Exemplo n.º 1
0
		public Light(Vec3 position, Vec3 color)
		{
			Position = position;
			Color = color;
		}
Exemplo n.º 2
0
		public Sphere(Vec3 c, Num r, Vec3 clr, Num refl = 0, Num trans = 0)
		{
			Center = c;
			Radius = r;
			Color = clr;
			Reflection = refl;
			Transparency = trans;
		}
Exemplo n.º 3
0
		public static Vec3 Normal(Sphere sphere, Vec3 pos)
		{
			return Vec3.Normalize(pos - sphere.Center);
		}
Exemplo n.º 4
0
		public static Num Magnitude(Vec3 v)
		{
			return (Num)Math.Sqrt((v.X*v.X) + (v.Y*v.Y) + (v.Z*v.Z));
		}
Exemplo n.º 5
0
		public static Vec3 Normalize(Vec3 v)
		{
			return v / (Num)Math.Sqrt((v.X*v.X) + (v.Y*v.Y) + (v.Z*v.Z));
		}
Exemplo n.º 6
0
        private static Vec3 trace(Ray ray, Scene scene, int depth)
        {
            var    nearest = Num.MaxValue;
            Sphere obj     = null;

            // search the scene for nearest intersection
            foreach (var o in scene.Objects)
            {
                var distance = Num.MaxValue;
                if (Sphere.Intersect(o, ray, out distance))
                {
                    if (distance < nearest)
                    {
                        nearest = distance;
                        obj     = o;
                    }
                }
            }

            if (obj == null)
            {
                return(Vec3.Zero);
            }

            var  point_of_hit = ray.Org + (ray.Dir * nearest);
            var  normal       = Sphere.Normal(obj, point_of_hit);
            bool inside       = false;

            if (Vec3.Dot(normal, ray.Dir) > 0)
            {
                inside = true;
                normal = -normal;
            }

            Vec3 color            = Vec3.Zero;
            var  reflection_ratio = obj.Reflection;

            foreach (var l in scene.Lights)
            {
                var light_direction = Vec3.Normalize(l.Position - point_of_hit);
                Ray r;
                r.Org = point_of_hit + (normal * 1e-5f);
                r.Dir = light_direction;

                // go through the scene check whether we're blocked from the lights
                bool blocked = false;
                foreach (var o in scene.Objects)
                {
                    if (Sphere.Intersect(o, r))
                    {
                        blocked = true;
                        break;
                    }
                }

                if (!blocked)
                {
                    color += l.Color
                             * Math.Max(0, Vec3.Dot(normal, light_direction))
                             * obj.Color
                             * (1.0f - reflection_ratio);
                }
            }

            var rayNormDot    = Vec3.Dot(ray.Dir, normal);
            Num facing        = Math.Max(0, -rayNormDot);
            Num fresneleffect = reflection_ratio + ((1 - reflection_ratio) * (Num)Math.Pow((1 - facing), 5));

            // compute reflection
            if (depth < maxDepth && reflection_ratio > 0)
            {
                var reflection_direction = ray.Dir + (normal * 2 * rayNormDot * (-1.0f));
                Ray r;
                r.Org = point_of_hit + (normal * 1e-5f);
                r.Dir = reflection_direction;
                var reflection = trace(r, scene, depth + 1);
                color += reflection * fresneleffect;
            }

            // compute refraction
            if (depth < maxDepth && (obj.Transparency > 0))
            {
                var ior = 1.5f;
                var CE  = Vec3.Dot(ray.Dir, normal) * (-1.0f);
                ior = inside ? (1.0f) / ior : ior;
                var eta      = (1.0f) / ior;
                var GF       = (ray.Dir + normal * CE) * eta;
                var sin_t1_2 = 1 - (CE * CE);
                var sin_t2_2 = sin_t1_2 * (eta * eta);
                if (sin_t2_2 < 1)
                {
                    var GC = normal * (Num)Math.Sqrt(1 - sin_t2_2);
                    var refraction_direction = GF - GC;
                    Ray r;
                    r.Org = point_of_hit - (normal * 1e-4f);
                    r.Dir = refraction_direction;
                    var refraction = trace(r, scene, depth + 1);
                    color += refraction * (1 - fresneleffect) * obj.Transparency;
                }
            }
            return(color);
        }
Exemplo n.º 7
0
		public static Num Dot(Vec3 v1, Vec3 v2)
		{
			return (v1.X*v2.X) + (v1.Y*v2.Y) + (v1.Z*v2.Z);
		}
Exemplo n.º 8
0
 public Light(Vec3 position, Vec3 color)
 {
     Position = position;
     Color    = color;
 }
Exemplo n.º 9
0
 public static Vec3 Normal(Sphere sphere, Vec3 pos)
 {
     return(Vec3.Normalize(pos - sphere.Center));
 }
Exemplo n.º 10
0
 public static Vec3 Normalize(Vec3 v)
 {
     return(v / (Num)Math.Sqrt((v.X * v.X) + (v.Y * v.Y) + (v.Z * v.Z)));
 }
Exemplo n.º 11
0
 public static Num Magnitude(Vec3 v)
 {
     return((Num)Math.Sqrt((v.X * v.X) + (v.Y * v.Y) + (v.Z * v.Z)));
 }
Exemplo n.º 12
0
 public static Num Dot(Vec3 v1, Vec3 v2)
 {
     return((v1.X * v2.X) + (v1.Y * v2.Y) + (v1.Z * v2.Z));
 }