static void Main(string[] args) { // //Console.WriteLine("ball \n"); //Sphere ball = new Sphere(new Vector3(0f,0f,0f),10f);` //// Console.WriteLine("ray1 \n"); // Ray ray1 = new Ray(new Vector3(0, 0, -20), new Vector3(0f, 0f, 1f)); // // Console.WriteLine("ray2 \n"); // Ray ray2 = new Ray(new Vector3(0, 0, -20), new Vector3(0f, 1f, 0f)); // float distance1 = 40.0f; // int intersection1 = ball.countIntersection(ray1, distance1, out float d1); // distance1 = d1; // Console.WriteLine("Intersection between ball and ray1:" + intersection1+"\n"); // Console.WriteLine("Closest intersection point:" +ray1.PointAtDistance(distance1).ToString() + "\n"); // float distance2 = 20.0f; // int intersection2 = ball.countIntersection(ray2, distance2, out float d2); // distance2 = d2; // Console.WriteLine("Intersection between ball and ray2:" + intersection2 + "\n"); //// Console.WriteLine("ray3 \n"); // Ray ray3 = new Ray(new Vector3(0, 10, 10), new Vector3(0, -1, 0)); // float distance3 = 20.0f; // int intersection3 = ball.countIntersection(ray3, distance3, out float d3); // distance3 = d3; // Console.WriteLine("Intersection between ball and ray3:" + intersection3 + "\n"); // Console.WriteLine("Closest intersection point:" + ray3.PointAtDistance(distance3).ToString() + "\n"); // // Console.WriteLine("Plane \n"); // Plane p = new Plane(new Vector3(0, 1, 1), new Vector3(0)); // float distance4 = 30.0f; // int intersection4 = p.countIntersection(ray2, distance4, out float d4); // distance4 = d4; // Console.WriteLine("Intersection between plane and ray2:" + intersection4 + "\n"); // Console.WriteLine("Closest intersection point:" + ray2.PointAtDistance(distance4).ToString() + "\n"); //ZAD2 string path = Directory.GetCurrentDirectory() + "\\1a.bmp"; Bitmap imagex = new Bitmap(path); Bitmap image = new Bitmap(1024, 1024, System.Drawing.Imaging.PixelFormat.Format32bppRgb); Bitmap image1 = new Bitmap(1024, 1024, System.Drawing.Imaging.PixelFormat.Format32bppRgb); string fileToRead = Directory.GetCurrentDirectory() + "\\CubeTex2.obj"; ObjReader oRead = new ObjReader(); ObjFile meshes = oRead.ReadFromFile(fileToRead); Primitive plane1 = new Plane(new Vector3(0, 1.5f, 0), new Vector3(0, -1, 0)); plane1.GetMaterial().diffuseColor = new Color(0, 0, 1); Primitive plane2 = new Plane(new Vector3(0, 0.0f, 12), new Vector3(0, 0, -1)); plane2.GetMaterial().diffuseColor = new Color(0.8, 0.8, 0.2); // plane2.GetMaterial().mirror = 0.9; Primitive plane3 = new Plane(new Vector3(0, -2.5f, 0), new Vector3(0, 1, 0)); plane3.GetMaterial().diffuseColor = new Color(1, 1, 1); //plane3.GetMaterial().mirror = 0.9; Primitive plane4 = new Plane(new Vector3(3, 0, 0), new Vector3(-1, 0, 0)); plane4.GetMaterial().diffuseColor = new Color(0.1, 1, .1); //plane3.GetMaterial().mirror = 0.9; Primitive plane5 = new Plane(new Vector3(-3, 0, 0), new Vector3(1, 0, 0)); plane5.GetMaterial().diffuseColor = new Color(1, .1, .1); // plane5.GetMaterial().mirror = 0.9; Primitive plane6 = new Plane(new Vector3(0, 0, -4), new Vector3(0, 0, 1)); plane6.GetMaterial().diffuseColor = new Color(0.2, 0.2, 0.2); Primitive ball1 = new Sphere(new Vector3(-1, -0.5f, 1.7f), 0.8f); Primitive ball2 = new Sphere(new Vector3(1, -0.5f, 1.7f), 0.8f); ball1.GetMaterial().diffuseColor = new Color(1.0, 1.0, 1.0); ball1.GetMaterial().specularColor = new Color(1.0, 1.0, 1.0); ball1.GetMaterial().shininess = 12; ball1.GetMaterial().mirror = 1; ball1.GetMaterial().refractive = 0; ball1.GetMaterial().refractiveIndex = 3.5; ball2.GetMaterial().diffuseColor = new Color(0, 1, 0); ball2.GetMaterial().specularColor = new Color(1.0, 1.0, 1.0); ball2.GetMaterial().shininess = 12; ball2.GetMaterial().mirror = 1; ball2.GetMaterial().refractive = 0; ball2.GetMaterial().refractiveIndex = 1.5; // Console.WriteLine(meshes.meshes[0].name); // Console.WriteLine(oRead.ReadFromFile(fileToRead).meshes.Count); Scene scene = new Scene(); Mesh mesh = meshes.meshes[0]; // mesh.obj.Move(new Vector3(0, -1, 0)); mesh.SetTextureForAllFaces(imagex); // ball1.GetMaterial().texture = imagex; scene.AddPrimitiveForRendering(ref ball1); scene.AddPrimitiveForRendering(ref ball2); scene.AddMeshForRendering(ref mesh); scene.AddPrimitiveForRendering(ref plane1); scene.AddPrimitiveForRendering(ref plane2); scene.AddPrimitiveForRendering(ref plane3); scene.AddPrimitiveForRendering(ref plane4); scene.AddPrimitiveForRendering(ref plane5); // scene.AddPrimitiveForRendering(ref plane6); PointLight pl1 = new PointLight(new Vector3(-0.5f, -0.5f, -1), new Color(0.7, 0.7, 0.7)); PointLight pl0 = new PointLight(new Vector3(-1, 0, 2), new Color(0.9, 0.9, 0.5)); PointLight pl12 = new PointLight(new Vector3(-1, 0, 6), new Color(0.9, 0.1, 0.9)); //PointLight pl1 = new PointLight(new Vector3(1, 0, -1), new Color(1, 1, 1)); //PointLight pl0 = new PointLight(new Vector3(-1, -0.5f, -1.5f), new Color(0.7, 0.7, 0.7)); scene.lights.Add(pl1); scene.lights.Add(pl0); // scene.lights.Add(pl12); Ortho ort = new Ortho(new Vector3(-0.2f, -0.8f, -2f), new Vector3(0.1f, 0.1f, 1)); ort.adaptiveDepth = 2; ort.scene = scene; Console.WriteLine("Zapisywanie do pliku obrazu z kamery ort"); ort.RenderTo(ref image); image.Save("D:\\Raytracer\\" + "ortho.jpg"); // Perspective per = new Perspective(new Vector3(0.0f, 0.0f, 1.0f), new Vector3(0.0f, 0.0f, -3)); Perspective per = new Perspective(new Vector3(-0.2f, -0.8f, -2f), new Vector3(0.1f, 0.1f, 1)); per.Position = new Vector3(0, 0, -3); per.Target = new Vector3(0, 0, 1); per.scene = scene; per.adaptiveDepth = 2; per.fov = 75; Console.WriteLine("Zapisywanie do pliku obrazu z kamery per"); per.RenderTo(ref image1); image1.Save("D:\\Raytracer\\" + "perpektywa.jpg"); Console.WriteLine((pl1.count + pl0.count)); Console.WriteLine("Koniec"); //ort.RenderTo(ref image, spheres); //per.RenderTo(image1, spheres); }
void Render(int resolution) { Bitmap bmp = new Bitmap(resolution, resolution); for (int i = 0; i < resolution; i++) { for (int j = 0; j < resolution; j++) { bmp.SetPixel(i, j, Color.LightYellow); } } // let's say... kamera w 0,0,0, patrzy na 0,0,1 Sphere s1 = new Sphere() // VS hinted me this syntax... I didn't know it. { center = new Vector3(0, 0, 1), radius = 0.2f, color = new Vector3(1, 0, 0) }; Sphere s2 = new Sphere() // VS hinted me this syntax... I didn't know it. { center = new Vector3(0.15f, 0.2f, 1.1f), radius = 0.15f, color = new Vector3(1, 0f, 1) }; List <Sphere> spheres = new List <Sphere>(); spheres.Add(s1); spheres.Add(s2); PointLight pointLight = new PointLight(new Vector3(5, 40, 10), new Vector3(1, 1, 1)); Camera cam = new Camera(new Vector3(0, 0, 0), new Vector3(0, 0, 1), new Vector3(0, 1, 0), resolution, resolution); Vector3 oneoneone = new Vector3(1, 1, 1); for (int i = -cam.xRes; i < cam.xRes; i++) { for (int j = -cam.yRes; j < cam.yRes; j++) { Vector3 targetPoint = cam.GetPointFromCenter( 2f / (float)(cam.xRes) * (float)i, 2f / (float)(cam.yRes) * (float)j); Ray r = new Ray(cam.position, targetPoint - cam.position); foreach (Sphere sphere in spheres) { Vector3 intersection = sphere.Intersects(r); if (intersection != null) { Vector3 normal = s1.CalculateNormal(intersection); Vector3 resultColor = oneoneone; Vector3 intersection_minus_cam_pos = intersection - cam.position; float ambientCoeff = 0.2f; float diffuseCoeff = 0.4f; float speculrCoeff = 0.4f; resultColor *= ambientCoeff; // initialized with 1,1,1 Vector3 intersectionToPointLight = (intersection - pointLight.position); resultColor += sphere.color * diffuseCoeff * (normal.Dot(intersectionToPointLight.Normalized())); // diffuse // specular: Vector3 reflectedVector = intersectionToPointLight - 2 * (intersectionToPointLight.Dot(normal)) * (normal); reflectedVector = reflectedVector.Normalized(); resultColor += oneoneone * speculrCoeff * (float)Math.Pow( reflectedVector.Dot(intersection_minus_cam_pos.Normalized()) , 40f); if (resultColor.x < 0) { resultColor.x = 0; } if (resultColor.y < 0) { resultColor.y = 0; } if (resultColor.z < 0) { resultColor.z = 0; } bmp.SetPixel(i + cam.xRes / 2, j + cam.yRes / 2, Color.FromArgb( (int)(resultColor.x * 255.0f), (int)(resultColor.y * 255.0f), (int)(resultColor.z * 255.0f) )); } } } } pictureBox1.Image = resolution == 1600?DownSampled(bmp):bmp; }