NON WORKING

absoluter clutter beim versuch quads zu implementieren. refactor absolut noetig
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any
2026-07-30 22:16:18 +02:00
parent 9681137e5a
commit 91bb170b23
4 changed files with 112 additions and 18 deletions
+68 -17
View File
@@ -7,7 +7,7 @@
#include <math.h>
#define epsilon 1e-8
RGBA raytraceSphere(sphere **objectList, ray *lightray) {
RGBA raytraceSphere(sphere **sphereList, int sphereCount, quad **quadList, int quadCount, ray *lightray) {
RGBA pixel = (RGBA){0,0,0,0};
#define lightBounces 3
//sphere **spheresHitList = (sphere **)calloc( (lightBounces + 1),sizeof(sphere*) );
@@ -19,45 +19,96 @@ RGBA raytraceSphere(sphere **objectList, ray *lightray) {
for (int k = 0; k < raysPerPixel; k++) {
sphere *spheresHitList[lightBounces + 1] = {0};
quad *quadHitList[lightBounces + 1] = {0};
vec3 spheresNormalList[lightBounces + 1] = {0};
*lightray = originalRay;
RGBA tempPixel = (RGBA){1,1,1,1};
sphere *nearestSphere = nullptr;
quad *nearestQuad = nullptr;
vec3 nearestCollisionPoint = {10000,10000,10000};
RGBA objectColorList[lightBounces + 1] = {0};
for (int j = 0; j <= lightBounces; j++) {
nearestSphere = nullptr;
double nearestSphereDistance = 10000000;
nearestQuad = nullptr;
double nearestQuadDistance = 10000000;
nearestCollisionPoint = (vec3){10000,10000,10000};
for (int i = 0; i < 100 && objectList[i] != nullptr; i++) {
vec3 collisionPoint = collisionPointSphere(lightray, objectList[i]);
for (int i = 0; i < sphereCount; i++) {
vec3 collisionPoint = collisionPointSphere(lightray, sphereList[i]);
double collisionPointDistance = 1000000;
if (collisionPoint.x == -10000000) {
}
else{
if (vec3Length(vec3Subtract(collisionPoint, lightray->origin)) < vec3Length(vec3Subtract(nearestCollisionPoint, lightray->origin))) {
collisionPointDistance = vec3Length(vec3Subtract(collisionPoint, lightray->origin));
if (collisionPointDistance < vec3Length(vec3Subtract(nearestCollisionPoint, lightray->origin))) {
nearestCollisionPoint = collisionPoint;
nearestSphere = objectList[i];
nearestSphere = sphereList[i];
nearestSphereDistance = collisionPointDistance;
}
}
}
for (int i = 0; i < quadCount; i++) {
vec3 collisionPoint = collisionQuad(lightray, quadList[i]);
double collisionPointDistance = 1000000;
if (collisionPoint.x == -10000000) {
if (nearestSphere != nullptr) {
spheresHitList[j] = nearestSphere;
sphereNormal = vec3Scale(vec3Subtract(nearestCollisionPoint, nearestSphere->origin), 1/(nearestSphere->radius));////////////////////////////// optimize, schreibe divide vector funktion
spheresNormalList[j] = sphereNormal;
//diffus:
lightray->direction = vec3Add(sphereNormal, randUnitVector());
if (fabs(lightray->direction.x ) <= epsilon || fabs(lightray->direction.y ) <= epsilon || fabs(lightray->direction.z) <= epsilon) {
lightray->direction = sphereNormal;
}
//reflektion:
//lightray->direction = vec3Add(lightray->direction, vec3Scale(sphereNormal, 2));
lightray->origin = nearestCollisionPoint;
else{
collisionPointDistance = vec3Length(vec3Subtract(collisionPoint, lightray->origin));
if (collisionPointDistance < vec3Length(vec3Subtract(nearestCollisionPoint, lightray->origin))) {
nearestCollisionPoint = collisionPoint;
nearestQuad = quadList[i];
nearestQuadDistance = collisionPointDistance;
}
}
}
if (nearestQuadDistance > nearestSphereDistance) {
if (nearestSphere != nullptr) {
objectColorList[j] = nearestSphere->color;
spheresHitList[j] = nearestSphere;
sphereNormal = vec3Scale(vec3Subtract(nearestCollisionPoint, nearestSphere->origin), 1/(nearestSphere->radius));////////////////////////////// optimize, schreibe divide vector funktion
spheresNormalList[j] = sphereNormal;
//diffus:
lightray->direction = vec3Add(sphereNormal, randUnitVector());
if (fabs(lightray->direction.x ) <= epsilon || fabs(lightray->direction.y ) <= epsilon || fabs(lightray->direction.z) <= epsilon) {
lightray->direction = sphereNormal;
}
//reflektion:
//lightray->direction = vec3Add(lightray->direction, vec3Scale(sphereNormal, 2));
lightray->origin = nearestCollisionPoint;
}
else {
sphereNormal = (vec3){1,1,1};
}
}
else {
sphereNormal = (vec3){1,1,1};
if (nearestQuad != nullptr) {
objectColorList[j] = nearestQuad->color;
quadHitList[j] = nearestQuad;
//diffus:
lightray->direction = vec3Add(nearestQuad->normal, randUnitVector());
if (fabs(lightray->direction.x ) <= epsilon || fabs(lightray->direction.y ) <= epsilon || fabs(lightray->direction.z) <= epsilon) {
lightray->direction = nearestQuad->normal;
}
//reflektion:
//lightray->direction = vec3Add(lightray->direction, vec3Scale(sphereNormal, 2));
lightray->origin = nearestCollisionPoint;
}
else {
//sphereNormal = (vec3){1,1,1};
}
}
}
int firstLightHitIndex = -1;