Example #1
0
        private void btnTest_Click(object sender, EventArgs e)
        {
            //观察点位置
            Point3D eye = new Point3D(0, 0, 0);

            //用于做显示的bmp---
            Bitmap bmp = new Bitmap(200, 100);


            world = new World();

            Random r = new Random();

            //小球
            Sphere sphere = new Sphere(new Point3D(0, 0, -1), 0.5);//球体位置

            sphere.GloMaterial = new Lambert(new SColor(0.8, 0.3, 0.3));
            world.AddGeoObj(sphere);

            //小球
            Sphere sphere2 = new Sphere(new Point3D(1, 0, -1), 0.5);//球体位置

            sphere2.GloMaterial = new Metal(new SColor(0.8, 0.6, 0.2), 0.5);
            world.AddGeoObj(sphere2);

            //小球
            Sphere sphere3 = new Sphere(new Point3D(-1, 0, -1), 0.5);//球体位置

            sphere3.GloMaterial = new Dielectrics(1.5);
            //sphere3.GloMaterial = new Metal(new SColor(0.8, 0.8, 0.8),0.5);
            world.AddGeoObj(sphere3);


            //底部大球
            Sphere sphere4 = new Sphere(new Point3D(0, -100.5, -1), 100);//球体位置

            sphere4.GloMaterial = new Lambert(new SColor(0.8, 0.8, 0.0));
            world.AddGeoObj(sphere4);

            double step = 0.02;

            //采样点数量
            int sp = 100;

            Point3D  p;
            Vector3D dir;

            for (int i = 0; i < 200; i++)
            {
                for (int j = 0; j < 100; j++)
                {
                    //颜色
                    SColor clr = new SColor(0, 0, 0);

                    //随机采样
                    for (int s = 0; s < sp; s++)
                    {
                        //成像平面上的每个点的位置
                        p = new Point3D(-2 + step * (i + random()),
                                        1 - step * (j + random()),
                                        -1);

                        //起始光线的方向
                        dir = p - eye;
                        dir.Normalize();
                        Ray primaryRay = new Ray(eye, dir);

                        int depth = 0;

                        //渲染。。。
                        clr += Render(primaryRay, depth);
                    }
                    //
                    clr *= 1.0 / sp;

                    clr = new SColor(Math.Sqrt(clr.R),
                                     Math.Sqrt(clr.G),
                                     Math.Sqrt(clr.B));
                    //渲染到bmp
                    bmp.SetPixel(i, j, clr.GetRGB255Color());
                }
            }



            picRt.BackgroundImage = bmp;
        }
Example #2
0
 public GlobalMaterial(SColor a)
 {
     Attenuation = a;
 }
Example #3
0
        public void Render()
        {
            //观察点
            Point3D eye = new Point3D(0, 0, 4);

            World world = new World();

            world.Bulid();

            //环境光
            SColor Ia = new SColor(1, 1, 1);


            Light light = new Light();

            light.Lightcolor = new SColor(1, 1, 1);  //光源亮度
            light.Position   = new Point3D(3, 2, 2); //光源


            int hRes = 800;
            int vRes = 400;

            double hOffset = 4.0 / hRes;
            double vOffset = 2.0 / vRes;

            Bitmap bmp = new Bitmap(hRes, vRes);

            for (int i = 0; i < hRes; i++)
            {
                for (int j = 0; j < vRes; j++)
                {
                    //成像平面上的每个点
                    Point3D  p   = new Point3D(-2 + i * hOffset, 1 - j * vOffset, 2);
                    Vector3D dir = p - eye;

                    Ray primaryRay = new Ray(eye, dir);

                    ShadeRec sr;//击中点的记录

                    //求最近的交点信息
                    sr = world.HitAll(primaryRay);



                    if (sr != null)
                    {
                        //交点到光源
                        Vector3D rayLight = light.Position - sr.Hitpoint;
                        rayLight.Normalize();

                        Ray shadowRay = new Ray(sr.Hitpoint, rayLight);

                        if (!world.ShadowHitAll(shadowRay))
                        {
                            //bool isHit = sphere.Hit(primaryRay,sr);

                            Vector3D L = light.Position - sr.Hitpoint;//入射光
                            L.Normalize();

                            //计算R:反射单位矢量
                            Vector3D R = 2.0 * (sr.Normal * L) * sr.Normal - L;
                            R.Normalize();
                            Vector3D V = eye - sr.Hitpoint;
                            V.Normalize();

                            double LN = L * sr.Normal;
                            double VR = V * R;
                            if (LN <= 0)
                            {
                                LN = 0;
                            }
                            if (VR <= 0)
                            {
                                VR = 0;
                            }

                            //环境光+Lambert漫反射+Phong镜面反射
                            //SColor Idiffuse = Ia * ka + Id * Kd * LN;
                            //SColor Idiffuse = sphere.Mat.Matcolor * ka + Id * sphere.Mat.Kd * LN + Id * sphere.Mat.Ks * Math.Pow(VR, sphere.Mat.Ns);

                            SColor Idiffuse = Ia * sr.HitObjMat.Ka + light.Lightcolor * sr.HitObjMat.Kd * LN + light.Lightcolor * sr.HitObjMat.Ks * Math.Pow(VR, sr.HitObjMat.Ns);

                            SColor color = Idiffuse * sr.HitObjMat.Matcolor;

                            //bmp.SetPixel(i, j, Idiffuse.GetRGB255Color());

                            double theta = Math.PI * trackBar1.Value / 180.0;
                            double x     = sr.Hitpoint.X * Math.Cos(theta) + sr.Hitpoint.Z * Math.Sin(theta);
                            double z     = -sr.Hitpoint.X * Math.Sin(theta) + sr.Hitpoint.Z * Math.Cos(theta);

                            if (sr.HitObjMat.IsTexture)
                            {
                                sr.Hitpoint.X = x;
                                sr.Hitpoint.Z = z;
                                //纹理颜色
                                Color textureColor = texture.getColor(sr);

                                //光照颜色
                                Color lightColor = color.GetRGB255Color();

                                //融合权重
                                double t = 0.7;

                                //融合
                                Color blendColor = Color.FromArgb(
                                    (int)(textureColor.R * t + lightColor.R * (1 - t)),
                                    (int)(textureColor.G * t + lightColor.G * (1 - t)),
                                    (int)(textureColor.B * t + lightColor.B * (1 - t))
                                    );

                                /*Color blendColor = Color.FromArgb(
                                 *  (int)(textureColor.R * (lightColor.R /255 ),
                                 *  (int)(textureColor.G * (lightColor.G /255 )),
                                 *  (int)(textureColor.B * (lightColor.B /255 ))
                                 *  );*/

                                bmp.SetPixel(i, j, blendColor);
                            }

                            else
                            {
                                bmp.SetPixel(i, j, color.GetRGB255Color());
                            }
                        }
                        else
                        {
                            bmp.SetPixel(i, j, Color.Black);
                        }
                    }
                    else
                    {
                        bmp.SetPixel(i, j, Color.FromArgb(81, 74, 88));
                    }
                }
            }

            pic1.BackgroundImage = bmp;
        }