diff options
author | Julian T <julian@jtle.dk> | 2020-02-23 18:45:51 +0100 |
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committer | Julian T <julian@jtle.dk> | 2020-02-23 18:45:51 +0100 |
commit | f2386856f2739df397617b92edd52cfc687bb14b (patch) | |
tree | 10ebd8b5e506f01fd87de6fa0efaee7516613ea3 | |
parent | b0079eaa628a1f2fd99014cd12e6baac17f4d17a (diff) |
Moved phong to seperate function
-rw-r--r-- | main.c | 8 | ||||
-rw-r--r-- | ray.c | 72 |
2 files changed, 42 insertions, 38 deletions
@@ -24,11 +24,12 @@ int main() material_t m; vector_set(&m.color, 0, 1, 0); m.defuse = 1; - m.specular = 0.7; + m.specular = 0.3; m.shine = 20; material_t mpl; - vector_set(&mpl.color, 0, 0.396, 0.7019); + //vector_set(&mpl.color, 0, 0.396, 0.7019); + vector_set(&mpl.color, 1, 1, 1); mpl.defuse = 1; mpl.specular = 0.3; mpl.shine = 20; @@ -45,7 +46,8 @@ int main() add_sphere(&s, vector_set(NULL, -6, -3, 7), 3, &m); //add_sphere(&s, vector_set(NULL, 10, 0, 5), 5); add_plane(&s, vector_set(NULL, 0, 0, 2), vector_set(NULL, 0, 0, 1), &mpl); - add_light(&s, vector_set(NULL, 10, 0, 20), color_set(NULL, 150, 150, 150), color_set(NULL, 150, 150, 150)); + add_light(&s, vector_set(NULL, 10, 0, 20), color_set(NULL, 255, 255, 255), color_set(NULL, 150, 150, 150)); + //add_light(&s, vector_set(NULL, 0, 10, 20), color_set(NULL, 255, 255, 255), color_set(NULL, 150, 150, 150)); pgm_write_header(stdout, TESTW, TESTH); for (int y = TESTH; y; y--) { @@ -148,88 +148,90 @@ object_t *ray_cast(space_t *s, ray_t *r, COORD_T *dist_ret, bool chk, COORD_T ch return smallest; } -color_t *ray_trace(space_t *s, unsigned int x, unsigned int y) +static void ray_calc_light(space_t *s, color_t *dest, object_t *o, vector_t *eye, vector_t *point) { - // Setup primary ray ray_t r; - r.start = &s->view.position; - r.direction = vector_copy(NULL, NULL); - viewpoint_ray(&s->view, r.direction, x, y); - - // Cast it - COORD_T dist; - object_t *o = ray_cast(s, &r, &dist, false, 0); - if (!o) { - return NULL; - } - - r.start = vector_scale(NULL, r.direction, dist); - vector_add(r.start, r.start, &s->view.position); + r.start = point; // Calculate normal vector - vector_t n; - obj_norm_at(o, &n, r.start); + vector_t N; + obj_norm_at(o, &N, point); // And vector towards viewer - //printf("point: "); vector_print(r.start); vector_t V; - vector_sub(&V, &s->view.position, r.start); + vector_sub(&V, eye, point); + // Normalice it vector_scale_inv(&V, &V, vector_len(&V)); - //printf("V: "); vector_print(&V); - - // Hit color - color_t *c = color_set(NULL, s->ambient.r, s->ambient.g, s->ambient.b); // Cast light rays light_t *light = s->lights; while (light) { vector_t l; + // Calculate distance to light - vector_sub(&l, light->pos, r.start); + vector_sub(&l, light->pos, point); COORD_T d = vector_len(&l); + // Normalice vector_scale_inv(&l, &l, vector_len(&l)); // Find obstacles - if (print) printf("Starting\n"); r.direction = &l; object_t *obs = ray_cast(s, &r, NULL, true, d); if (obs) { - if (print) - printf("Light ray hit\n"); - light = light->next; continue; } - if (print) - printf("Light ray went through\n"); // Calculate Deffuse part color_t tmp; - COORD_T cl = vector_dot(&l, &n); + COORD_T cl = vector_dot(&l, &N); if (cl > 0) { color_scale(&tmp, light->defuse, cl * o->m->defuse); - color_add(c, &tmp, c); + color_add(dest, &tmp, dest); } // calculate specular part. TODO implement blinn-phong // Calculate R_m vector_t R; - vector_scale(&R, &n, 2 * vector_dot(&l, &n)); + vector_scale(&R, &N, 2 * vector_dot(&l, &N)); vector_sub(&R, &R, &l); - //printf("R: ");vector_print(&R); // Add it to the light cl = 1 * vector_dot(&R, &V); if (cl > 0) { cl = pow(cl, o->m->shine); color_scale(&tmp, light->specular, cl * o->m->specular); - color_add(c, &tmp, c); + color_add(dest, &tmp, dest); } light = light->next; } +} + +color_t *ray_trace(space_t *s, unsigned int x, unsigned int y) +{ + // Setup primary ray + ray_t r; + r.start = &s->view.position; + r.direction = vector_copy(NULL, NULL); + viewpoint_ray(&s->view, r.direction, x, y); + + // Cast it + COORD_T dist; + object_t *o = ray_cast(s, &r, &dist, false, 0); + if (!o) { + return NULL; + } + + r.start = vector_scale(NULL, r.direction, dist); + vector_add(r.start, r.start, &s->view.position); + + // Hit color + color_t *c = color_set(NULL, s->ambient.r, s->ambient.g, s->ambient.b); + + ray_calc_light(s, c, o, &s->view.position, r.start); color_scale_vector(c, c, &o->m->color); |