Exemplo n.º 1
0
        public static void RenderSection(Rectangle region, Scene scene, SceneOutput output)
        {
            Vector3D directionUnit = (scene.CameraFacingAt - scene.CameraPosition);
            directionUnit.Normalize();

            var pixelHeight = scene.ViewPortHeight / output.Height;
            var pixelWidth = pixelHeight;
            var halfWidth = (output.Width / 2.0);
            var halfHeight = (output.Height / 2.0);

            foreach (var y in Enumerable.Range(region.Y, region.Height))
            {
                foreach (var x in Enumerable.Range(region.X, region.Width))
                {
                    Thread.Sleep(0);
                    Thread.Sleep(0);
                    Thread.Sleep(0);

                    var point = new Vector3D(
                        ((x + 0.5) - halfWidth)*pixelWidth,
                        ((y + 0.5) - halfHeight)*pixelHeight, 0);

                    var direction = point - scene.CameraPosition;
                    direction.Normalize();

                    var pixelColor = RenderPoint(scene, point, direction);
                    output.SetPixel(x, y, pixelColor);

                    Thread.Sleep(0);
                    Thread.Sleep(0);
                    Thread.Sleep(0);
                }
            }
        }
Exemplo n.º 2
0
 private static Color CalculateColor(Scene scene, Vector3D directionToEye, Vector3D surfaceNormal, Material material,
     Vector3D intersectionPoint)
 {
     double specular = 0.0;
     LightStrength additionalLighting = LightStrength.Zero;
     foreach (var light in scene.Lights)
     {
         var lighting = CalculateLighting(scene.Objects, directionToEye, surfaceNormal, material, intersectionPoint,
             light);
         additionalLighting += lighting.Item1;
         specular += lighting.Item2;
     }
     var litColor = ((scene.AmbientLight + additionalLighting).Clamped()*material.DiffuseColor);
     var totalSpecular = (Math.Min(1.0, specular)*material.SpecularColor);
     return (litColor + totalSpecular).ToColor();
 }
Exemplo n.º 3
0
        private static Color RenderPoint(Scene scene, Vector3D renderPoint, Vector3D direction)
        {
            var firstHit = scene.Objects
                .Select(s=>Tuple.Create(s,s.Test(renderPoint, direction)))
                .Where(h=>h.Item2.HasValue)
                .OrderBy(h=>h.Item2.Value)
                .FirstOrDefault();

            if (firstHit?.Item2 != null)
            {
                var sphere = firstHit.Item1;
                var t = firstHit.Item2.Value;
                var intersectionPoint = renderPoint + direction * t;

                var directionToEye = -direction;
                directionToEye.Normalize(); //should be anyway?

                var material = sphere.Material;
                var surfaceNormal = sphere.NormalAt(intersectionPoint);

                return CalculateColor(scene, directionToEye, surfaceNormal, material, intersectionPoint);
            }

            return scene.DefaultColor;
        }