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main.cpp
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238 lines (216 loc) · 5.31 KB
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#ifdef _WIN32
#include <windows.h>
#endif
#include <iostream>
#include <cstring>
//#include <unistd.h>
#include "functions.h"
#define PI 3.14159265358979323846
using namespace std;
//screen dimensions
#define WIDTH 800
#define HEIGHT 600
//width and height of each character in pixels
const int dW=4,dH=8;
//set cursor at start to avoid flickering
void gotoxy ( short x, short y )
{
#ifdef _WIN32
COORD coord = {x, y};
SetConsoleCursorPosition ( GetStdHandle ( STD_OUTPUT_HANDLE ), coord );
#else
printf("%c[%d;%df",0x1B,y,x);
#endif
}
char palette[]=" .:;~=#OB8%&";
typedef struct Ball{
double center[3];
double radius;
double color; //on the interval from 0 (dark) to 1 (light)
double coeff; //on the scale from 0 to 1 how much does the ball reflect light (1 means it's the perfect mirror)
} ball;
class camera
{
public:
double x,y,z;
double matrix[16],inv[16];
camera(double r,double alfa,double beta)
{
//alfa is camera's angle along the xy plane.
//beta is camera's angle along z axis
//r is the distance from the camera to the origin
double a=sin(alfa),b=cos(alfa),c=sin(beta),d=cos(beta);
x=r*b*d;
y=r*a*d;
z=r*c;
//matrix
matrix[3]=matrix[7]=matrix[11]=0;
matrix[15]=1;
//x
matrix[0]=-a;
matrix[1]=b;
matrix[2]=0;
//y
matrix[4]=b*c;
matrix[5]=a*c;
matrix[6]=-d;
//z
matrix[8]=b*d;
matrix[9]=a*d;
matrix[10]=c;
matrix[12]=x;
matrix[13]=y;
matrix[14]=z;
//invert
invert(inv,matrix);
}
double rayTrace(double origin[3],double unit[3],ball balls[],int n,double altitute,double coeff,int limit)
{
double color;
double distanceToPlane=-(origin[2]+altitute)/unit[2]; //this is signed distance
int index=-1;
double distance;
for(int i=0;i<n;i++)
{
double diff[3];
vector(diff,origin,balls[i].center);
double discriminant=dot(unit,diff)*dot(unit,diff)+balls[i].radius*balls[i].radius-dot(diff,diff);
if(discriminant<0) continue;
distance=-dot(unit,diff)-sqrt(discriminant);
if(distance<=0) continue;
index=i;
break;
}
if(index==-1)
{
if(unit[2]>0)
{
return 0; //ray hit the sky
}
else //ray hit the groung
{
double
tx=origin[0]+distanceToPlane*unit[0],
ty=origin[1]+distanceToPlane*unit[1];
double color=clamp(1/(1+distanceToPlane/10),0,1);
double origin2[3]=
{
origin[0]+distanceToPlane*unit[0],
origin[1]+distanceToPlane*unit[1],
origin[2]+distanceToPlane*unit[2]
};
double unit2[3]=
{
unit[0],
unit[1],
-unit[2]
};
if((int)(floor(tx)+floor(ty))%2==0)
return (1-coeff)*color+coeff*rayTrace(origin2,unit2,balls,n,altitute,coeff,limit-1);
else
return 0;
}
}
if(unit[2]<0&&distance>distanceToPlane) //ray hit the groung
{
double
tx=origin[0]+distanceToPlane*unit[0],
ty=origin[1]+distanceToPlane*unit[1];
return (double)((int)(floor(tx)+floor(ty))%2);
}
//ray hit a ball
double origin2[3]=
{
origin[0]+unit[0]*distance,
origin[1]+unit[1]*distance,
origin[2]+unit[2]*distance
};
double normal[3];
vector(normal,origin2,balls[index].center);
normalize(normal);
double k=2*dot(unit,normal);
scale(normal,k);
double unit2[3];
vector(unit2,unit,normal);
if(limit=0) return balls[index].color;
return (1-balls[index].coeff)*balls[index].color+balls[index].coeff*rayTrace(origin2,unit2,balls,n,altitute,coeff,limit-1);
}
};
int main()
{
//ball declaration::
ball balls[3];
balls[0].center[0]=0;
balls[0].center[1]=0;
balls[0].center[2]=0;
balls[0].radius=1;
balls[0].color=1;
balls[0].coeff=0.9;
balls[1].center[0]=-3;
balls[1].center[1]=0;
balls[1].center[2]=0;
balls[1].radius=0.5;
balls[1].color=1;
balls[1].coeff=0.7;
balls[2].center[0]=0;
balls[2].center[1]=-3;
balls[2].center[2]=0;
balls[2].radius=0.5;
balls[2].color=1;
balls[2].coeff=0.7;
double alfa=0,beta=PI/2, r=1.9;
//starting screen
for(int i=0;i<HEIGHT/dH-4;i++){
for(int j=0;j<WIDTH/dW;j++){
putchar('@');
}
putchar('\n');
}
getchar();
gotoxy(0,0);
while(1)
{
char platno[HEIGHT/dH*(WIDTH/dW+1)+1];
camera cam(r,alfa,beta);
int p = 0;
for(int i=0;i<HEIGHT/dH;i++){
for(int j=0;j<WIDTH/dW;j++){
double origin[3]=
{
cam.x,
cam.y,
cam.z
};
double unit[3]=
{
-((double)(j-WIDTH/dW/2)+0.5)/(double)(WIDTH/dW/2),
((double)(i-HEIGHT/dH/2)+0.5)/(double)(WIDTH/dH/2),
-1
};
transformVector(unit,cam.matrix);
unit[0]-=cam.x;
unit[1]-=cam.y;
unit[2]-=cam.z;
normalize(unit);
double luminance=cam.rayTrace(origin,unit,balls,3,2,0.3,5);
int color=(int)((strlen(palette)-1)*luminance);
platno[p++]=palette[color];
}
platno[p++] = '\n';
}
platno[p] = 0;
//display:
//puts is very fast
puts(platno);
//sleeping to reduce frames count
//maybe there is a better way than sleeping to sync
Sleep(5);
//instead of system("cls") i used this because it looks smoother
gotoxy(0,0);
//update camera position
//using very small angle increments to get a smoother transition
alfa+=0.0003*PI;
if(beta>PI/2000)beta-=0.0003*PI;
}
return 0;
}