NON WORKING
absoluter clutter beim versuch quads zu implementieren. refactor absolut noetig
This commit is contained in:
+27
@@ -1,6 +1,7 @@
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#include "structs.h"
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#include "math.h"
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#include "helper.h"
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#include "vectorOp.h"
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vec3 collisionPointSphere(ray *lightray, sphere *object)
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{
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@@ -35,3 +36,29 @@ vec3 collisionPointSphere(ray *lightray, sphere *object)
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collisionPoint.z = S * lightray->direction.z + lightray->origin.z;
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return collisionPoint;
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}
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vec3 collisionPlane(ray *lightray, plane *object) {
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vec3 collisionPoint;
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double r;
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if (vec3Product(lightray->direction, object->normal) >= 0) return (vec3){-10000000, -10000000, -10000000};
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r = vec3Product(object->normal, vec3Subtract(object->origin, lightray->origin)) * 1/(vec3Product(lightray->direction, object->normal));
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collisionPoint = vec3Add(lightray->origin, vec3Scale(lightray->direction, r));
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return collisionPoint;
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}
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vec3 collisionQuad(ray *lightray, quad *object) {
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vec3 collisionPoint;
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vec3 corner = vec3Add(vec3Add(object->v1, object->v2),object->origin);
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plane Plane = (plane){object->origin, object->normal};
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collisionPoint = collisionPlane(lightray, &Plane);
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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) {
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return collisionPoint;
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}
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return (vec3){-10000000, -10000000, -10000000};
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}
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@@ -2,3 +2,5 @@
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#include "structs.h"
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vec3 collisionPointSphere(ray *, sphere *);
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vec3 collisionQuad(ray *lightray, quad *object);
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+68
-17
@@ -7,7 +7,7 @@
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#include <math.h>
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#define epsilon 1e-8
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RGBA raytraceSphere(sphere **objectList, ray *lightray) {
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RGBA raytraceSphere(sphere **sphereList, int sphereCount, quad **quadList, int quadCount, ray *lightray) {
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RGBA pixel = (RGBA){0,0,0,0};
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#define lightBounces 3
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//sphere **spheresHitList = (sphere **)calloc( (lightBounces + 1),sizeof(sphere*) );
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@@ -19,45 +19,96 @@ RGBA raytraceSphere(sphere **objectList, ray *lightray) {
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for (int k = 0; k < raysPerPixel; k++) {
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sphere *spheresHitList[lightBounces + 1] = {0};
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quad *quadHitList[lightBounces + 1] = {0};
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vec3 spheresNormalList[lightBounces + 1] = {0};
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*lightray = originalRay;
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RGBA tempPixel = (RGBA){1,1,1,1};
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sphere *nearestSphere = nullptr;
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quad *nearestQuad = nullptr;
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vec3 nearestCollisionPoint = {10000,10000,10000};
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RGBA objectColorList[lightBounces + 1] = {0};
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for (int j = 0; j <= lightBounces; j++) {
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nearestSphere = nullptr;
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double nearestSphereDistance = 10000000;
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nearestQuad = nullptr;
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double nearestQuadDistance = 10000000;
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nearestCollisionPoint = (vec3){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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for (int i = 0; i < sphereCount; i++) {
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vec3 collisionPoint = collisionPointSphere(lightray, sphereList[i]);
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double collisionPointDistance = 1000000;
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if (collisionPoint.x == -10000000) {
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}
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else{
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if (vec3Length(vec3Subtract(collisionPoint, lightray->origin)) < vec3Length(vec3Subtract(nearestCollisionPoint, lightray->origin))) {
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collisionPointDistance = vec3Length(vec3Subtract(collisionPoint, lightray->origin));
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if (collisionPointDistance < vec3Length(vec3Subtract(nearestCollisionPoint, lightray->origin))) {
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nearestCollisionPoint = collisionPoint;
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nearestSphere = objectList[i];
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nearestSphere = sphereList[i];
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nearestSphereDistance = collisionPointDistance;
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}
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}
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}
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for (int i = 0; i < quadCount; i++) {
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vec3 collisionPoint = collisionQuad(lightray, quadList[i]);
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double collisionPointDistance = 1000000;
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if (collisionPoint.x == -10000000) {
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if (nearestSphere != nullptr) {
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spheresHitList[j] = nearestSphere;
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sphereNormal = vec3Scale(vec3Subtract(nearestCollisionPoint, nearestSphere->origin), 1/(nearestSphere->radius));////////////////////////////// optimize, schreibe divide vector funktion
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spheresNormalList[j] = sphereNormal;
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//diffus:
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lightray->direction = vec3Add(sphereNormal, randUnitVector());
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if (fabs(lightray->direction.x ) <= epsilon || fabs(lightray->direction.y ) <= epsilon || fabs(lightray->direction.z) <= epsilon) {
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lightray->direction = sphereNormal;
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}
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//reflektion:
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//lightray->direction = vec3Add(lightray->direction, vec3Scale(sphereNormal, 2));
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lightray->origin = nearestCollisionPoint;
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else{
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collisionPointDistance = vec3Length(vec3Subtract(collisionPoint, lightray->origin));
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if (collisionPointDistance < vec3Length(vec3Subtract(nearestCollisionPoint, lightray->origin))) {
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nearestCollisionPoint = collisionPoint;
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nearestQuad = quadList[i];
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nearestQuadDistance = collisionPointDistance;
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}
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}
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}
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if (nearestQuadDistance > nearestSphereDistance) {
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if (nearestSphere != nullptr) {
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objectColorList[j] = nearestSphere->color;
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spheresHitList[j] = nearestSphere;
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sphereNormal = vec3Scale(vec3Subtract(nearestCollisionPoint, nearestSphere->origin), 1/(nearestSphere->radius));////////////////////////////// optimize, schreibe divide vector funktion
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spheresNormalList[j] = sphereNormal;
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//diffus:
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lightray->direction = vec3Add(sphereNormal, randUnitVector());
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if (fabs(lightray->direction.x ) <= epsilon || fabs(lightray->direction.y ) <= epsilon || fabs(lightray->direction.z) <= epsilon) {
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lightray->direction = sphereNormal;
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}
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//reflektion:
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//lightray->direction = vec3Add(lightray->direction, vec3Scale(sphereNormal, 2));
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lightray->origin = nearestCollisionPoint;
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}
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else {
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sphereNormal = (vec3){1,1,1};
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}
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}
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else {
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sphereNormal = (vec3){1,1,1};
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if (nearestQuad != nullptr) {
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objectColorList[j] = nearestQuad->color;
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quadHitList[j] = nearestQuad;
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//diffus:
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lightray->direction = vec3Add(nearestQuad->normal, randUnitVector());
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if (fabs(lightray->direction.x ) <= epsilon || fabs(lightray->direction.y ) <= epsilon || fabs(lightray->direction.z) <= epsilon) {
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lightray->direction = nearestQuad->normal;
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}
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//reflektion:
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//lightray->direction = vec3Add(lightray->direction, vec3Scale(sphereNormal, 2));
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lightray->origin = nearestCollisionPoint;
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}
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else {
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//sphereNormal = (vec3){1,1,1};
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}
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}
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}
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int firstLightHitIndex = -1;
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@@ -34,3 +34,17 @@ struct sphere {
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RGBA color;
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int isLight;
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}; typedef struct sphere sphere;
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struct plane {
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vec3 origin;
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vec3 normal;
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}; typedef struct plane plane;
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struct quad {
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vec3 origin;
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vec3 v1;
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vec3 v2;
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vec3 normal;
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RGBA color;
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int isLight;
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}; typedef struct quad quad;
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