reflektionen mit den richtigen farben implementiert
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+27
-3
@@ -6,8 +6,9 @@
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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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const int lightBounces = 5;
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sphere **spheresHitList = (sphere **)calloc( (lightBounces + 1),sizeof(sphere*) );
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vec3 *spheresNormalList = (vec3 *)calloc( lightBounces + 1,sizeof(vec3) );
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int hitLightIndex = -1;
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vec3 sphereNormal;
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@@ -32,7 +33,9 @@ RGBA raytraceSphere(sphere **objectList, ray *lightray) {
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if (nearestSphere != nullptr) {
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sphereNormal = vec3Normalize(vec3Subtract(nearestCollisionPoint, nearestSphere->origin));////////////////////////////// optimize divide by sphere radius instead
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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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lightray->direction = vec3Add(lightray->direction, vec3Scale(sphereNormal, 2));
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lightray->origin = nearestCollisionPoint;
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}
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@@ -41,11 +44,32 @@ RGBA raytraceSphere(sphere **objectList, ray *lightray) {
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}
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}
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int firstLightHitIndex = -1;
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for (int i = 0; i <= lightBounces && spheresHitList[i] != nullptr; i++) {
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if (spheresHitList[i]->isLight == 1) {
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firstLightHitIndex = i;
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break;
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}
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}
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if (firstLightHitIndex == -1) {
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pixel = (RGBA){0,0,0,1};
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}
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else
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{ pixel = spheresHitList[firstLightHitIndex]->color;
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for (int i = firstLightHitIndex - 1; i >= 0; i--) {
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pixel.r = pixel.r * spheresHitList[i]->color.r;
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pixel.g = pixel.g * spheresHitList[i]->color.g;
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pixel.b = pixel.b * spheresHitList[i]->color.b;
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pixel.a = pixel.a * spheresHitList[i]->color.a;
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}
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//pixel.r = -vec3Product(sphereNormal, lightray->direction);
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pixel = (RGBA){1 - 0.5 *( sphereNormal.x + 1), 1 - 0.5 * (sphereNormal.y +1), 1 -0.5* (sphereNormal.z + 1),1};
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//pixel = (RGBA){1 - 0.5 *( sphereNormal.x + 1), 1 - 0.5 * (sphereNormal.y +1), 1 -0.5* (sphereNormal.z + 1),1};
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}
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free(spheresHitList);
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free(spheresNormalList);
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return pixel;
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}
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