vec3Scale(screenX, -cam1.width/2.0)
);
double pixelStepX = cam1.width / cam1.resolutionX;
double pixelStepY = cam1.height / cam1.resolutionY;
vec3 vecPixelStepX = vec3Scale(screenX, pixelStepX);
vec3 vecPixelStepY = vec3Scale(screenY, pixelStepY);
for (int i = 0; i < height * width; i++) {
int step = i *channels;
int x = i % width;
int y = i / width;
RGBA pixelColor;
vec3 *pixelOrigin = (vec3 *)malloc(sizeof(vec3));
*pixelOrigin = vec3Add(screenTopLeft,
vec3Add(
vec3Scale(vecPixelStepX, x),
vec3Scale(vecPixelStepY, y)
)
);
ray *lightRay = (ray *)malloc(sizeof(ray));;
lightRay->origin = cam1.origin;
lightRay->direction = vec3Normalize(vec3Subtract(*pixelOrigin, cam1.origin));
pixelColor = raytraceSphere(objectList, lightRay);
free(pixelOrigin);
free(lightRay);
(*image)[step] = (int)(pixelColor.r * 255.0);
(*image)[step+1] = (int)(pixelColor.g * 255.0);
(*image)[step+2] = (int)(pixelColor.b * 255.0);
if (channels == 4) {
(*image)[step+3] = 255;
}
}
}
+4
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@@ -0,0 +1,4 @@
#pragma once
#include "structs.h"
void displaySzene(sphere **objectList, int objectCount, camera cam1, int width, int height, int channels, unsigned char **image);
+1 -1
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@@ -28,7 +28,7 @@ int main() {
//example_color(width, height, channels, image); //example_color(width, height, channels, image);
exampleSphere(width, height, channels, image); exampleSphere(width, height, channels, &image);
stbi_write_png("C:/Users/ary/CLionProjects/Raytracer/test.png", width, height, channels, image, width * channels); stbi_write_png("C:/Users/ary/CLionProjects/Raytracer/test.png", width, height, channels, image, width * channels);
+7 -6
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@@ -14,12 +14,6 @@ struct ray {
vec3 direction; vec3 direction;
}; typedef struct ray ray; }; typedef struct ray ray;
struct sphere {
vec3 origin;
double radius;
double luminance;
}; typedef struct sphere sphere;
struct camera { struct camera {
vec3 origin; vec3 origin;
vec3 direction; vec3 direction;
@@ -33,3 +27,10 @@ struct camera {
struct rgba { struct rgba {
double r, g, b, a; double r, g, b, a;
}; typedef struct rgba RGBA; }; typedef struct rgba RGBA;
struct sphere {
vec3 origin;
double radius;
RGBA color;
int isLight;
}; typedef struct sphere sphere;
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