author | Radek Brich <radek.brich@devl.cz> |
Thu, 25 Oct 2007 16:40:22 +0200 | |
branch | pyrit |
changeset 0 | 3547b885df7e |
child 4 | c73bc405ee7a |
permissions | -rw-r--r-- |
0
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1 |
/* |
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* C++ RayTracer |
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* file: raytracer.cc |
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* |
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5 |
* Radek Brich, 2006 |
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*/ |
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7 |
|
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#include <stdio.h> |
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#include <malloc.h> |
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#include <float.h> |
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#include "raytracer.h" |
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|
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// Hammersley spherical point distribution |
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// http://www.cse.cuhk.edu.hk/~ttwong/papers/udpoint/udpoints.html |
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Vector3 Raytracer::SphereDistribute(int i, int n, float extent, Vector3 &normal) |
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{ |
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float p, t, st, phi, phirad; |
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int kk; |
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|
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t = 0; |
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for (p=0.5, kk=i; kk; p*=0.5, kk>>=1) |
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if (kk & 1) |
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t += p; |
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t = 1.0 + (t - 1.0)*extent; |
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phi = (i + 0.5) / n; |
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phirad = phi * 2.0 * M_PI; |
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|
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st = sqrt(1.0 - t*t); |
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|
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float x, y, z, xx, yy, zz, q; |
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x = st * cos(phirad); |
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y = st * sin(phirad); |
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z = t; |
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|
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// rotate against Y axis |
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q = acos(normal.z); |
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zz = z*cos(q) - x*sin(q); |
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xx = z*sin(q) + x*cos(q); |
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yy = y; |
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|
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// rotate against Z axis |
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q = atan2f(normal.y, normal.x); |
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x = xx*cos(q) - yy*sin(q); |
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y = xx*sin(q) + yy*cos(q); |
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z = zz; |
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|
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return Vector3(x, y, z); |
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} |
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|
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inline Shape *Raytracer::nearest_intersection(const Shape *origin_shape, const Ray &ray, |
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float &nearest_distance) |
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{ |
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Shape *nearest_shape = NULL; |
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ShapeList::iterator shape; |
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for (shape = shapes.begin(); shape != shapes.end(); shape++) |
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if (*shape != origin_shape && (*shape)->intersect(ray, nearest_distance)) |
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nearest_shape = *shape; |
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return nearest_shape; |
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} |
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|
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// ---- tyto dve funkce budou v budouci verzi metody objektu PhongShader |
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|
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// calculate shader function |
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// P is point of intersection, N normal in this point |
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Colour PhongShader_ambient(Material &mat, Vector3 &P) |
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{ |
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Colour col = mat.texture.colour; //mat.texture.evaluate(P); |
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|
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// ambient |
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return mat.ambient * col; |
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} |
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|
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/* |
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P is point of intersection, |
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N normal in this point, |
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R direction of reflected ray, |
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V direction to the viewer |
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*/ |
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Colour PhongShader_calculate(Material &mat, Vector3 &P, Vector3 &N, Vector3 &R, Vector3 &V, |
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Light &light) |
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{ |
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Colour I = Colour(); |
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Vector3 L = light.pos - P; |
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L.normalize(); |
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float L_dot_N = dot(L, N); |
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float R_dot_V = dot(R, V); |
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|
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Colour col = mat.texture.colour; //mat.texture.evaluate(P); |
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|
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// diffuse |
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I = mat.diffuse * col * light.colour * L_dot_N; |
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|
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// specular |
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if (R_dot_V > 0) |
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I += mat.specular * light.colour * powf(R_dot_V, mat.shininess); |
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return I; |
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} |
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|
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Colour Raytracer::raytrace(Ray &ray, int depth, Shape *origin_shape) |
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{ |
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float nearest_distance = FLT_MAX; //Infinity |
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Shape *nearest_shape = nearest_intersection(origin_shape, ray, nearest_distance); |
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104 |
|
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105 |
if (nearest_shape == NULL) { |
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106 |
return bg_colour; |
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107 |
} else { |
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108 |
Colour acc = Colour(); |
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109 |
Vector3 P = ray.a + ray.dir * nearest_distance; // point of intersection |
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110 |
Vector3 normal = nearest_shape->normal(P); |
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111 |
acc = PhongShader_ambient(*nearest_shape->material, P); |
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|
112 |
|
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113 |
vector<Light*>::iterator light; |
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114 |
for (light = lights.begin(); light != lights.end(); light++) { |
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115 |
Vector3 jo, L = (*light)->pos - P; // direction vector to light |
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116 |
L.normalize(); |
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117 |
float L_dot_N = dot(L, normal); |
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118 |
if (L_dot_N > 0) { |
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119 |
// test if this light is occluded (sharp shadows) |
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120 |
if ((*light)->shadows) { |
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121 |
Ray shadow_ray = Ray(P, L); |
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122 |
float dist = FLT_MAX; |
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123 |
if (nearest_intersection(nearest_shape, shadow_ray, dist)) |
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124 |
continue; |
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125 |
} |
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126 |
|
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127 |
// shading function |
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128 |
Vector3 R = L - 2.0 * L_dot_N * normal; |
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129 |
acc += PhongShader_calculate(*nearest_shape->material, |
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130 |
P, normal, R, ray.dir, **light); |
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131 |
} |
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132 |
} |
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133 |
|
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134 |
// reflection |
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135 |
int trace_max_depth = 4; |
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136 |
Vector3 newdir = ray.dir - 2.0 * dot(ray.dir, normal) * normal; |
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137 |
if (depth < trace_max_depth && nearest_shape->material->reflection > 0.01) { |
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138 |
Ray newray = Ray(P, newdir); |
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139 |
Colour refl_col = raytrace(newray, depth + 1, nearest_shape); |
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140 |
acc += nearest_shape->material->reflection * refl_col; |
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141 |
} |
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142 |
|
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143 |
// refraction |
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144 |
/* ... */ |
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145 |
|
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146 |
// ambient occlusion |
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147 |
if (ao_samples) |
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148 |
{ |
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149 |
float miss = 0; |
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150 |
for (int i = 0; i < ao_samples; i++) { |
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151 |
Vector3 dir = SphereDistribute(i, ao_samples, ao_angle, normal); |
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152 |
Ray ao_ray = Ray(P, dir); |
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153 |
float dist = ao_distance; |
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154 |
Shape *shape_in_way = nearest_intersection(nearest_shape, ao_ray, dist); |
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155 |
if (shape_in_way == NULL) |
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156 |
miss += 1.0; |
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157 |
else |
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158 |
miss += dist / ao_distance; |
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159 |
} |
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160 |
float ao_intensity = miss / ao_samples; |
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161 |
acc = acc * ao_intensity; |
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162 |
} |
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163 |
|
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164 |
return acc; |
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165 |
} |
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166 |
} |
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167 |
|
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168 |
float *Raytracer::render(int w, int h) |
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169 |
{ |
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170 |
int x, y; |
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171 |
float *data, *iter; |
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|
172 |
|
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173 |
data = (float *) malloc(w*h*3*sizeof(float)); |
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174 |
if (!data) |
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175 |
return NULL; |
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176 |
|
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177 |
float startx = -1.0 * 4, starty = (float)h/w * 4; |
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178 |
float dx = -2*startx/w, dy = -2*starty/h; |
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|
179 |
float vx, vy; |
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180 |
|
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181 |
//srand(time(NULL)); |
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182 |
|
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183 |
// eye - viewing point |
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184 |
Vector3 eye(0, 0, -5); |
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185 |
|
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186 |
// for each pixel... |
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187 |
iter = data; |
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188 |
for (vy = starty, y = 0; y < h; y++) { |
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189 |
vx = startx; |
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190 |
for (x = 0; x < w; x++) { |
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191 |
// generate a ray from eye passing through this pixel |
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192 |
#if 1 |
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193 |
// no oversampling |
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194 |
Vector3 dir = Vector3(vx, vy, 0) - eye; |
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195 |
dir.normalize(); |
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196 |
Ray ray(eye, dir); |
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197 |
Colour c = raytrace(ray, 0, NULL); |
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198 |
#else |
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199 |
// 5x oversampling |
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200 |
Vector3 dir = Vector3(); |
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201 |
Colour c = Colour(); |
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202 |
|
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203 |
for (int i = 0; i < 5; i++) |
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204 |
{ |
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205 |
float osax[] = {0.0, -0.4, +0.4, +0.4, -0.4}; |
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206 |
float osay[] = {0.0, -0.4, -0.4, +0.4, +0.4}; |
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207 |
dir = Vector3(vx + osax[i]*dx, |
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208 |
vy + osay[i]*dy , 0) - eye; |
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dir.normalize(); |
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Ray ray(eye, dir); |
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c += raytrace(ray, 0, NULL); |
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212 |
} |
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c = c * (1./5); |
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214 |
#endif |
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*iter++ = c.r; |
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*iter++ = c.g; |
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*iter++ = c.b; |
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vx += dx; |
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219 |
} |
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vy += dy; |
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printf("\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b%2d%% done (row %4d)", y*100/(h-1), y); |
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222 |
} |
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printf("\n"); |
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return data; |
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225 |
} |
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226 |
|
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227 |
void Raytracer::addshape(Shape *shape) |
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228 |
{ |
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shapes.push_back(shape); |
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230 |
} |
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231 |
|
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232 |
void Raytracer::addlight(Light *light) |
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233 |
{ |
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lights.push_back(light); |
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235 |
} |
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236 |
|
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void Raytracer::ambientocclusion(int samples, float distance, float angle) |
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238 |
{ |
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ao_samples = samples; |
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ao_distance = distance; |
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ao_angle = angle; |
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if (ao_distance == 0) |
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/* 0 ==> Inf */ |
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ao_distance = FLT_MAX; |
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} |