Files
CPU-Raytracer/raytrace.c
T

151 lines
5.6 KiB
C

#include <stdlib.h>
#include "structs.h"
#include "collision.h"
#include "vectorOp.h"
#define MAXOBJECTS 100
#define BADPOINT (vec3){-10000000,-10000000,-10000000}
#include "helper.h"
#include <math.h>
#define epsilon 1e-8
#define RAYSPERPIXEL 100
#define lightBounces 6
#define GLOBALILLUMINATION 0.3
enum objectType {
SPHERETYPE,
QUADTYPE
};
RGBA getRayColor(RGBA colorList[], bool isLightList[]) {
int firstLightHitIndex = -1;
RGBA rayColor = {1,1,1,1};
for (int i = 0; i <= lightBounces; i++) {
if (isLightList[i] == 1) {
firstLightHitIndex = i;
break;
}
}
if (firstLightHitIndex == -1) {
//rayColor = (RGBA){GLOBALILLUMINATION * colorList[0].r,GLOBALILLUMINATION * colorList[0].g,GLOBALILLUMINATION * colorList[0].b,1};
//rayColor = (RGBA){0,0,0,1};
//return rayColor;
firstLightHitIndex = lightBounces - 1;
isLightList[firstLightHitIndex] = 1;
//colorList[firstLightHitIndex] = (RGBA){GLOBALILLUMINATION,GLOBALILLUMINATION,GLOBALILLUMINATION,1};
colorList[firstLightHitIndex] = (RGBA){0,0,0,1};
}
//pixel.r += spheresHitList[firstLightHitIndex]->color.r;
//pixel.g += spheresHitList[firstLightHitIndex]->color.g;
//pixel.b += spheresHitList[firstLightHitIndex]->color.b;
//pixel.a += spheresHitList[firstLightHitIndex]->color.a;
for (int i = firstLightHitIndex; i >= 0; i--) {
rayColor.r = rayColor.r * colorList[i].r;
rayColor.g = rayColor.g * colorList[i].g;
rayColor.b = rayColor.b * colorList[i].b;
//rayColor.a = rayColor.a * colorList[i].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};
return rayColor;
}
RGBA raytrace(object objectList[], int objectCount, ray *lightray) {
RGBA objectColorList[lightBounces + 1] = {0};
object objectHitList[lightBounces + 1] = {0};
bool isLightList[lightBounces + 1] = {false};
for (int j = 0; j <= lightBounces; j++) {
object currentObject;
object *nearestObject = nullptr;
double nearestObjectDistance = 10000000;
vec3 nearestCollisionPoint = (vec3){10000,10000,10000};
double nearestCollisionPointDistance = 10000000;
for (int i = 0; i < objectCount; i++) {
currentObject = objectList[i];
vec3 collisionPoint;
switch (currentObject.objectType) {
case SPHERETYPE:
collisionPoint = collisionPointSphere(lightray, (sphere*)(objectList[i].objectPointer));
break;
case QUADTYPE:
collisionPoint = collisionQuad(lightray, (quad*)(objectList[i].objectPointer));
break;
}
double collisionPointDistance = 1000000;
if (collisionPoint.x != BADPOINT.x) {
collisionPointDistance = vec3Length(vec3Subtract(collisionPoint, lightray->origin));
if (collisionPointDistance < nearestCollisionPointDistance) {
nearestCollisionPoint = collisionPoint;
nearestCollisionPointDistance = collisionPointDistance;
nearestObject = &(objectList[i]);
}
}
}
vec3 objectNormal = BADPOINT;
if (nearestObject != nullptr) {
switch (nearestObject->objectType) {
case SPHERETYPE:
sphere *nearestSphere = (sphere*)(nearestObject->objectPointer);
objectColorList[j] = nearestSphere->color;
objectNormal = vec3Scale(vec3Subtract(nearestCollisionPoint, nearestSphere->origin), 1/(nearestSphere->radius));////////////////////////////// optimize, schreibe divide vector funktion
break;
case QUADTYPE:
quad *nearestQuad = (quad*)(nearestObject->objectPointer);
objectColorList[j] = nearestQuad->color;
objectNormal = nearestQuad->normal;
break;
}
objectHitList[j] = *nearestObject;
isLightList[j] = nearestObject->isLight;
//diffus:
lightray->direction = vec3Normalize(vec3Add(objectNormal, randUnitVector())); //maybe kann man sich durch umstrukturierung das normalisieren einsparen
if (fabs(lightray->direction.x ) <= epsilon || fabs(lightray->direction.y ) <= epsilon || fabs(lightray->direction.z) <= epsilon) {
lightray->direction = objectNormal;
}
//reflektion:
//lightray->direction = vec3Add(lightray->direction, vec3Scale(sphereNormal, 2));
lightray->origin = nearestCollisionPoint;
}
}
return getRayColor(objectColorList, isLightList);
}
RGBA getPixelColor(object objectList[], int objectCount, ray *lightray) {
RGBA pixel = (RGBA){0,0,0,0};
ray originalRay = *lightray;
for (int k = 0; k < RAYSPERPIXEL; k++) {
*lightray = originalRay;
RGBA tempPixel = raytrace(objectList, objectCount, lightray);
pixel.r += tempPixel.r;
pixel.g += tempPixel.g;
pixel.b += tempPixel.b;
//pixel.a += tempPixel.a;
}
//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);
return pixel;
}