Created
November 20, 2015 02:24
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#include "../framework/color.h" | |
#include <math.h> | |
#include "Vec4.h" | |
#include "Sphere.h" | |
#include "Intersection.h" | |
#include "float.h" | |
#include "Camera.h" | |
#include "Light.h" | |
#include "Scene.h" | |
#include "Raytracer.h" | |
Color lambert(Vec4* P, Vec4* N, Vec4* L, Vec4* V, Sphere* sphere, Light* light) { | |
float iluDifuso = 0; | |
float iluEspecular = 0; | |
float normasNL = norm_vec4(N) * norm_vec4(L); | |
float cos = (dot_vec4(N, L) / normasNL); | |
if (cos > 0) { | |
iluDifuso = cos * (light->intensidad); | |
if (sphere->exponenteEspecular > 0) { | |
float normLuz = norm_vec4(L); | |
Vec4* lAux = (Vec4*) calloc(1, sizeof (Vec4)); | |
Vec4* nAux = (Vec4*) calloc(1, sizeof (Vec4)); | |
if (normLuz != 1) { | |
init_vec4(lAux, L->x / normLuz, L->y / normLuz, L->z / normLuz, L->t / normLuz); | |
} | |
float normN = norm_vec4(N); | |
if (normN != 1) { | |
init_vec4(nAux, N->x / normN, N->y / normN, N->z / normN, N->t / normN); | |
} | |
float mu = dot_vec4(nAux, lAux) * 2; | |
Vec4* vraux = (Vec4*) calloc(1, sizeof (Vec4)); | |
init_vec4(vraux, (nAux->x) * mu, (nAux->y) * mu, (nAux->z) * mu, (nAux->t) * mu); | |
Vec4* vr = (Vec4*) calloc(1, sizeof (Vec4)); | |
minus_vec4(vr, vraux, lAux); | |
float normasVVr = norm_vec4(V) * norm_vec4(vr); | |
float cosAux = (dot_vec4(V, vr) / normasVVr); | |
if (cosAux > 0) { | |
iluEspecular = pow(cosAux, sphere->exponenteEspecular) * (light->intensidad); | |
} | |
free(vraux); | |
free(vr); | |
free(lAux); | |
free(nAux); | |
} | |
} | |
return sum_color(multi_color(sphere->colorDifuso, iluDifuso), multi_color(sphere->colorSpecular, iluEspecular)); | |
} | |
float* intersect_sphere(Vec4* O, Vec4* D, Sphere* sphere) { | |
//Armamos una lista de punteros con dos posiciones para el resultado de la ecuacion | |
float* result = calloc(2, sizeof (float)); | |
float lambda1 = 0; | |
float lambda2 = 0; | |
float A = dot_vec4(D, D); | |
float B = 2.0 * (dot_vec4(O, D) - dot_vec4(D, sphere->centro)); | |
float C = (dot_vec4(O, O)) + (dot_vec4(sphere->centro, sphere->centro)) - (2 * dot_vec4(O, sphere->centro)) - pow(sphere->centro->t, 2); | |
float delta = pow(B, 2) - 4 * A * C; | |
if (delta < 0) { | |
lambda1 = FLT_MAX; | |
lambda2 = FLT_MAX; | |
} else { | |
lambda1 = (-B + sqrt(delta)) / (2.0 * A); | |
lambda2 = (-B - sqrt(delta)) / (2.0 * A); | |
} | |
result[0] = lambda1; | |
result[1] = lambda2; | |
return result; | |
} | |
Intersection* intersect(Vec4* O, Vec4* D, float lamb_min, float lamb_max, Scene* scene) { | |
Intersection* inter = (Intersection*) calloc(1, sizeof (Intersection)); | |
inter->sphere = NULL; | |
inter->lamb = FLT_MAX; | |
for (int i = 0; i < scene->num_spheres; i++) { | |
Sphere* sphere = &scene->spheres[i]; | |
float* result = intersect_sphere(O, D, sphere); | |
float lambda1 = result[0]; | |
float lambda2 = result[1]; | |
if (lambda1 > lamb_min && lambda1 < lamb_max && lambda1 < inter->lamb) { | |
inter->sphere = sphere; | |
inter->lamb = lambda1; | |
} | |
if (lambda2 > lamb_min && lambda2 < lamb_max && lambda2 < inter->lamb) { | |
inter->sphere = sphere; | |
inter->lamb = lambda2; | |
} | |
free(result); | |
} | |
return inter; | |
} | |
Color ray_tracing(Vec4* O, Vec4* D, float lamb_min, float lamb_max, float lim_rec, Scene* scene) { | |
Color res = cg_color_new(0, 0, 0); | |
Intersection* inter = intersect(O, D, lamb_min, lamb_max, scene); | |
if (inter->sphere != NULL) { | |
Vec4* P = (Vec4*) calloc(1, sizeof (Vec4)); | |
Vec4* N = (Vec4*) calloc(1, sizeof (Vec4)); | |
Vec4* V = (Vec4*) calloc(1, sizeof (Vec4)); | |
Vec4* plusResult = (Vec4*) calloc(1, sizeof (Vec4)); | |
plus_vec4(plusResult, D, inter->lamb); | |
add_vec4(P, O, plusResult); | |
minus_vec4(N, P, inter->sphere->centro); | |
plus_vec4(V, D, -1); | |
res = multi_color(inter->sphere->colorDifuso, scene->luzAmbiente); | |
Vec4* L = (Vec4*) calloc(1, sizeof (Vec4)); | |
for (int i = 0; i < scene->num_lights; i++) { | |
Light* luz = &scene->lights[i]; | |
minus_vec4(L, luz->posicion, P); | |
Intersection* shadow = intersect(P, L, 0.001, 1, scene); | |
if (shadow->sphere == NULL) { | |
res = sum_color(res, lambert(P, N, L, V, inter->sphere, luz)); | |
} | |
} | |
if (lim_rec > 0 && inter->sphere->fraccionDeReflexion > 0) { | |
// RV = 2 ∗ N ∗ <N, V> − V | |
Vec4* RV = (Vec4*) calloc(1, sizeof (Vec4)); | |
Vec4* plus = (Vec4*) calloc(1, sizeof (Vec4)); | |
Vec4* vAux = (Vec4*) calloc(1, sizeof (Vec4)); | |
Vec4* nAux = (Vec4*) calloc(1, sizeof (Vec4)); | |
float normV = norm_vec4(V); | |
if (normV != 1) { | |
init_vec4(vAux, V->x / normV, V->y / normV, V->z / normV, V->t / normV); | |
} | |
float normN = norm_vec4(N); | |
if (normN != 1) { | |
init_vec4(nAux, N->x / normN, N->y / normN, N->z / normN, N->t / normN); | |
} | |
plus_vec4(plus, nAux, 2 * dot_vec4(nAux, vAux)); | |
minus_vec4(RV, plus, vAux); | |
Color cr = ray_tracing(P, RV, 0.001, FLT_MAX, lim_rec - 1, scene); | |
res = sum_color(multi_color(res, 1 - inter->sphere->fraccionDeReflexion), multi_color(cr, inter->sphere->fraccionDeReflexion)); | |
free(plus); | |
free(RV); | |
free(nAux); | |
free(vAux); | |
} | |
free(P); | |
free(N); | |
free(V); | |
free(L); | |
free(plusResult); | |
} | |
free(inter); | |
return res; | |
} |
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