光线跟踪器不会根据方向给出不同的光强度

时间:2019-06-07 20:11:48

标签: c graphics geometry raytracing

目标:我正尝试在C中创建光线追踪器。我刚刚添加了一个光源,该光源应根据光线的位置为我的三个球体提供阴影效果。如果光在所有这些光的左侧,则应在右侧形成阴影。

问题::更改灯光的强度和位置时,所有球体均会均匀更改。球体将或多或少被均匀照明,并且球体上各个像素的照明没有变化。

我的调试尝试:我尝试通过打印出许多不同的信息来查看变量输出,并且我认为源来自我的变量

diffuse_light_intensity

变化不大(在屏幕上的所有迭代中,由于表面上的光线角度变化很大,因此该值应经常变化时,该值会改变两次)

我的代码:(我的理论是问题出在scene_intersect()或cast_ray()上)

#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <math.h>
#include <limits.h>

typedef struct {
    float position[3];
    float intensity;
} Light;

typedef struct {
    float diffuse_color[3];

}  Material;

typedef struct {
    float center[3];
    float radius;
    Material material;

} Sphere;

int arrSub(const float arr1[], const float arr2[], float subArr[], int length) {
    /*
    Requires 3 equally sized arrays (denoted as length),
    arr1 - arr2 will result in the third array subArr
    */
    for (int i = 0; i < length; i++) {
        subArr[i] = arr1[i] - arr2[i];
    }
    return 0;
}

int arrAdd(const float arr1[], const float arr2[], float addArr[], int length) {
    /*
    Requires 3 equally sized arrays (denoted as length),
    arr1 + arr2 will result in the third array subArr
    */
    for (int i = 0; i < length; i++) {
        addArr[i] = arr1[i] + arr2[i];
    }
    return 0;
}

int arrScalarMult(const float arr1[], float scalar, float newArr[], int length) {
    /*
    Requires 3 equally sized arrays (denoted as length),
    arr1 - arr2 will result in the third array subArr
    */
    for (int i = 0; i < length; i++) {
        newArr[i] = arr1[i] * scalar;
    }
    return 0;
}

float dotProduct(const float arr1[], const float arr2[], int length) {
    /*
    Returns the dot product of two equal sized arrays 
    (treated as vectors)

    a (dot) b = a1b1 + a2b2 + ... anbn
    */
    float result = 0;

    for (int i = 0; i < length; i++) {
        result += arr1[i] * arr2[i];
    }

    return result;
}

int normalize(float arr[], int len) {
    //Normalize a vector (array)

    float sumSqr;
    float norm;

    for (int i = 0; i < len; i++) {
        sumSqr += arr[i] * arr[i];
    }

    norm = sqrt(sumSqr);

    for (int i = 0; i < len; i++) {
        arr[i] = arr[i] / norm;
    }

    return 0;
}

bool ray_intersect(const float origin[], const float dir[], float t0, Sphere s) {
    /*
    Ray-Sphere Intersection

    Vectors:
        origin (the zero vector)
        dir (direction vector)
        L (vector from origin to center of sphere)
    Scalars:
        tca
        d2
        thc
        t0
        t1    
    */
    float L[3] = {0,0,0}; //The zero vector
    arrSub(s.center, origin, L, 3); //L is now the vector from origin to the sphere's center

    float tca = dotProduct(L, dir, 3); //Projection of L onto dir
    float d2 = dotProduct(L, L, 3) - tca*tca;

    if (d2 > s.radius * s.radius) return false; //There is no intersection, so return false.

    float thc = sqrtf((s.radius*s.radius - d2));
    t0 = tca - thc;
    float t1 = tca + thc;
    if (t0 < 0) {
        t0 = t1;
    }
    if (t0 < 0) return false;

    return true;
}

bool scene_intersect(const float origin[], const float dir[], const Sphere s[], int len, float hit[], float N[], Material * ptr_m) {
    float sphere_dist = INT_MAX;

    for (size_t i=0; i < len; i++) {
        float dist_i;
        if (ray_intersect(origin, dir, dist_i, s[i]) && dist_i < sphere_dist) {
            sphere_dist = dist_i;

            float dirDist[3];
            arrScalarMult(dir, dist_i, dirDist, 3);
            arrAdd(origin, dirDist, hit, 3);

            float hitMinusCenter[3];
            arrSub(hit, s[i].center, hitMinusCenter, 3);
            normalize(hitMinusCenter, 3);

            N[0] = hitMinusCenter[0];
            N[1] = hitMinusCenter[1];
            N[2] = hitMinusCenter[2];

            * ptr_m = s[i].material;
        }
    }
    return sphere_dist<1000;
}

int cast_ray(const float origin[], const float dir[], const Sphere s[], const Light l[], int l_size, unsigned char colorArr[]) {
    float point[3], N[3];
    Material m;
    Material * ptr_m = &m;

    if (!scene_intersect(origin, dir, s, 3, point, N, ptr_m)) {
        //background
        colorArr[0] = 5; //red
        colorArr[1] = 100; //green
        colorArr[2] = 250; //blue
    } else {
        float diffuse_light_intensity = 0;
        float light_dir[3];

        for (size_t i = 0; i < l_size; i++) {
            arrSub(l[i].position, point, light_dir, 3);
            normalize(light_dir, 3);
            diffuse_light_intensity += l[i].intensity * ((0.f >= dotProduct(light_dir, N, 3) ? (0.f) : (dotProduct(light_dir, N, 3))));
        }
        //light up pixel
        colorArr[0] = m.diffuse_color[0] * diffuse_light_intensity;
        colorArr[1] = m.diffuse_color[1] * diffuse_light_intensity;
        colorArr[2] = m.diffuse_color[2] * diffuse_light_intensity;
    }

    return 0;
}

int render(const Sphere s[], const Light l[], int l_length) {
    /*
    Creates image in a new color each step.
    */
    const int width = 1024;
    const int height = 768;

    FILE *fp = fopen("fourth.ppm", "wb"); // Write in binary mode
    (void) fprintf(fp, "P6\n%d %d\n255\n", width, height);

    float fov = 3.1415926535/2.; // Field of View

    #pragma omp parallel for
    for (size_t j = 0; j < height; j++) {
        for (size_t i = 0; i < width; i++) {

            float x = (2*(i+.5)/(float)width - 1)*tan(fov/2.)*width/(float)height;
            float y = -(2*(j+.5)/(float)height - 1)*tan(fov/2.);

            float dir[] = {x,y,-1};
            normalize(dir, 3);

            unsigned char color[3];
            const float origin[] = {0,0,0};
            cast_ray(origin, dir, s, l, l_length, color);
            (void) fwrite(color, 1, 3, fp);
        }
    }
    (void) fclose(fp);
    return 0;
}

int main(void) {
    Material red = {255,0,0};
    Material pink = {150,10,150};
    Material gold = {255, 195, 0};

    //Populate with spheres
    Sphere s[3];
    Sphere originalS = {{-3,0,-16},2,gold};
    Sphere bigS = {{-1.0, -1.5, -12}, 3, red};
    Sphere anotherS = {{7,5,-18},2,pink};

    s[0] = originalS;
    s[1] = bigS;
    s[2] = anotherS;

    //Add light source
    Light l[1];

    Light test_light = {{-20,20,20}, 1.5};

    l[0] = test_light;

    render(s,l, 1);
    printf("Run success!\n");
    return 0;
}

如果需要对我的代码进行任何澄清,请告诉我,我对C和stackoverflow还是陌生的。

1 个答案:

答案 0 :(得分:3)

const example = (arg1, ...args) => { console.log(arg1); for (arg in args) { console.log(arg); } } 中存在一个基本错误,在该错误中您按值传递ray_intersect变量,而不是将其作为指针,因此在t0函数中,其值始终为零。

另一个问题是您没有在scene_intersect函数中初始化sumSqr,导致该函数为每个矢量分量返回normalize

固定这两个位置后,我得到一些近似阴影的球。该图像中的错误是由于无法确保您的输出像素值落在[0,255]范围内引起的。

NB:如果您打开完整的编译器错误检查,则会检测到这两个错误中的第一个 ,警告您正在使用未初始化的变量。

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