예제 #1
0
        public Image Raytracing()
        {
            camera     = new Camera();
            lighting   = new Lighting();
            primitives = new List <GeometricObject>();

            FileReader reader = new FileReader();

            reader.Read(@path);


            foreach (GeometricObject primitive in primitives)
            {
                Debug.WriteLine("trans");
                reader.DrawMatrix(primitive.transform);
                Debug.WriteLine("rev");
                reader.DrawMatrix(primitive.reverseTransform);
                Debug.WriteLine("*");
                reader.DrawMatrix(primitive.reverseTransform * primitive.transform);
            }

            Debug.WriteLine("Read complited");


            Bitmap bmp = new Bitmap(camera.imageWidth, camera.imageHeight - 1);

            int  pixelsCount = camera.imageHeight * camera.imageWidth;
            bool noLighting  = false;

            for (int y = 1; y < camera.imageHeight; y++)
            {
                for (int x = 0; x < camera.imageWidth; x++)
                {
                    Ray ray = camera.GetRay(x, y);

                    Color pixelColor = Color.Black;
                    //float x0;
                    float   closestPointOfContact = 10000;
                    Vector3 pointOfContact;

                    foreach (GeometricObject primitive in primitives)
                    {
                        Vector3 norm;

                        if (primitive.HitTest(ray, out pointOfContact, out norm))
                        {
                            float curDistance = Vector3.Distance(camera.position, pointOfContact);
                            if (curDistance < closestPointOfContact)
                            {
                                closestPointOfContact = curDistance;

                                //==LIGHT==//
                                //bool visible = true;
                                foreach (Light light in lighting.lights)
                                {
                                    light.visible = true;

                                    Vector3 lightPose = light.GetPosition();

                                    Ray toLightRay = new Ray(pointOfContact, (light.GetDirection(pointOfContact) * -1).Normalize()); //poszukaj filmikow, przeanalizuj laski
                                    foreach (GeometricObject lightPrim in primitives)
                                    {
                                        if (lightPrim == primitive)
                                        {
                                            continue;
                                        }

                                        Vector3 toLightPointOfContact;
                                        Vector3 toLightNormal;

                                        if (lightPrim.HitTest(toLightRay, out toLightPointOfContact, out toLightNormal))
                                        {
                                            float oldPointOfContactToLight = Vector3.Distance(pointOfContact, lightPose);
                                            float newPointOfContactToLight = Vector3.Distance(toLightPointOfContact, lightPose);
                                            float oldToNew = Vector3.Distance(pointOfContact, toLightPointOfContact);

                                            if (!float.IsNaN(oldToNew) &&
                                                oldPointOfContactToLight > newPointOfContactToLight &&
                                                oldPointOfContactToLight > oldToNew)
                                            {
                                                light.visible = false;
                                                //pixelColor = Color.Black;
                                                break;
                                            }
                                        }
                                    }
                                }


                                ColorRGB myPixelColor = new ColorRGB(0, 0, 0);

                                myPixelColor = lighting.GetColorAtPoint(ray.origin, pointOfContact, primitive.material, norm);


                                if (!noLighting)
                                {
                                    //==Reflections==//
                                    Ray             currentRay           = ray;
                                    Vector3         currentNormal        = norm;
                                    Vector3         currentPoinOfContact = pointOfContact;
                                    GeometricObject currentPrimitive     = primitive;
                                    ColorRGB        currentSpecular      = currentPrimitive.material.specular;
                                    //if (!visible)
                                    //    currentSpecular /= 2;
                                    for (int i = 0; i < maxDepth; i++)
                                    {
                                        bool intersectionFound = false;

                                        Vector3 v = currentRay.direction;
                                        Vector3 n = currentNormal;
                                        Vector3 r = v - n * (2 * (Vector3.Dot(n, v)));

                                        currentRay = new Ray(currentPoinOfContact, r.Normalize());
                                        Vector3 pointBehindIntersected = currentRay.origin + currentRay.direction * 1000;
                                        foreach (GeometricObject primReflect in primitives)
                                        {
                                            if (currentPrimitive == primReflect)
                                            {
                                                continue;
                                            }

                                            if (primReflect.HitTest(currentRay, out currentPoinOfContact, out currentNormal))
                                            {
                                                //if (!float.IsNaN(Vector3.Distance(currentPoinOfContact, currentRay.origin))
                                                //    && Vector3.Distance(currentRay.origin, pointBehindIntersected) > Vector3.Distance(currentPoinOfContact, pointBehindIntersected))
                                                //{
                                                float oldPointOfContactToLight = Vector3.Distance(currentRay.origin, pointBehindIntersected);
                                                float newPointOfContactToLight = Vector3.Distance(currentPoinOfContact, pointBehindIntersected);
                                                float oldToNew = Vector3.Distance(currentRay.origin, currentPoinOfContact);

                                                if (!float.IsNaN(oldToNew) &&
                                                    oldPointOfContactToLight > newPointOfContactToLight &&
                                                    oldPointOfContactToLight > oldToNew)
                                                {
                                                    ColorRGB newColor = lighting.GetColorAtPoint(currentRay.origin, currentPoinOfContact, primReflect.material, currentNormal, true);
                                                    myPixelColor      = (myPixelColor + (newColor * currentSpecular));
                                                    currentSpecular   = primReflect.material.specular * currentSpecular;
                                                    intersectionFound = true;
                                                    break;
                                                }
                                            }
                                        }

                                        if (!intersectionFound)
                                        {
                                            break;
                                        }
                                    }
                                }

                                pixelColor = myPixelColor.ChangeToDrawningColor();
                            }
                        }
                    }
                    bmp.SetPixel(x, camera.imageHeight - y - 1, pixelColor);
                }
                float perc = ((float)y / camera.imageHeight * 100);
            }



            bmp.Save(savePath);
            return(bmp);
        }
예제 #2
0
 public void AddPrimitive(GeometricObject primitive)
 {
     primitives.Add(primitive);
 }