private Vector GetPoint(double x, double y, Camera camera) { return(Vector.Norm(Vector.Plus(camera.Forward, Vector.Plus(Vector.Times(RecenterX(x), camera.Right), Vector.Times(RecenterY(y), camera.Up))))); }
internal void RenderSequential(Scene scene, CancellationToken cancellationToken) { int[] rgb = new int[screenWidth * screenHeight]; var pixelsQuery = from y in Enumerable.Range(0, screenHeight) let recenterY = -(y - (screenHeight / 2.0)) / (2.0 * screenHeight) select from x in Enumerable.Range(0, screenWidth) let recenterX = (x - (screenWidth / 2.0)) / (2.0 * screenWidth) let point = Vector.Norm(Vector.Plus(scene.Camera.Forward, Vector.Plus(Vector.Times(recenterX, scene.Camera.Right), Vector.Times(recenterY, scene.Camera.Up)))) let ray = new Ray() { Start = scene.Camera.Pos, Dir = point } let computeTraceRay = (Func <Func <TraceRayArgs, Color>, Func <TraceRayArgs, Color> >) (f => traceRayArgs => (from isect in from thing in traceRayArgs.Scene.Things select thing.Intersect(traceRayArgs.Ray) where isect != null orderby isect.Dist let d = isect.Ray.Dir let pos = Vector.Plus(Vector.Times(isect.Dist, isect.Ray.Dir), isect.Ray.Start) let normal = isect.Thing.Normal(pos) let reflectDir = Vector.Minus(d, Vector.Times(2 * Vector.Dot(normal, d), normal)) let naturalColors = from light in traceRayArgs.Scene.Lights let ldis = Vector.Minus(light.Pos, pos) let livec = Vector.Norm(ldis) let testRay = new Ray() { Start = pos, Dir = livec } let testIsects = from inter in from thing in traceRayArgs.Scene.Things select thing.Intersect(testRay) where inter != null orderby inter.Dist select inter let testIsect = testIsects.FirstOrDefault() let neatIsect = testIsect == null ? 0 : testIsect.Dist let isInShadow = !((neatIsect > Vector.Mag(ldis)) || (neatIsect == 0)) where !isInShadow let illum = Vector.Dot(livec, normal) let lcolor = illum > 0 ? Color.Times(illum, light.Color) : Color.Make(0, 0, 0) let specular = Vector.Dot(livec, Vector.Norm(reflectDir)) let scolor = specular > 0 ? Color.Times(Math.Pow(specular, isect.Thing.Surface.Roughness), light.Color) : Color.Make(0, 0, 0) select Color.Plus(Color.Times(isect.Thing.Surface.Diffuse(pos), lcolor), Color.Times(isect.Thing.Surface.Specular(pos), scolor)) let reflectPos = Vector.Plus(pos, Vector.Times(.001, reflectDir)) let reflectColor = traceRayArgs.Depth >= MaxDepth ? Color.Make(.5, .5, .5) : Color.Times(isect.Thing.Surface.Reflect(reflectPos), f(new TraceRayArgs(new Ray() { Start = reflectPos, Dir = reflectDir }, traceRayArgs.Scene, traceRayArgs.Depth + 1))) select naturalColors.Aggregate(reflectColor, (color, natColor) => Color.Plus(color, natColor)) ).DefaultIfEmpty(Color.Background).First()) let traceRay = Y(computeTraceRay) select new { X = x, Y = y, Color = traceRay(new TraceRayArgs(ray, scene, 0)) }; int rowsProcessed = 0; foreach (var row in pixelsQuery) { cancellationToken.ThrowIfCancellationRequested(); foreach (var pixel in row) { rgb[pixel.X + (pixel.Y * screenWidth)] = pixel.Color.ToInt32(); } rowsProcessed++; if (rowsProcessed % rowsPerUpdate == 0 || rowsProcessed >= screenHeight) { updateImageHandler(rgb); } } }