Exemple #1
0
		public static Vec cross (Vec a, Vec b)
		{
			return
		  new Vec (a.y * b.z - a.z * b.y,
				a.z * b.x - a.x * b.z,
				a.x * b.y - a.y * b.x);
		}
Exemple #2
0
		public override Vec normal (Vec p)
		{
			Vec r;
			r = Vec.sub (p, c);
			r.normalize ();
			return r;
		}
Exemple #3
0
		// temporary vecs used to minimize the memory load

		public Sphere (Vec center, double radius)
		{
			c = center;
			r = radius;
			r2 = r * r;
			v = new Vec ();
			b = new Vec ();
		}
Exemple #4
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		public View (Vec from, Vec at, Vec up, double dist, double angle, double aspect)
		{
			this.from = from;
			this.at = at;
			this.up = up;
			this.dist = dist;
			this.angle = angle;
			this.aspect = aspect;
		}
Exemple #5
0
		public Surface ()
		{
			color = new Vec (1, 0, 0);
			kd = 1.0;
			ks = 0.0;
			shine = 0.0;
			kt = 0.0;
			ior = 1.0;
		}
Exemple #6
0
        /**
         * Returns the shaded color
         * @return The color in Vec form (rgb)
         */
        Vec shade(int level, double weight, Vec P, Vec N, Vec I, Isect hit)
        {
            Vec     tcol;
            Vec     R;
            double  t, diff, spec;
            Surface surf;
            Vec     col;
            int     l;

            col  = new Vec();
            surf = hit.surf;
            R    = new Vec();
            if (surf.shine > 1e-6)
            {
                R = SpecularDirection(I, N);
            }

            // Computes the effectof each light
            for (l = 0; l < lights.Length; l++)
            {
                L.sub2(lights [l].pos, P);
                if (Vec.dot(N, L) >= 0.0)
                {
                    t = L.normalize();

                    tRay.P = P;
                    tRay.D = L;

                    // Checks if there is a shadow
                    if (Shadow(tRay, t) > 0)
                    {
                        diff = Vec.dot(N, L) * surf.kd *
                               lights [l].brightness;

                        col.adds(diff, surf.color);
                        if (surf.shine > 1e-6)
                        {
                            spec = Vec.dot(R, L);
                            if (spec > 1e-6)
                            {
                                spec   = Math.Pow(spec, surf.shine);
                                col.x += spec;
                                col.y += spec;
                                col.z += spec;
                            }
                        }
                    }
                }
            }

            tRay.P = P;
            if (surf.ks * weight > 1e-3)
            {
                tRay.D = SpecularDirection(I, N);
                tcol   = trace(level + 1, surf.ks * weight, tRay);
                col.adds(surf.ks, tcol);
            }
            if (surf.kt * weight > 1e-3)
            {
                if (hit.enter > 0)
                {
                    tRay.D = TransDir(null, surf, I, N);
                }
                else
                {
                    tRay.D = TransDir(surf, null, I, N);
                }
                tcol = trace(level + 1, surf.kt * weight, tRay);
                col.adds(surf.kt, tcol);
            }

            // garbaging...
            tcol = null;
            surf = null;

            return(col);
        }
Exemple #7
0
        public void render(Interval interval)
        {
            int[] row        = new int[interval.width * (interval.yto - interval.yfrom)];
            int   pixCounter = 0;           //iterator

            int    x, y, red, green, blue;
            double xlen, ylen;
            Vec    viewVec;

            viewVec = Vec.sub(view.at, view.from);

            viewVec.normalize();

            Vec tmpVec = new Vec(viewVec);

            tmpVec.scale(Vec.dot(view.up, viewVec));

            Vec upVec = Vec.sub(view.up, tmpVec);

            upVec.normalize();

            Vec leftVec = Vec.cross(view.up, viewVec);

            leftVec.normalize();

            double frustrumwidth = view.dist * Math.Tan(view.angle);

            upVec.scale(-frustrumwidth);
            leftVec.scale(view.aspect * frustrumwidth);

            Ray r   = new Ray(view.from, voidVec);
            Vec col = new Vec();

            // For each line
            for (y = interval.yfrom; y < interval.yto; y++)
            {
                ylen = (double)(2.0 * y) / (double)interval.width - 1.0;
                for (x = 0; x < interval.width; x++)
                {
                    xlen = (double)(2.0 * x) / (double)interval.width - 1.0;
                    r.D  = Vec.comb(xlen, leftVec, ylen, upVec);
                    r.D.add(viewVec);
                    r.D.normalize();
                    col = trace(0, 1.0, r);

                    // computes the color of the ray
                    red = (int)(col.x * 255.0);
                    if (red > 255)
                    {
                        red = 255;
                    }
                    green = (int)(col.y * 255.0);
                    if (green > 255)
                    {
                        green = 255;
                    }
                    blue = (int)(col.z * 255.0);
                    if (blue > 255)
                    {
                        blue = 255;
                    }

                    checksum += red;
                    checksum += green;
                    checksum += blue;

                    // Sets the pixels
                    row [pixCounter] = alpha | (red << 16) | (green << 8) | (blue);
                    pixCounter++;
                }
            }
        }
Exemple #8
0
 public abstract void setCenter(Vec c);
Exemple #9
0
		public Ray ()
		{
			P = new Vec ();
			D = new Vec ();
		}
Exemple #10
0
		/**
	 * Returns the shaded color
	 * @return The color in Vec form (rgb)
	 */
		Vec shade (int level, double weight, Vec P, Vec N, Vec I, Isect hit)
		{
			Vec tcol;
			Vec R;
			double t, diff, spec;
			Surface surf;
			Vec col;
			int l;

			col = new Vec ();
			surf = hit.surf;
			R = new Vec ();
			if (surf.shine > 1e-6) {
				R = SpecularDirection (I, N);
			}

			// Computes the effectof each light
			for (l = 0; l < lights.Length; l++) {
				L.sub2 (lights [l].pos, P);
				if (Vec.dot (N, L) >= 0.0) {
					t = L.normalize ();

					tRay.P = P;
					tRay.D = L;

					// Checks if there is a shadow
					if (Shadow (tRay, t) > 0) {
						diff = Vec.dot (N, L) * surf.kd *
						lights [l].brightness;

						col.adds (diff, surf.color);
						if (surf.shine > 1e-6) {
							spec = Vec.dot (R, L);
							if (spec > 1e-6) {
								spec = Math.Pow (spec, surf.shine);
								col.x += spec;
								col.y += spec;
								col.z += spec;
							}
						}
					}
				}
			}

			tRay.P = P;
			if (surf.ks * weight > 1e-3) {
				tRay.D = SpecularDirection (I, N);
				tcol = trace (level + 1, surf.ks * weight, tRay);
				col.adds (surf.ks, tcol);
			}
			if (surf.kt * weight > 1e-3) {
				if (hit.enter > 0)
					tRay.D = TransDir (null, surf, I, N);
				else
					tRay.D = TransDir (surf, null, I, N);
				tcol = trace (level + 1, surf.kt * weight, tRay);
				col.adds (surf.kt, tcol);
			}

			// garbaging...
			tcol = null;
			surf = null;

			return col;
		}
Exemple #11
0
		public void adds (double s, Vec b)
		{
			x += s * b.x;
			y += s * b.y;
			z += s * b.z;
		}
Exemple #12
0
		public Vec (Vec a)
		{
			x = a.x;
			y = a.y;
			z = a.z;
		}
Exemple #13
0
		public override void setCenter (Vec c)
		{
			this.c = c;
		}
Exemple #14
0
		public static double dot (Vec a, Vec b)
		{
			return a.x * b.x + a.y * b.y + a.z * b.z;
		}
Exemple #15
0
		public void add (Vec a)
		{
			x += a.x;
			y += a.y;
			z += a.z;
		}
Exemple #16
0
		public static Vec mult (Vec a, Vec b)
		{
			return new Vec (a.x * b.x, a.y * b.y, a.z * b.z);
		}
Exemple #17
0
		public void sub2 (Vec a, Vec b)
		{
			this.x = a.x - b.x;
			this.y = a.y - b.y;
			this.z = a.z - b.z;
		}
Exemple #18
0
		public static Vec sub (Vec a, Vec b)
		{
			return new Vec (a.x - b.x, a.y - b.y, a.z - b.z);
		}
Exemple #19
0
		public Light (double x, double y, double z, double brightness)
		{
			this.pos = new Vec (x, y, z);
			this.brightness = brightness;
		}
Exemple #20
0
		public abstract void setCenter (Vec c);
Exemple #21
0
		/**
	 * Return the Vector's reflection direction
	 * @return The specular direction
	 */
		Vec SpecularDirection (Vec I, Vec N)
		{
			Vec r;
			r = Vec.comb (1.0 / Math.Abs (Vec.dot (I, N)), I, 2.0, N);
			r.normalize ();
			return r;
		}
Exemple #22
0
		public static Vec comb (double a, Vec A, double b, Vec B)
		{
			return
		  new Vec (a * A.x + b * B.x,
				a * A.y + b * B.y,
				a * A.z + b * B.z);
		}
Exemple #23
0
		public static Vec adds (double s, Vec a, Vec b)
		{
			return new Vec (s * a.x + b.x, s * a.y + b.y, s * a.z + b.z);
		}
Exemple #24
0
		public abstract Vec normal (Vec pnt);
Exemple #25
0
		public void comb2 (double a, Vec A, double b, Vec B)
		{
			x = a * A.x + b * B.x;
			y = a * A.y + b * B.y;
			z = a * A.z + b * B.z;
		}
Exemple #26
0
		public void render (Interval interval)
		{
			int[] row = new int[interval.width * (interval.yto - interval.yfrom)];
			int pixCounter = 0; //iterator

			int x, y, red, green, blue;
			double xlen, ylen;
			Vec viewVec;

			viewVec = Vec.sub (view.at, view.from);

			viewVec.normalize ();

			Vec tmpVec = new Vec (viewVec);
			tmpVec.scale (Vec.dot (view.up, viewVec));

			Vec upVec = Vec.sub (view.up, tmpVec);
			upVec.normalize ();

			Vec leftVec = Vec.cross (view.up, viewVec);
			leftVec.normalize ();

			double frustrumwidth = view.dist * Math.Tan (view.angle);

			upVec.scale (-frustrumwidth);
			leftVec.scale (view.aspect * frustrumwidth);

			Ray r = new Ray (view.from, voidVec);
			Vec col = new Vec ();

			// For each line
			for (y = interval.yfrom; y < interval.yto; y++) {
				ylen = (double)(2.0 * y) / (double)interval.width - 1.0;
				for (x = 0; x < interval.width; x++) {
					xlen = (double)(2.0 * x) / (double)interval.width - 1.0;
					r.D = Vec.comb (xlen, leftVec, ylen, upVec);
					r.D.add (viewVec);
					r.D.normalize ();
					col = trace (0, 1.0, r);

					// computes the color of the ray
					red = (int)(col.x * 255.0);
					if (red > 255)
						red = 255;
					green = (int)(col.y * 255.0);
					if (green > 255)
						green = 255;
					blue = (int)(col.z * 255.0);
					if (blue > 255)
						blue = 255;

					checksum += red;
					checksum += green;
					checksum += blue;

					// Sets the pixels
					row [pixCounter] = alpha | (red << 16) | (green << 8) | (blue);
					pixCounter++;
				}
			}

		}
Exemple #27
0
 public Ray(Vec pnt, Vec dir)
 {
     P = new Vec(pnt.x, pnt.y, pnt.z);
     D = new Vec(dir.x, dir.y, dir.z);
     D.normalize();
 }
Exemple #28
0
		/**
	 * Return the Vector's transmission direction
	 */
		Vec TransDir (Surface m1, Surface m2, Vec I, Vec N)
		{
			double n1, n2, eta, c1, cs2;
			Vec r;
			n1 = m1 == null ? 1.0 : m1.ior;
			n2 = m2 == null ? 1.0 : m2.ior;
			eta = n1 / n2;
			c1 = -Vec.dot (I, N);
			cs2 = 1.0 - eta * eta * (1.0 - c1 * c1);
			if (cs2 < 0.0)
				return null;
			r = Vec.comb (eta, I, eta * c1 - Math.Sqrt (cs2), N);
			r.normalize ();
			return r;
		}
Exemple #29
0
 public Ray()
 {
     P = new Vec();
     D = new Vec();
 }
Exemple #30
0
 public abstract Vec normal(Vec pnt);
Exemple #31
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		public Ray (Vec pnt, Vec dir)
		{
			P = new Vec (pnt.x, pnt.y, pnt.z);
			D = new Vec (dir.x, dir.y, dir.z);
			D.normalize ();
		}