waterish_os_rev3_public/libraries/bitluni_ESP32Lib/examples/Raytracer/Raytracer.h

152 lines
3.0 KiB
C++

//cc by-sa 4.0 license
//bitluni
#pragma once
class Ray
{
public:
Ray(Vector pos, Vector dir)
:p(pos), d(dir)
{
}
Vector p;
Vector d;
};
class Raytracable
{
public:
float reflection;
Vector c;
Raytracable()
{
reflection = 0;
}
virtual bool intersection(Ray &ray, Vector &i, float &t) const = 0;
virtual Vector normal(Vector &i) const = 0;
virtual Vector color(Vector &p) const = 0;
};
class Sphere : public Raytracable
{
public:
float r;
float r2;
Vector p;
Sphere(Vector pos, float radius)
:p(pos),
r(radius),
r2(radius * radius)
{
}
virtual bool intersection(Ray &ray, Vector &i, float &t) const
{
Vector L = p - ray.p;
float tca = L.dot(ray.d);
if(tca < 0) return false;
float d2 = L.dot(L) - tca * tca;
if (d2 >= r2) return false;
float thc = Vector::sqrt(r2 - d2);
float ct = tca - thc;
if(t <= ct) return false;
t = ct;
i = ray.p + ray.d * ct;
return true;
}
virtual Vector normal(Vector &i) const
{
return (i - p) * (1.f / r);
}
virtual Vector color(Vector &p) const
{
return c;
}
};
class Checker : public Raytracable
{
public:
Checker()
{
}
virtual bool intersection(Ray &ray, Vector &i, float &t) const
{
if(ray.d[1] >= 0 || ray.p[1] <= 0) return false;
float ct = ray.p[1] / -ray.d[1];
if(ct >= t) return false;
i = Vector(ray.p[0] + ray.d[0] * ct, 0, ray.p[2] + ray.d[2] * ct);
t = ct;
return true;
}
virtual Vector normal(Vector &i) const
{
return Vector(0, 1, 0);
}
virtual Vector color(Vector &p) const
{
float c = ((int)p[0] + (int)p[2] + (p[0] >= 0 ? 1 : 0)) & 1;
return Vector(0.8 + 0.2 * c, c, c);
}
};
const float FAR = 10000;
Vector raytrace(Raytracable **objects, int count, Ray &r, Vector &light, int depth, Raytracable *self = 0)
{
if(depth == 0)
return Vector(0, 0, 0);
Vector i;
float t = FAR;
Raytracable *best = 0;
for(int n = 0; n < count; n++)
{
Raytracable *o = objects[n];
if(o != self && o->intersection(r, i, t))
best = o;
}
float fog = t * 0.02f;
float fc = 0.5f - (r.d[1] < 0 ? 0 : r.d[1]) * 0.5;
Vector fogc = Vector(fc, fc, 1.0f);
if(fog >= 1) return fogc;
if(!best)
{
return fogc;
}
Vector n = best->normal(i);
float l = light.dot(n) * 0.9;
if(l < 0)
l = 0;
else
{
Ray r2(i, light);
Vector i2;
float t2 = FAR;
for(int n = 0; n < count; n++)
{
Raytracable *o = objects[n];
if(o == best) continue;
if(o->intersection(r2, i2, t2))
{
l = 0;
break;
}
}
}
Vector c = (best->color(i) * (0.1f + l)) * (1 - fog) + fogc * fog;
if(best->reflection == 0)
return c;
float dn = r.d.dot(n);
float fr = (0.2f + (1+dn) * 0.8f) * best->reflection;
if(fr < 0) fr = 0;
Vector refl = r.d - n * (dn * 2);
Ray nr = Ray(i, refl);
//return Vector(fr, fr, fr);
c = raytrace(objects, count, nr, light, depth - 1, best) * fr + c * (1 - fr);
return c;
}