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            4D星宇

            c++

              C++博客 :: 首頁 :: 新隨筆 :: 聯(lián)系 :: 聚合  :: 管理 ::
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                                       學(xué)習(xí)光線追蹤(格式都亂了,郁悶)
            射線類的定義:
            class Ray
            {
               public:
             Ray() : m_Origin( vector3( 0, 0, 0 ) ), m_Direction( vector3( 0, 0, 0 ) ) {};
             Ray( vector3& a_Origin, vector3& a_Dir );
               private:
             vector3 m_Origin;
             vector3 m_Direction;
            };
            光線追蹤算法:
            For each pixel
            {
             Construct ray from camera through pixel
             Find first primitive hit by ray
             Determine color at intersection point
             Draw color

            求最近交點
             // find the nearest intersection
            for ( int s = 0; s < m_Scene->GetNrPrimitives(); s++ )
            {
             Primitive* pr = m_Scene->GetPrimitive( s );
             int res;
             if (res = pr->Intersect( a_Ray, a_Dist ))
             {
              prim = pr;
              result = res; // 0 = miss, 1 = hit, -1 = hit from inside primitive
             }
            }
            交點的顏色:
            // determine color at point of intersection
            pi = a_Ray.GetOrigin() + a_Ray.GetDirection() * a_Dist;
            // trace lights
            for ( int l = 0; l < m_Scene->GetNrPrimitives(); l++ )
            {
             Primitive* p = m_Scene->GetPrimitive( l );
             if (p->IsLight())
             {
              Primitive* light = p;
              // calculate diffuse shading
              vector3 L = ((Sphere*)light)->GetCentre() - pi;
              NORMALIZE( L );
              vector3 N = prim->GetNormal( pi );
              if (prim->GetMaterial()->GetDiffuse() > 0)
              {
               float dot = DOT( N, L );
               if (dot > 0)
               {
                float diff = dot * prim->GetMaterial()->GetDiffuse();
                // add diffuse component to ray color
                a_Acc += diff * prim->GetMaterial()->GetColor() * light->GetMaterial()->GetColor();
               }
              }
             }
            }
            計算反射:
            // calculate reflection
            float refl = prim->GetMaterial()->GetReflection();
            if (refl > 0.0f)
            {
             vector3 N = prim->GetNormal( pi );
             vector3 R = a_Ray.GetDirection() - 2.0f * DOT( a_Ray.GetDirection(), N ) * N;
             if (a_Depth < TRACEDEPTH)
             {
              Color rcol( 0, 0, 0 );
              float dist;
              Raytrace( Ray( pi + R * EPSILON, R ), rcol, a_Depth + 1, a_RIndex, dist );
              a_Acc += refl * rcol * prim->GetMaterial()->GetColor();
             }
            }
            Phong光照公式:intensity = diffuse * (L.N) + specular * (V.R)n

            vector3 V = a_Ray.GetDirection();
            vector3 R = L - 2.0f * DOT( L, N ) * N;
            float dot = DOT( V, R );
            if (dot > 0)
            {
             float spec = powf( dot, 20 ) * prim->GetMaterial()->GetSpecular() * shade;
            // add specular component to ray color
            a_Acc += spec * light->GetMaterial()->GetColor();
            }
            計算陰影
            // handle point light source
            float shade = 1.0f;
            if (light->GetType() == Primitive::SPHERE)
            {
             vector3 L = ((Sphere*)light)->GetCentre() - pi;
             float tdist = LENGTH( L );
             L *= (1.0f / tdist);
             Ray r = Ray( pi + L * EPSILON, L );
             for ( int s = 0; s < m_Scene->GetNrPrimitives(); s++ )
             {
              Primitive* pr = m_Scene->GetPrimitive( s );
              if ((pr != light) && (pr->Intersect( r, tdist )))
              {
               shade = 0;
               break;
              }
             }
            }

            posted on 2008-07-06 10:53 bloodbao 閱讀(524) 評論(0)  編輯 收藏 引用 所屬分類: c++
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