diffuses raytracing implementiert

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2026-07-30 00:23:47 +02:00
parent caced0f81e
commit f4a36fc98d
6 changed files with 95 additions and 46 deletions
+3 -1
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@@ -18,4 +18,6 @@ add_executable(Raytracer main.c
vectorOp.c
vectorOp.h
interface.c
interface.h)
interface.h
helper.c
helper.h)
+24
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@@ -0,0 +1,24 @@
//
// Created by ary on 29.07.2026.
//
#include "helper.h"
#include <stdlib.h>
#include <math.h>
#include "structs.h"
vec3 randUnitVector() {
double x1,x2,lengthSquared;
do {
x1 = (rand() / (double) RAND_MAX) * 2 - 1; //random zahl zwischen -1 und 1
x2 = (rand() / (double) RAND_MAX) * 2 - 1;
lengthSquared = x1 * x1 + x2 * x2;
}while (lengthSquared >= 1);
double weirdFactor = 2.0 * sqrt(1.0 - lengthSquared);
return (vec3){
x1 * weirdFactor,
x2 * weirdFactor,
1.0 - 2.0 * lengthSquared};
}
+4
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@@ -0,0 +1,4 @@
#pragma once
#include "structs.h"
vec3 randUnitVector();
+1
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@@ -8,6 +8,7 @@
#include "vectorOp.h"
#include "raytrace.h"
#include <stdlib.h>
#include "helper.h"
void displaySzene(sphere **objectList, int objectCount, camera cam1, int width, int height, int channels, unsigned char **image) {
const vec3 worldUp = (vec3){0, 1, 0};
+27 -9
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@@ -3,15 +3,19 @@
#include "collision.h"
#include "vectorOp.h"
#define MAXSPHERES 100
#include "helper.h"
RGBA raytraceSphere(sphere **objectList, ray *lightray) {
RGBA pixel = (RGBA){0,0,0,1};
RGBA pixel = (RGBA){0,0,0,0};
const int lightBounces = 5;
sphere **spheresHitList = (sphere **)calloc( (lightBounces + 1),sizeof(sphere*) );
vec3 *spheresNormalList = (vec3 *)calloc( lightBounces + 1,sizeof(vec3) );
int hitLightIndex = -1;
vec3 sphereNormal;
int raysPerPixel = 1;
for (int k = 0; k < raysPerPixel; k++) {
RGBA tempPixel = (RGBA){1,1,1,1};
sphere *nearestSphere = nullptr;
vec3 nearestCollisionPoint = {10000,10000,10000};
for (int j = 0; j <= lightBounces; j++) {
@@ -23,7 +27,7 @@ RGBA raytraceSphere(sphere **objectList, ray *lightray) {
}
else{
if (vec3Length(collisionPoint)< vec3Length(nearestCollisionPoint)) {
if (vec3Length(vec3Subtract(collisionPoint, lightray->origin)) < vec3Length(vec3Subtract(nearestCollisionPoint, lightray->origin))) {
nearestCollisionPoint = collisionPoint;
nearestSphere = objectList[i];
}
@@ -36,7 +40,10 @@ RGBA raytraceSphere(sphere **objectList, ray *lightray) {
spheresHitList[j] = nearestSphere;
sphereNormal = vec3Scale(vec3Subtract(nearestCollisionPoint, nearestSphere->origin), 1/(nearestSphere->radius));////////////////////////////// optimize, schreibe divide vector funktion
spheresNormalList[j] = sphereNormal;
lightray->direction = vec3Add(lightray->direction, vec3Scale(sphereNormal, 2));
//diffus:
lightray->direction = vec3Add(sphereNormal, randUnitVector());
//reflektion:
//lightray->direction = vec3Add(lightray->direction, vec3Scale(sphereNormal, 2));
lightray->origin = nearestCollisionPoint;
}
else {
@@ -52,21 +59,32 @@ RGBA raytraceSphere(sphere **objectList, ray *lightray) {
}
}
if (firstLightHitIndex == -1) {
pixel = (RGBA){0,0,0,1};
tempPixel = (RGBA){0,0,0,1};
}
else
{ pixel = spheresHitList[firstLightHitIndex]->color;
for (int i = firstLightHitIndex - 1; i >= 0; i--) {
pixel.r = pixel.r * spheresHitList[i]->color.r;
pixel.g = pixel.g * spheresHitList[i]->color.g;
pixel.b = pixel.b * spheresHitList[i]->color.b;
pixel.a = pixel.a * spheresHitList[i]->color.a;
tempPixel.r = tempPixel.r * spheresHitList[i]->color.r;
tempPixel.g = tempPixel.g * spheresHitList[i]->color.g;
tempPixel.b = tempPixel.b * spheresHitList[i]->color.b;
tempPixel.a = tempPixel.a * spheresHitList[i]->color.a;
}
pixel.r += tempPixel.r;
pixel.g += tempPixel.g;
pixel.b += tempPixel.b;
pixel.a += tempPixel.a;
//pixel.r = -vec3Product(sphereNormal, lightray->direction);
//pixel = (RGBA){1 - 0.5 *( sphereNormal.x + 1), 1 - 0.5 * (sphereNormal.y +1), 1 -0.5* (sphereNormal.z + 1),1};
}
}
//average pixelData
pixel.r = pixel.r / raysPerPixel;
pixel.g = pixel.g / raysPerPixel;
pixel.b = pixel.b / raysPerPixel;
pixel.a = pixel.a / raysPerPixel;
free(spheresHitList);
free(spheresNormalList);
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