// // Created by ary on 19.07.2026. // #include "examples.h" #include "structs.h" #include "vectorOp.h" #include "raytrace.h" #include #include "interface.h" #include "helper.h" #include #include void example_color(int width, int height, int channels, unsigned char **image) { for (int i = 0; i < height * width; i++) { int step = i *channels; int x = i % width; int y = i / width; (*image)[step] = 0 + (int)((((double)x)/width) * 255); (*image)[step+1] = 0 + (int)((((double)y)/width) * 255); (*image)[step+2] = 0; if (channels == 4) { (*image)[step+3] = 255; } } } void exampleSphere( int width, int height, int channels, unsigned char **image) { camera cam1; cam1.origin.x = 0; cam1.origin.y = 0; cam1.origin.z = 0; cam1.direction.x = 0; cam1.direction.y = 0; cam1.direction.z = 1; cam1.resolutionX = width; cam1.resolutionY = height; cam1.screenDistance = 1; cam1.width = 1.920; cam1.height = 1.080; vec3 sphereOrigin = (vec3){0,-1.5,5}; double sphereRadius = 1.0; int objectCount = 7; object objectList[objectCount]; sphere obj1 = (sphere){sphereOrigin, sphereRadius,(RGBA){1,0.5,1,1}}; objectList[0] = (object){0, &obj1, 0}; sphere obj2 = (sphere){vec3Add(sphereOrigin, (vec3){3,0,0}), sphereRadius, (RGBA){1,1,0.5,1}}; objectList[1] = (object){0, &obj2, 0}; sphere obj3 = (sphere){vec3Add(sphereOrigin, (vec3){-2,1,0}), sphereRadius, (RGBA){1,1,1,1}}; objectList[2] = (object){0, &obj3, 0}; sphere obj4 = (sphere){vec3Add(sphereOrigin, (vec3){1,1,3}), sphereRadius, (RGBA){0.5,1,1,1}}; objectList[3] = (object){0, &obj4, 0}; sphere light1 = (sphere){(vec3){1,1,4.5}, sphereRadius, (RGBA){1,1,1,1}}; objectList[4] = (object){0, &light1, 1}; sphere obj5 = (sphere){(vec3){0, -6, 6.5}, 5, (RGBA){1,0.2,0.6,1}}; objectList[5] = (object){0, &obj5, 0}; sphere light2 = (sphere){(vec3){1,-2,4}, sphereRadius, (RGBA){1,1,1,1}}; objectList[6] = (object){0, &light2, 1}; displaySzene(objectList, objectCount, cam1, width, height, channels, image); } void exampleCornell( int width, int height, int channels, unsigned char **image) { camera cam1; cam1.origin.x = 0; cam1.origin.y = 0; cam1.origin.z = 0; cam1.direction.x = 0; cam1.direction.y = 0; cam1.direction.z = 1; cam1.resolutionX = width; cam1.resolutionY = height; cam1.screenDistance = 0.6; cam1.width = 1.080; cam1.height = 1.080; int objectCount = 19; object objectList[objectCount]; cube makroObj1 = createCuboid((vec3){1,-2,2.2}, (vec3){0.75,0,0.75}, (vec3){0,1.2,0}, (vec3){-0.75,0,0.75},(RGBA){1,1,0.5,1}); objectList[0] = (object){1, &(makroObj1.quad1), 0}; objectList[1] = (object){1, &(makroObj1.quad2), 0}; objectList[2] = (object){1, &(makroObj1.quad3), 0}; objectList[3] = (object){1, &(makroObj1.quad4), 0}; objectList[4] = (object){1, &(makroObj1.quad5), 0}; objectList[5] = (object){1, &(makroObj1.quad6), 0}; quad light1 = (quad){(vec3){-2,1.9,0.5}, (vec3){0,0,4}, (vec3){4,0,0}, (vec3){0,-1,0}, (RGBA){1,1,1,1}}; objectList[6] = (object){1, &(light1), 1}; cube makroObj2 = createCuboid((vec3){-2,-2,-0.1}, (vec3){4,0,0}, (vec3){0,4,0}, (vec3){0,0,4},(RGBA){1,1,1,1}); makroObj2.quad1.normal = vec3Scale(makroObj2.quad1.normal, -1); makroObj2.quad2.normal = vec3Scale(makroObj2.quad2.normal, -1); makroObj2.quad3.normal = vec3Scale(makroObj2.quad3.normal, -1); makroObj2.quad4.normal = vec3Scale(makroObj2.quad4.normal, -1); makroObj2.quad5.normal = vec3Scale(makroObj2.quad5.normal, -1); makroObj2.quad6.normal = vec3Scale(makroObj2.quad6.normal, -1); objectList[7] = (object){1, &(makroObj2.quad1), 0}; objectList[8] = (object){1, &(makroObj2.quad2), 0}; objectList[9] = (object){1, &(makroObj2.quad3), 0}; objectList[10] = (object){1, &(makroObj2.quad4), 0}; objectList[11] = (object){1, &(makroObj2.quad5), 0}; objectList[12] = (object){1, &(makroObj2.quad6), 0}; cube makroObj3 = createCuboid((vec3){-1,-2,2.5}, (vec3){0.75,0,0.45}, (vec3){0,2,0}, (vec3){-0.45,0,0.75},(RGBA){1,0.5,1,1}); objectList[13] = (object){1, &(makroObj3.quad1), 0}; objectList[14] = (object){1, &(makroObj3.quad2), 0}; objectList[15] = (object){1, &(makroObj3.quad3), 0}; objectList[16] = (object){1, &(makroObj3.quad4), 0}; objectList[17] = (object){1, &(makroObj3.quad5), 0}; objectList[18] = (object){1, &(makroObj3.quad6), 0}; clock_t startTime = clock(); displaySzene(objectList, objectCount, cam1, width, height, channels, image); clock_t endTime = clock(); double elapsedTime = (endTime - startTime)/(double)CLOCKS_PER_SEC; printf("%.3lf\n", elapsedTime); }