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-rw-r--r--ray.c79
1 files changed, 73 insertions, 6 deletions
diff --git a/ray.c b/ray.c
index e776893..07807c0 100644
--- a/ray.c
+++ b/ray.c
@@ -5,6 +5,8 @@
#include "ray.h"
+#define PI 3.14159265359
+
// https://en.wikipedia.org/wiki/Line%E2%80%93sphere_intersection
// http://viclw17.github.io/2018/07/16/raytracing-ray-sphere-intersection/
// https://www.scratchapixel.com/lessons/3d-basic-rendering/minimal-ray-tracer-rendering-simple-shapes/ray-sphere-intersection
@@ -104,7 +106,7 @@ object_t *ray_cast(space_t *s, ray_t *r, COORD_T *dist_ret, bool chk, COORD_T ch
COORD_T d = ray_intersect(o, r, false);
if (d > ZERO_APROX) {
- if (chk && chk_dist > d) {
+ if (chk && ( chk_dist > d || chk_dist == 0)) {
if (dist_ret) {
*dist_ret = d;
}
@@ -129,7 +131,7 @@ object_t *ray_cast(space_t *s, ray_t *r, COORD_T *dist_ret, bool chk, COORD_T ch
return smallest;
}
-static void ray_calc_light(space_t *s, color_t *dest, object_t *o, vector_t *N, vector_t *eye, vector_t *point)
+static void direct_light(space_t *s, color_t *dest, object_t *o, vector_t *N, vector_t *eye, vector_t *point)
{
ray_t r;
r.start = point;
@@ -187,10 +189,70 @@ static void ray_calc_light(space_t *s, color_t *dest, object_t *o, vector_t *N,
}
}
-// Calculates the environmental light. Pretty slow
-// https://www.scratchapixel.com/lessons/3d-basic-rendering/global-illumination-path-tracing
-static void light_environment(space_t *s, color_t *dest, object_t *o, vector_t *N, vector_t *eye, vector_t *point)
+// Calculates the global illumination. Pretty slow
+// https://www.scratchapixel.com/lessons/3d-basic-rendering/global-illumination-path-tracing/global-illumination-path-tracing-practical-implementation
+static void env_light(space_t *s, color_t *dest, object_t *o, vector_t *N, vector_t *eye, vector_t *point)
{
+ // Create new coordinate system where N is up. To do this we need two more vectors for the other axises.
+ // Create the 2. by setting x or y to 0
+ vector_t Nt;
+ if (N->x > N->y) {
+ vector_set(&Nt, N->z, 0, -N->x);
+ } else {
+ vector_set(&Nt, 0, -N->z, N->y);
+ }
+ // Normalice
+ vector_scale_inv(&Nt, &Nt, vector_len(&Nt));
+
+ // Create the 3. axis by taking the cross of the other
+ vector_t Nb;
+ vector_cross(&Nb, N, &Nt);
+
+ // Prepare ray
+ ray_t r;
+ r.start = point;
+
+ // Tmp color for accumilating colors
+ color_t acc;
+ color_set(&acc, 0, 0, 0);
+
+ for (unsigned i = 0; i < s->env_samples; i++) {
+ // Do the monte carlo random distribution thing from the article
+ COORD_T r1 = (COORD_T) rand() / RAND_MAX;
+ COORD_T r2 = (COORD_T) rand() / RAND_MAX;
+
+ COORD_T sinTheta = sqrt(1 - r1 * r1);
+ COORD_T phi = 2 * PI * r2;
+
+ // Calculate the random direction vector
+ vector_t randdir;
+ vector_set(&randdir, sinTheta * cos(phi), r1, sinTheta * sin(phi));
+
+ // Convert to world cordinates using the calculated N vectors.
+ vector_set(&randdir, randdir.x * Nb.x + randdir.y * N->x + randdir.z * Nt.x,
+ randdir.x * Nb.y + randdir.y * N->y + randdir.z * Nt.y,
+ randdir.x * Nb.z + randdir.y * N->z + randdir.z * Nt.z);
+
+ // Check the direction for obstacles
+ r.direction = &randdir;
+ object_t *obs = ray_cast(s, &r, NULL, true, 0);
+ if (obs) {
+ // If we hit something don't add the light
+ continue;
+ }
+
+ // Add the light together after scaling it
+ color_t tmp;
+ color_scale(&tmp, &s->env_color, r1);
+
+ acc.r += tmp.r; acc.g += tmp.g; acc.b += tmp.b;
+ }
+
+ // Devide by number of samples and pdf
+ color_scale(&acc, &acc, ((COORD_T) 1/ s->env_samples) * (2 * PI));
+
+ // Add to dest
+ color_add(dest, dest, &acc);
}
@@ -219,7 +281,12 @@ int ray_trace_recur(space_t *s, color_t *dest, ray_t *ray, unsigned hop, COORD_T
// Check if we should calculate light
if (o->m->defuse + o->m->specular > ZERO_APROX) {
// Add all light hitting o at r.start to c
- ray_calc_light(s, &c, o, &N, ray->start, r.start);
+ direct_light(s, &c, o, &N, ray->start, r.start);
+ }
+
+ // Calculate environmental light
+ if (s->env_samples) {
+ env_light(s, &c, o, &N, ray->start, r.start);
}
// Calculate reflection vector