Hey i am currently writing a ray tracer and i am try to add reflections. I have two questions.Is my ray direction calculation correct because it does not seem wrong.My second question is how would i implement reflections because this is not working to good.
It seems like the reflections are reversed.
Here is my code For Trace!
public class Tracer {
public boolean Tracing;
public Camera Cam;
public int Width, Height;
public BufferedImage Image;
public Color BackGroundColor;
public int StartX, StartY, EndX, EndY,RowCount,ColCount;
public double AmbientLight;
public double DiffuseLight;
public int MaxReflectionCount;
public ArrayList<GeometricObject> GeoObjects;
public ArrayList<LightObject> LightObjects;
public Tracer(Camera cam, int width, int height, BufferedImage image, Color backGroundColor, int startX, int startY, int endX, int endY, int rowCount, int colCount, double ambientLight, double diffuseLight, int maxReflectionCount, ArrayList<GeometricObject> geoObjects, ArrayList<LightObject> lightObjects) {
super();
Cam = cam;
Width = width;
Height = height;
Image = image;
BackGroundColor = backGroundColor;
StartX = startX;
StartY = startY;
EndX = endX;
EndY = endY;
RowCount = rowCount;
ColCount = colCount;
AmbientLight = ambientLight;
DiffuseLight = diffuseLight;
MaxReflectionCount = maxReflectionCount;
GeoObjects = geoObjects;
LightObjects = lightObjects;
}
public void TracePixelFast(int x, int y) {
Color color = new Color(BackGroundColor.r,BackGroundColor.g,BackGroundColor.b);
for(int o = 0;o < GeoObjects.size();o++){
GeometricObject GO = GeoObjects.get(o);
Ray r = new Ray(Cam.GetRayPos(Width, Height, x, y, 1, 1, RowCount, ColCount), Cam.GetRayDir(Width, Height, x, y, 1,1, RowCount, ColCount));
double hit = GO.hit(r);
if (hit != 0.0) {
color = Cal_Pixel(x,y);
Image.setRGB(x, y, color.toInt());
break;
}
}
}
public void TracePixelSmooth(int x, int y) {
Image.setRGB(x, y,Cal_Pixel(x,y).toInt());
}
public Color Cal_Pixel(int x,int y){
Color color = new Color(BackGroundColor);
Color colorh = new Color(BackGroundColor);
Color bgc = new Color(BackGroundColor);
int HIT = 0;
int MISS = 0;
for (int row = 0; row < RowCount; row++) {
for (int col = 0; col < ColCount; col++) {
double min = Double.MAX_VALUE;
Ray r = new Ray(Cam.GetRayPos(Width, Height, x, y, row, col, RowCount, ColCount),Cam.GetRayDir(Width, Height, x, y, row, col, RowCount, ColCount));
for (int o = 0; o < GeoObjects.size(); o++) {
GeometricObject GO = GeoObjects.get(o);
double hit = GO.hit(r);
if (hit != 0.0 && hit < min) {
min = hit;
colorh = ShadePixel(0,GO, r, hit);
HIT++;
} else {
double min2 = Double.MAX_VALUE;
for (int o2 = 0; o2 < GeoObjects.size(); o2++) {
if(o!=o2){
GeometricObject GO2 = GeoObjects.get(o2);
double hit2 = GO2.hit(r);
if (hit2 != 0.0 && hit2 < min2) {
min2 = hit2;
bgc = ShadePixel(0,GO2, r, hit2);
}
}
}
MISS++;
}
}
}
}
for(int h = 0;h < HIT;h++){
color.Add(colorh);
}
for(int m = 0;m < MISS;m++){
color.Add(bgc);
}
color.Divide(RowCount * ColCount);
return color;
}
public Color ShadePixel(int ReflectionDepthCount,GeometricObject GO,Ray ray,double t){
Normal normal = GO.Cal_Normal(ray, t);
if(GO.Reflectivity > 0){
Color GoColor = new Color(Cal_Reflection(GO,ReflectionDepthCount, ray, normal));
Color finalcolor = new Color(Cal_Light(GoColor, normal));
return finalcolor;
}else{;
Color finalcolor = new Color(Cal_Light(GO.Color, normal));
return finalcolor;
}
}
public Color ShadePixel_End(GeometricObject GO,Normal normal){
Color GoColor = new Color(GO.Color);
Color finalcolor = new Color(Cal_Light(GoColor, normal));
return finalcolor;
}
public Color Cal_Light(Color color,Normal normal){
ArrayList<Color> PixelShade = new ArrayList<Color>();
Color Final = new Color();
for(int l = 0;l < LightObjects.size();l++){
LightObject light = LightObjects.get(l);
Vector3D r_Dir = light.Pos.Sub(normal.Origin);
r_Dir.normalize();
Ray raytolight = new Ray(normal.Origin,r_Dir);
int WAS_HIT = 0;
for(int o = 0;o < GeoObjects.size();o++){
GeometricObject NGO = GeoObjects.get(o);
double hit = NGO.hit(raytolight);
if (hit != 0.0) {
WAS_HIT = 1;
}
}
PixelShade.add(light.ShadePixel(WAS_HIT, normal, r_Dir, color, AmbientLight, DiffuseLight));
}
for(int s = 0;s < PixelShade.size();s++){
Final.Add(PixelShade.get(s));
}
Final.Divide(PixelShade.size());
return Final;
}
public Color Cal_Reflection(GeometricObject OriginalObject,int ReflectionDepthCount,Ray InRay,Normal normal){
if(ReflectionDepthCount <= MaxReflectionCount){
GeometricObject LastGO = null;
Ray LastRay = null;
double LastT = 0.0;
double min = Double.MAX_VALUE;
double Dir_Out_Dot = InRay.Direction.Dot(normal.Direction);
Vector3D Dir_Out = normal.Direction.Mul(2).Mul(Dir_Out_Dot).Sub(InRay.Direction);
Ray r = new Ray(normal.Origin,Dir_Out);
for (int o = 0; o < GeoObjects.size(); o++) {
GeometricObject GO = GeoObjects.get(o);
double hit = GO.hit(r);
if (hit != 0.0 && hit < min) {
min = hit;
LastGO = GO;
LastRay = r;
LastT = hit;
}
}
if(LastGO != null){
Color Reflected = new Color(ShadePixel(ReflectionDepthCount, LastGO,LastRay, LastT));
Color HitColor = new Color(LastGO.Color);
Color FinalColor = new Color();
Reflected.Mul(OriginalObject.Reflectivity);
FinalColor.Add(HitColor);
FinalColor.Add(Reflected);
FinalColor.Divide(2);
FinalColor.Add(OriginalObject.Color);
FinalColor.Divide(2);
return FinalColor;
}
}
return OriginalObject.Color;
}
public void TraceArea(boolean SmoothTracing) {
Tracing = true;
if(SmoothTracing){
for (int x = StartX; x < EndX; x++) {
for (int y = StartY; y < EndY; y++) {
TracePixelSmooth(x,y);
}
}
}else{
for (int x = StartX; x < EndX; x++) {
for (int y = StartY; y < EndY; y++) {
TracePixelFast(x,y);
}
}
}
}
}
This is my code for my Sphere.
public class Sphere extends GeometricObject{
public Vector3D Center;
public double Radius;
public Sphere(Vector3D Center,Color Color,double Radius,double Reflectivity){
this.Center = Center;
this.Radius = Radius;
this.Color = Color;
this.Reflectivity = Reflectivity;
}
public double hit(Ray ray) {
double a = ray.Direction.Dot(ray.Direction);
double b = 2 * ray.Origin.Sub(Center).Dot(ray.Direction);
double c = ray.Origin.Sub(Center).Dot(ray.Origin.Sub(Center))-Radius*Radius;
double discreminant = b*b-4*a*c;
if(discreminant < 0.0f){
return 0.0;
}else{
double t = (-b - Math.sqrt(discreminant))/(2*a);
if(t > 10E-9){
return t;
}else{
return 0.0;
}
}
}
public Normal Cal_Normal(Ray ray,double t) {
Vector3D NPos = new Vector3D(ray.Origin.x + ray.Direction.x*t,ray.Origin.y + ray.Direction.y*t,ray.Origin.z + ray.Direction.z*t);
Vector3D NDir = NPos.Sub(Center).Div(Radius);
return new Normal(NPos,NDir);
}
}
If you need more of my code just request it and i will upload it. And if you want to help me improve me reflection part of my ray tracer i would like it to look more like this.Only if you wish to pour you knowledge of ray tracing onto my poor broken soul!
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