Exemple #1
0
 public SLRay(SLVector3f o, SLVector3f d)
 {
     Origin = o;
     Direction = d;
     ClosestPointDistance = Max_Distance;
     ClosestPrimitive = null;
 }
Exemple #2
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 static void Main(string[] args)
 {
     RayObjects = new List<SLRayPrimitive>();
     Lights = new List<SLLight>();
     ReadScene("scene.urt");
     dir = EYE - SPOT;
     right = UP.Cross(dir);
     right.Normalize();
     screenCenter = dir.Cross(right);
     screenV = screenCenter * (float)Math.Tan(FOVY * 0.5f);
     screenU = right * screenV.Magnitude() * ASPECT;
     WIDTH_DIV_2 = ImageWidth / 2;
     HEIGHT_DIV_2 = ImageHeight / 2;
     random = new Random(01478650229);
     Bitmap outputImage = new Bitmap(ImageWidth, ImageHeight);
     // add some objects
     float distance = 20.0f;
     float offset = distance / 2.0f;
     for (int i = 0; i < 5; i++)
     {
         float x = (float)(random.NextDouble() * distance) - offset;
         float y = (float)(random.NextDouble() * distance) - offset;
         float z = (float)(random.NextDouble() * 10.0f + 2.0f);
         Color c = Color.FromArgb(255, random.Next(255), random.Next(255), random.Next(255));
         SLSphere s = new SLSphere(new SLVector3f(x, y, z), (float)(random.NextDouble() + 0.5), c);
         RayObjects.Add(s);
     }
     int dotPeriod = ImageHeight / 10;
     Stopwatch stopwatch = new Stopwatch();
     System.Console.WriteLine("Rendering...\n");
     System.Console.WriteLine("|0%---100%|");
     stopwatch.Start();
     for (int j = 0; j < ImageHeight; j++)
     {
         if ((j % dotPeriod) == 0) System.Console.Write("*");
         for (int i = 0; i < ImageWidth; i++)
         {
             // Go through each pixel to get the color
             Color c = Render(i, j);
             outputImage.SetPixel(i, j, c);
         }
     }
     stopwatch.Stop();
     TimeSpan ts = stopwatch.Elapsed;
     string output = ts.Minutes.ToString() + "_" + ts.Seconds.ToString() + ".png";
     outputImage.Save(output);
 }
 public SLVector3f Reflection(SLVector3f normal)
 {
     SLVector3f negVector = -this;
     SLVector3f reflectedDir = normal * (2.0f * negVector.Dot(normal));
     return reflectedDir;
 }
 public float Dot(SLVector3f b)
 {
     return (this.x * b.x + this.y * b.y + this.z * b.z);
 }
 public SLVector3f Cross(SLVector3f v)
 {
     return new SLVector3f(this.y * v.z - this.z * v.y,
                           this.z * v.x - this.x * v.z,
                           this.x * v.y - this.y * v.x);
 }
 public override SLVector3f PointNormal(SLVector3f point)
 {
     SLVector3f pNormal = (point - position);
     pNormal.Normalize();
     return pNormal;
 }
 public SLSphere(SLVector3f pos, float rad, Color col)
 {
     position = pos;
     radius = rad;
     PrimitiveColor = col;
 }
 public abstract SLVector3f PointNormal(SLVector3f point);
Exemple #9
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 public SLLight( SLVector3f pos, float red = 1.0f, float green = 1.0f, float blue = 1.0f)
 {
     position = pos;
     color = Color.FromArgb((int)(red * 255.0f), (int)(green * 255.0f), (int)(blue * 255.0f));
 }
Exemple #10
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        static Color SetPixelColor(SLRay ray, int depth)
        {
            // Get closest intersection IF ANY
            GetClosestIntersection(ref ray);

            // Return if the ray didn't hit anything
            if (ray.ClosestPointDistance >= SLRay.Max_Distance || ray.ClosestPrimitive == null)
                return BG_COLOR;

            // Set ambient light
            float r = LaR * ray.ClosestPrimitive.PrimitiveColor.R;
            float g = LaG * ray.ClosestPrimitive.PrimitiveColor.G;
            float b = LaB * ray.ClosestPrimitive.PrimitiveColor.B;

            // Add contributions of each light
            SLVector3f normal = ray.ClosestPrimitive.PointNormal(ray.ClosestPoint);
            SLVector3f viewDir = -ray.Direction;

            foreach (SLLight light in Lights)
            {
                SLVector3f lightDir = new SLVector3f();
                float lightDistance;

                // Find light direction and distance
                lightDir = light.position - ray.ClosestPoint;

                lightDistance = lightDir.Magnitude();
                lightDir.Normalize();

                SLRay pointToLight = new SLRay(ray.ClosestPoint + (lightDir * TINY), lightDir);
                pointToLight.ClosestPointDistance = lightDistance;
                GetClosestIntersection(ref pointToLight);

                if (pointToLight.ClosestPrimitive != null)
                    continue;

                // DIFFUSE LIGHTING
                float lDotN = normal.Dot(lightDir);

                // Clamp
                if (lDotN <= 0)
                    continue;

                float diffColorContrR = (light.color.R * lDotN)/255.0f;
                float diffColorContrG = (light.color.G * lDotN)/ 255.0f;
                float diffColorContrB = (light.color.B * lDotN)/ 255.0f;

                // Add this light's diffuse contribution to our running totals
                r += diffColorContrR * ray.ClosestPrimitive.PrimitiveColor.R;
                g += diffColorContrG * ray.ClosestPrimitive.PrimitiveColor.G;
                b += diffColorContrB * ray.ClosestPrimitive.PrimitiveColor.B;

                if (MATERIAL_SPECULAR_COEFFICIENT > TINY)
                {
                    // Specular component - dot product of light's reflection vector and viewer direction
                    // Direction to the viewer is simply negative of the ray direction
                    SLVector3f lightReflectionDir = normal * (lDotN * 2) - lightDir;
                    float specularFactor = viewDir.Dot(lightReflectionDir);
                    if (specularFactor > 0)
                    {
                        // To get smaller, sharper highlights we raise it to a power and multiply it
                        specularFactor = MATERIAL_SPECULAR_COEFFICIENT * (float)Math.Pow(specularFactor, MATERIAL_SPECULAR_POWER);

                        // Add the specular contribution to our running totals
                        r += MATERIAL_SPECULAR_COEFFICIENT * specularFactor * ray.ClosestPrimitive.PrimitiveColor.R;
                        g += MATERIAL_SPECULAR_COEFFICIENT * specularFactor * ray.ClosestPrimitive.PrimitiveColor.G;
                        b += MATERIAL_SPECULAR_COEFFICIENT * specularFactor * ray.ClosestPrimitive.PrimitiveColor.B;
                    }
                }

                if (depth < MAX_DEPTH && MATERIAL_REFLECTION_COEFFICIENT > TINY)
                {
                    // Set up the reflected ray - notice we move the origin out a tiny bit again
                    SLVector3f reflectedDir = ray.Direction.Reflection(normal);
                    SLRay reflectionRay = new SLRay(ray.ClosestPoint + reflectedDir * TINY, reflectedDir);

                    // And trace!
                    Color reflectionCol = SetPixelColor(reflectionRay, depth + 1);

                    // Add reflection results to running totals, scaling by reflect coeff.
                    r += MATERIAL_REFLECTION_COEFFICIENT * reflectionCol.R;
                    g += MATERIAL_REFLECTION_COEFFICIENT * reflectionCol.G;
                    b += MATERIAL_REFLECTION_COEFFICIENT * reflectionCol.B;
                }

            }
            // Clamp
            if (r > 255) r = 255;
            if (g > 255) g = 255;
            if (b > 255) b = 255;

            // Take care of NaN
            if (r < 0) r = 0;
            if (g < 0) g = 0;
            if (b < 0) b = 0;

            return (Color.FromArgb(255, (int)r, (int)g, (int)b));
        }
Exemple #11
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        static void ReadScene(string path)
        {
            StreamReader file = new StreamReader(path);

            string delim = file.ReadLine();
            if (delim != "U5")
                return;
            // Get resolution
            string[] res = file.ReadLine().Split(' ');
            ImageWidth = Int32.Parse(res[0]);
            ImageHeight = Int32.Parse(res[1]);

            // Get Eye
            string[] eye = file.ReadLine().Split(' ');
            EYE = new SLVector3f(float.Parse(eye[0]), float.Parse(eye[1]), float.Parse(eye[2]));

            // Get Spot
            string[] spot = file.ReadLine().Split(' ');
            SPOT = new SLVector3f(float.Parse(spot[0]), float.Parse(spot[1]), float.Parse(spot[2]));

            // Get Up
            string[] up = file.ReadLine().Split(' ');
            UP = new SLVector3f(float.Parse(up[0]), float.Parse(up[1]), float.Parse(up[2]));

            // Get aspect
            string[] viewVol = file.ReadLine().Split(' ');
            FOVY = float.Parse(viewVol[0]);
            ASPECT = float.Parse(viewVol[1]);

            // Read in Ambient Values
            string[] ambient = file.ReadLine().Split(' ');
            LaR = float.Parse(ambient[0]);
            LaG = float.Parse(ambient[1]);
            LaB = float.Parse(ambient[2]);

            // Read in spheres
            while (!file.EndOfStream)
            {
                string[] line = file.ReadLine().Split(' ');
                string del = line[0];
                switch(del)
                {
                    case "l": // LIGHTS
                        SLVector3f pos = new SLVector3f(float.Parse(line[1]), float.Parse(line[2]), float.Parse(line[3]));
                        SLLight l = new SLLight(pos, float.Parse(line[4]), float.Parse(line[5]), float.Parse(line[6]));
                        Lights.Add(l);
                        break;
                    case "s": // SPHERES
                        SLSphere s = new SLSphere(new SLVector3f(float.Parse(line[1]), float.Parse(line[2]), float.Parse(line[3])), float.Parse(line[4]),
                                                  Color.FromArgb((int)float.Parse(line[5])*255, (int)float.Parse(line[6])*255, (int)float.Parse(line[7])*255));
                        RayObjects.Add(s);
                        break;
                    case "p": // PLANES
                        float offset;
                        if (float.Parse(line[1]) != 0.0f) offset = float.Parse(line[1]);
                        else if (float.Parse(line[2]) != 0.0f) offset = float.Parse(line[2]);
                        else offset = float.Parse(line[3]);
                        float pR = float.Parse(line[7]) * 255.0f;
                        float pG = float.Parse(line[8]) * 255.0f;
                        float pB = float.Parse(line[9]) * 255.0f;

                        SLPlane p = new SLPlane(new SLVector3f(float.Parse(line[4]), float.Parse(line[5]), float.Parse(line[6])), offset,
                            Color.FromArgb((int)pR, (int)pG, (int)pB));
                        RayObjects.Add(p);
                        break;
                }
            }
        }
Exemple #12
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 public override SLVector3f PointNormal(SLVector3f point)
 {
     return pNormal;
 }
Exemple #13
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 public SLPlane(SLVector3f normal, float offset, Color color)
 {
     pNormal = normal;
     Offset = offset;
     PrimitiveColor = color;
 }