szene mit vier roten kugeln aufgebaut. der renderer unterstuetzt jetzt bis zu 100 objekte
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+3
-3
@@ -4,9 +4,9 @@
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vec3 collisionPointSphere(ray *lightray, sphere *object)
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{
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vec3 collisionPoint;
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collisionPoint.x = -1;
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collisionPoint.y = -1;
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collisionPoint.z = -1;
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collisionPoint.x = -10000000;
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collisionPoint.y = -10000000;
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collisionPoint.z = -10000000;
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double a = lightray->direction.x * lightray->direction.x + lightray->direction.y * lightray->direction.y + lightray->direction.z * lightray->direction.z;
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double b = 2 * ((lightray->direction.x * (lightray->origin.x - object->origin.x)) + (lightray->direction.y * (lightray->origin.y - object->origin.y)) + (lightray->direction.z * (lightray->origin.z - object->origin.z)));
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double c = (lightray->origin.x * lightray->origin.x + object->origin.x * object->origin.x - 2 * lightray->origin.x * object->origin.x)
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+13
-4
@@ -36,8 +36,16 @@ void exampleSphere( int width, int height, int channels, unsigned char *image) {
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cam1.width = 1.920;
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cam1.height = 1.080;
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vec3 sphereOrigin = (vec3){0,0,5};
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double sphereRadius = 2.0;
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sphere obj = (sphere){sphereOrigin, sphereRadius};
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double sphereRadius = 1.0;
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sphere obj1 = (sphere){sphereOrigin, sphereRadius};
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sphere **objectList = (sphere **) calloc(4+1, sizeof(sphere*));;
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objectList[0] = &obj1;
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sphere obj2 = (sphere){vec3Add(sphereOrigin, (vec3){3,0,0}), sphereRadius};
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objectList[1] = &obj2;
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sphere obj3 = (sphere){vec3Add(sphereOrigin, (vec3){-3,0,0}), sphereRadius};
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objectList[2] = &obj3;
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sphere obj4 = (sphere){vec3Add(sphereOrigin, (vec3){1,1,3}), sphereRadius};
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objectList[3] = &obj4;
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vec3 worldUp = (vec3){0, 1, 0};
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vec3 screenX = vec3Cross(worldUp, cam1.direction);
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@@ -45,7 +53,7 @@ void exampleSphere( int width, int height, int channels, unsigned char *image) {
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vec3 screenMiddlePoint = vec3Add(cam1.origin, vec3Scale(cam1.direction, cam1.screenDistance));
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vec3 screenTopLeft = vec3Add(
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vec3Add(screenMiddlePoint,
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vec3Scale(screenY, -cam1.height/2.0)),
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vec3Scale(screenY, -cam1.height/2.0)),///////////////////////////////////////////////////////////////////////////////////////////////////////////////aendern minus weg
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vec3Scale(screenX, -cam1.width/2.0)
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);
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double pixelStepX = cam1.width / cam1.resolutionX;
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@@ -71,7 +79,7 @@ void exampleSphere( int width, int height, int channels, unsigned char *image) {
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lightRay->direction = vec3Normalize(vec3Subtract(*pixelOrigin, cam1.origin));
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pixelColor = raytraceSphere(&obj, lightRay);
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pixelColor = raytraceSphere(objectList, lightRay);
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free(pixelOrigin);
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free(lightRay);
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@@ -82,4 +90,5 @@ void exampleSphere( int width, int height, int channels, unsigned char *image) {
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image[step+3] = 255;
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}
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}
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free(objectList);
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}
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+28
-10
@@ -1,18 +1,36 @@
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#include <stdlib.h>
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#include "structs.h"
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#include "collision.h"
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#include "vectorOp.h"
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#define MAXSPHERES 100
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RGBA raytraceSphere(sphere *obj, ray *lightray) {
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RGBA pixel;
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pixel.r = 0;
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pixel.g = 0;
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pixel.b = 0;
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pixel.a = 1;
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RGBA raytraceSphere(sphere **objectList, ray *lightray) {
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RGBA pixel = (RGBA){0,0,0,1};
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const int lightBounces = 1;
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sphere **spheresHitList = (sphere **)calloc( (lightBounces + 1),sizeof(sphere*) );
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vec3 collisionPoint = collisionPointSphere(lightray, obj);
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if (collisionPoint.x == -1) {return pixel;}
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vec3 sphereNormal = vec3Normalize(vec3Subtract(collisionPoint, obj->origin));
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pixel.r = -vec3Product(sphereNormal, lightray->direction);
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sphere *nearestSphere = nullptr;
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vec3 nearestCollisionPoint = {10000,10000,10000};
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for (int i = 0; i < 100 && objectList[i] != nullptr; i++) {
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vec3 collisionPoint = collisionPointSphere(lightray, objectList[i]);
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if (collisionPoint.x == -10000000) {
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}
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else{
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if (vec3Length(collisionPoint)< vec3Length(nearestCollisionPoint)) {
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nearestCollisionPoint = collisionPoint;
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nearestSphere = objectList[i];
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}
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}
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}
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if (nearestSphere != nullptr) {
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vec3 sphereNormal = vec3Normalize(vec3Subtract(nearestCollisionPoint, nearestSphere->origin));
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pixel.r = -vec3Product(sphereNormal, lightray->direction);
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}
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free(spheresHitList);
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return pixel;
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}
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+1
-1
@@ -1,4 +1,4 @@
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#pragma once
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#include "structs.h"
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RGBA raytraceSphere(sphere *, ray *);
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RGBA raytraceSphere(sphere **, ray *);
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