// // Created by ary on 29.07.2026. // #include "interface.h" #include "examples.h" #include "structs.h" #include "vectorOp.h" #include "raytrace.h" #include #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}; vec3 screenX = vec3Cross(worldUp, cam1.direction); vec3 screenY = vec3Cross(screenX, cam1.direction); vec3 screenMiddlePoint = vec3Add(cam1.origin, vec3Scale(cam1.direction, cam1.screenDistance)); vec3 screenTopLeft = vec3Add( vec3Add(screenMiddlePoint, vec3Scale(screenY, -cam1.height/2.0)),///////////////////////////////////////////////////////////////////////////////////////////////////////////////aendern minus weg vec3Scale(screenX, -cam1.width/2.0) ); double pixelStepX = cam1.width / cam1.resolutionX; double pixelStepY = cam1.height / cam1.resolutionY; vec3 vecPixelStepX = vec3Scale(screenX, pixelStepX); vec3 vecPixelStepY = vec3Scale(screenY, pixelStepY); for (int i = 0; i < height * width; i++) { int step = i *channels; int x = i % width; int y = i / width; RGBA pixelColor; vec3 *pixelOrigin = (vec3 *)malloc(sizeof(vec3)); *pixelOrigin = vec3Add(screenTopLeft, vec3Add( vec3Scale(vecPixelStepX, x), vec3Scale(vecPixelStepY, y) ) ); ray *lightRay = (ray *)malloc(sizeof(ray));; lightRay->origin = cam1.origin; lightRay->direction = vec3Normalize(vec3Subtract(*pixelOrigin, cam1.origin)); pixelColor = raytraceSphere(objectList, lightRay); free(pixelOrigin); free(lightRay); (*image)[step] = (int)(pixelColor.r * 255.0); (*image)[step+1] = (int)(pixelColor.g * 255.0); (*image)[step+2] = (int)(pixelColor.b * 255.0); if (channels == 4) { (*image)[step+3] = 255; } } }