#include #include "structs.h" #include "collision.h" #include "vectorOp.h" #define MAXSPHERES 100 RGBA raytraceSphere(sphere **objectList, ray *lightray) { RGBA pixel = (RGBA){0,0,0,1}; 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; sphere *nearestSphere = nullptr; vec3 nearestCollisionPoint = {10000,10000,10000}; for (int j = 0; j <= lightBounces; j++) { nearestSphere = nullptr; nearestCollisionPoint = (vec3){10000,10000,10000}; for (int i = 0; i < 100 && objectList[i] != nullptr; i++) { vec3 collisionPoint = collisionPointSphere(lightray, objectList[i]); if (collisionPoint.x == -10000000) { } else{ if (vec3Length(collisionPoint)< vec3Length(nearestCollisionPoint)) { nearestCollisionPoint = collisionPoint; nearestSphere = objectList[i]; } } } if (nearestSphere != nullptr) { 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)); lightray->origin = nearestCollisionPoint; } else { sphereNormal = (vec3){1,1,1}; } } int firstLightHitIndex = -1; for (int i = 0; i <= lightBounces && spheresHitList[i] != nullptr; i++) { if (spheresHitList[i]->isLight == 1) { firstLightHitIndex = i; break; } } if (firstLightHitIndex == -1) { pixel = (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; } //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}; } free(spheresHitList); free(spheresNormalList); return pixel; }