NON WORKING

absoluter clutter beim versuch quads zu implementieren. refactor absolut noetig
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2026-07-30 22:16:18 +02:00
parent 9681137e5a
commit 91bb170b23
4 changed files with 112 additions and 18 deletions
+27
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@@ -1,6 +1,7 @@
#include "structs.h" #include "structs.h"
#include "math.h" #include "math.h"
#include "helper.h" #include "helper.h"
#include "vectorOp.h"
vec3 collisionPointSphere(ray *lightray, sphere *object) vec3 collisionPointSphere(ray *lightray, sphere *object)
{ {
@@ -35,3 +36,29 @@ vec3 collisionPointSphere(ray *lightray, sphere *object)
collisionPoint.z = S * lightray->direction.z + lightray->origin.z; collisionPoint.z = S * lightray->direction.z + lightray->origin.z;
return collisionPoint; return collisionPoint;
} }
vec3 collisionPlane(ray *lightray, plane *object) {
vec3 collisionPoint;
double r;
if (vec3Product(lightray->direction, object->normal) >= 0) return (vec3){-10000000, -10000000, -10000000};
r = vec3Product(object->normal, vec3Subtract(object->origin, lightray->origin)) * 1/(vec3Product(lightray->direction, object->normal));
collisionPoint = vec3Add(lightray->origin, vec3Scale(lightray->direction, r));
return collisionPoint;
}
vec3 collisionQuad(ray *lightray, quad *object) {
vec3 collisionPoint;
vec3 corner = vec3Add(vec3Add(object->v1, object->v2),object->origin);
plane Plane = (plane){object->origin, object->normal};
collisionPoint = collisionPlane(lightray, &Plane);
if (collisionPoint.x < corner.x && collisionPoint.y < corner.y && collisionPoint.z < corner.z && collisionPoint.x > object->origin.x && collisionPoint.y > object->origin.y && collisionPoint.z > object->origin.z) {
return collisionPoint;
}
return (vec3){-10000000, -10000000, -10000000};
}
+2
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@@ -2,3 +2,5 @@
#include "structs.h" #include "structs.h"
vec3 collisionPointSphere(ray *, sphere *); vec3 collisionPointSphere(ray *, sphere *);
vec3 collisionQuad(ray *lightray, quad *object);
+68 -17
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@@ -7,7 +7,7 @@
#include <math.h> #include <math.h>
#define epsilon 1e-8 #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}; RGBA pixel = (RGBA){0,0,0,0};
#define lightBounces 3 #define lightBounces 3
//sphere **spheresHitList = (sphere **)calloc( (lightBounces + 1),sizeof(sphere*) ); //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++) { for (int k = 0; k < raysPerPixel; k++) {
sphere *spheresHitList[lightBounces + 1] = {0}; sphere *spheresHitList[lightBounces + 1] = {0};
quad *quadHitList[lightBounces + 1] = {0};
vec3 spheresNormalList[lightBounces + 1] = {0}; vec3 spheresNormalList[lightBounces + 1] = {0};
*lightray = originalRay; *lightray = originalRay;
RGBA tempPixel = (RGBA){1,1,1,1}; RGBA tempPixel = (RGBA){1,1,1,1};
sphere *nearestSphere = nullptr; sphere *nearestSphere = nullptr;
quad *nearestQuad = nullptr;
vec3 nearestCollisionPoint = {10000,10000,10000}; vec3 nearestCollisionPoint = {10000,10000,10000};
RGBA objectColorList[lightBounces + 1] = {0};
for (int j = 0; j <= lightBounces; j++) { for (int j = 0; j <= lightBounces; j++) {
nearestSphere = nullptr; nearestSphere = nullptr;
double nearestSphereDistance = 10000000;
nearestQuad = nullptr;
double nearestQuadDistance = 10000000;
nearestCollisionPoint = (vec3){10000,10000,10000}; 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) { if (collisionPoint.x == -10000000) {
} }
else{ 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; 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: else{
//lightray->direction = vec3Add(lightray->direction, vec3Scale(sphereNormal, 2)); collisionPointDistance = vec3Length(vec3Subtract(collisionPoint, lightray->origin));
lightray->origin = nearestCollisionPoint; 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 { 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; int firstLightHitIndex = -1;
+14
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@@ -34,3 +34,17 @@ struct sphere {
RGBA color; RGBA color;
int isLight; int isLight;
}; typedef struct sphere sphere; }; typedef struct sphere sphere;
struct plane {
vec3 origin;
vec3 normal;
}; typedef struct plane plane;
struct quad {
vec3 origin;
vec3 v1;
vec3 v2;
vec3 normal;
RGBA color;
int isLight;
}; typedef struct quad quad;