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Aliased
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Anti-aliased
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Introduction
Anti-aliasing is the name for techniques designed to reduce or eliminate the jagged effect of square pixels attempting to approximate curved shapes.
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Aliased curve
Here we focus on shading the pixels using an averaging algorithm, adding anti-aliasing to our basic ray tracing. For this, instead of only one ray per pixel, we will fire 4 extra rays around each pixel, calculate the color average between the 5 results, and then plot the pixel with the resulting value.
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Background
I recommend a quick reading of the previous articles:
Using the Code
At first, let's calculate the distance between 2 adjacent pixels in our model coordinates:
double deltaP = Math.Abs(tAlgebra.GetCoord(rect.Left, rect.Right,
-fMax, fMax, rect.Left+1)+fMax);
Now for each original ray, we will fire 4 extra rays as a bounding square around the main original ray:
...
ray.x1 = x - deltaP; ray.y1 = y - deltaP; ray.z1 = 0.0;
tPoint colorA = ray.trace_ray(ray);
normalizeColor(ref colorA);
ray.x1 = x - deltaP; ray.y1 = y + deltaP; ray.z1 = 0.0;
tPoint colorB = ray.trace_ray(ray);
normalizeColor(ref colorB);
ray.x1 = x + deltaP; ray.y1 = y - deltaP; ray.z1 = 0.0;
tPoint colorC = ray.trace_ray(ray);
normalizeColor(ref colorC);
ray.x1 = x + deltaP ; ray.y1 = y + deltaP; ray.z1 = 0.0;
tPoint colorD = ray.trace_ray(ray);
normalizeColor(ref colorD);
ray.x1 = x; ray.y1 = y; ray.z1 = 0.0;
tPoint colorE = ray.trace_ray(ray);
normalizeColor(ref colorE);
color.x = (colorA.x + colorB.x + colorC.x + colorD.x + colorE.x) / 5.0;
color.y = (colorA.y + colorB.y + colorC.y + colorD.y + colorE.y) / 5.0;
color.z = (colorA.z + colorB.z + colorC.z + colorD.z + colorE.z) / 5.0;
normalizeColor(ref color);
Color colorpx = Color.FromArgb((int)color.x, (int)color.y, (int)color.z);
newBitmap.SetPixel(i, j, colorpx);
...
public void normalizeColor(ref tPoint color)
{
color.x = Math.Min(color.x, 255);
color.y = Math.Min(color.y, 255);
color.z = Math.Min(color.z, 255);
color.x = Math.Max(color.x, 0);
color.y = Math.Max(color.y, 0);
color.z = Math.Max(color.z, 0);
}
Algebra Class
public class tAlgebra
{
public tAlgebra()
{
}
public static double GetCoord(double i1, double i2, double w1,
double w2, double p)
{
return ((p - i1) / (i2 - i1)) * (w2 - w1) + w1;
}
public static void Cross3(double ax, double ay, double az,
double bx, double by, double bz,
ref double outx, ref double outy, ref double outz)
{
outx = ay * bz - az * by;
outy = az * bx - ax * bz;
outz = ax * by - ay * bx;
}
public static void Refract(double n1, double n2,
double inx, double iny, double inz,
double mirrorx, double mirrory,
double mirrorz,
ref double outx, ref double outy,
ref double outz)
{
double c1 = -Dot3(mirrorx, mirrory, mirrorz, inx, iny, inz);
double n = n1 / n2;
double c2 = Math.Sqrt(1.0 - n * n * (1.0 - c1 * c1));
outx = (n * inx) + (n * c1 - c2) * mirrorx;
outy = (n * iny) + (n * c1 - c2) * mirrory;
outz = (n * inz) + (n * c1 - c2) * mirrorz;
}
public static void Reflect(double inx, double iny, double inz,
double mirrorx, double mirrory, double mirrorz,
ref double outx, ref double outy, ref double outz)
{
double c1 = -Dot3(mirrorx, mirrory, mirrorz, inx, iny, inz);
outx = -(inx + (2 * mirrorx * c1));
outy = -(iny + (2 * mirrory * c1));
outz = -(inz + (2 * mirrorz * c1));
}
public static double Dot3(double x1, double y1, double z1,
double x2, double y2, double z2)
{
return ((x1 * x2) + (y1 * y2) + (z1 * z2));
}
public static double GetCosAngleV1V2(double v1x, double v1y,
double v1z, double v2x, double v2y, double v2z)
{
return Dot3(v1x, v1y, v1z, v2x, v2y, v2z);
}
public static double modv(double vx, double vy, double vz)
{
return System.Math.Sqrt(vx * vx + vy * vy + vz * vz);
}
public static bool Normalize(ref double vx, ref double vy,
ref double vz)
{
double mod_v = tAlgebra.modv(vx, vy, vz);
double eps = 1.0E-20;
if (Math.Abs(mod_v) < eps)
return true;
vx = vx / mod_v;
vy = vy / mod_v;
vz = vz / mod_v;
return false;
}
public static void RotX(double angle, ref double y, ref double z)
{
double y1 = y * System.Math.Cos(angle) - z *
System.Math.Sin(angle);
double z1 = y * System.Math.Sin(angle) + z *
System.Math.Cos(angle);
y = y1;
z = z1;
}
public static void RotY(double angle, ref double x, ref double z)
{
double x1 = x * System.Math.Cos(angle) - z *
System.Math.Sin(angle);
double z1 = x * System.Math.Sin(angle) + z *
System.Math.Cos(angle);
x = x1;
z = z1;
}
public static void RotZ(double angle, ref double x, ref double y)
{
double x1 = x * System.Math.Cos(angle) - y *
System.Math.Sin(angle);
double y1 = x * System.Math.Sin(angle) + y *
System.Math.Cos(angle);
x = x1;
y = y1;
}
}
Now, as seen before, we need a class to define materials in terms of ambient, diffuse and specular parameters:
Material Class
public class tMaterial
{
public double ambientR, ambientG, ambientB, ambientA;
public double diffuseR, diffuseG, diffuseB, diffuseA;
public double specularR, specularG, specularB, specularA;
public double shininess;
public double alpha;
}
R3 Point Class
public class tPoint
{
public double x = 0, y = 0, z = 0;
}
In order to create the objects, spheres and triangles, I have created a base abstract class called tObject
, and the derived tSphere
and tTriangle
:
Object Class
public abstract class tObject
{
public tObject()
{
}
public tPoint get_point_color(System.Collections.ArrayList lights,
tRay ray)
{
tPoint color = new tPoint();
tPoint normal = new tPoint();
tPoint rayV = ray.getRay();
tPoint light = (tPoint)lights[0];
getNormal(hitpoint.x, hitpoint.y, hitpoint.z,
ref normal.x, ref normal.y, ref normal.z);
double lvX = light.x - hitpoint.x,
lvY = light.y - hitpoint.y,
lvZ = light.z - hitpoint.z;
tAlgebra.Normalize(ref normal.x, ref normal.y, ref normal.z);
tAlgebra.Normalize(ref lvX, ref lvY, ref lvZ);
double cost = tAlgebra.GetCosAngleV1V2(lvX, lvY, lvZ,
normal.x, normal.y, normal.z);
double cosf = 0;
tAlgebra.Reflect(-lvX, -lvY, -lvZ,
normal.x, normal.y, normal.z,
ref vReflX, ref vReflY, ref vReflZ);
tAlgebra.Normalize(ref vReflX, ref vReflY, ref vReflZ);
tAlgebra.Normalize(ref rayV.x, ref rayV.y, ref rayV.z);
cosf = tAlgebra.GetCosAngleV1V2(rayV.x, rayV.y, rayV.z,
vReflX, vReflY, vReflZ);
double result1 = Math.Max(0, cost) * 255.0;
double result2 = Math.Pow(Math.Max(0, cosf),
material.shininess) * 255.0;
double rgbR = (material.ambientR * 255.0) +
(material.diffuseR * result1) +
(material.specularR * result2);
double rgbG = (material.ambientG * 255.0) +
(material.diffuseG * result1) +
(material.specularG * result2);
double rgbB = (material.ambientB * 255.0) +
(material.diffuseB * result1) +
(material.specularB * result2);
color.x = rgbR;
color.y = rgbG;
color.z = rgbB;
return color;
}
public tRay get_reflected_ray(tRay original_ray)
{
tRay ray = new tRay();
double inx = 0, iny = 0, inz = 0, nx = 0, ny = 0, nz = 0,
rx = 0, ry = 0, rz = 0;
getNormal(hitpoint.x, hitpoint.y, hitpoint.z,
ref nx, ref ny, ref nz);
inx = original_ray.getRay().x;
iny = original_ray.getRay().y;
inz = original_ray.getRay().z;
tAlgebra.Normalize(ref inx, ref iny, ref inz);
tAlgebra.Normalize(ref nx, ref ny, ref nz);
tAlgebra.Reflect(-inx, -iny, -inz, nx, ny, nz, ref rx,
ref ry, ref rz);
tAlgebra.Normalize(ref rx, ref ry, ref rz);
ray.x0 = hitpoint.x;
ray.y0 = hitpoint.y;
ray.z0 = hitpoint.z;
ray.x1 = (hitpoint.x + rx);
ray.y1 = (hitpoint.y + ry);
ray.z1 = (hitpoint.z + rz);
return ray;
}
public tMaterial material
{
get
{
return tmaterial;
}
set
{
tmaterial = value;
}
}
public tPoint hitpoint
{
get
{
return tHitPoint;
}
set
{
tHitPoint = value;
}
}
private tMaterial tmaterial;
private tPoint tHitPoint;
private double vReflX = 0, vReflY = 0, vReflZ = 0;
public abstract double GetIntersect(double p1x, double p1y, double p1z,
double p2x, double p2y, double p2z);
public abstract void getNormal(double x, double y, double z,
ref double nx, ref double ny, ref double nz);
public tRay get_refracted_ray(tRay original_ray)
{
tRay ray = new tRay();
double inx = 0, iny = 0, inz = 0,
nx = 0, ny = 0, nz = 0, rx = 0, ry = 0, rz = 0;
getNormal(hitpoint.x, hitpoint.y, hitpoint.z,
ref nx, ref ny, ref nz);
inx = original_ray.getRay().x;
iny = original_ray.getRay().y;
inz = original_ray.getRay().z;
tAlgebra.Normalize(ref inx, ref iny, ref inz);
tAlgebra.Normalize(ref nx, ref ny, ref nz);
double n1 = 1.00;
double n2 = 1.50;
tAlgebra.Refract(n1, n2, -inx, -iny, -inz, nx, ny, nz,
ref rx, ref ry, ref rz);
tAlgebra.Normalize(ref rx, ref ry, ref rz);
ray.x0 = hitpoint.x;
ray.y0 = hitpoint.y;
ray.z0 = hitpoint.z;
ray.x1 = (hitpoint.x + rx);
ray.y1 = (hitpoint.y + ry);
ray.z1 = (hitpoint.z + rz);
return ray;
}
}
Sphere Class
public class tSphere : tObject
{
public tSphere(double x, double y, double z, double r)
{
cx = x;
cy = y;
cz = z;
radius = r;
}
void Move(double vx, double vy, double vz)
{
cx += vx;
cy += vy;
cz += vz;
}
void MoveTo(double vx, double vy, double vz)
{
cx = vx;
cy = vy;
cz = vz;
}
public override double GetIntersect(double px, double py, double pz,
double x, double y, double z)
{
double vx = x - px;
double vy = y - py;
double vz = z - pz;
double A = (vx * vx + vy * vy + vz * vz);
double B = 2.0 * (px * vx + py * vy +
pz * vz - vx * cx - vy * cy - vz * cz);
double C = px * px - 2 * px * cx + cx * cx +
py * py - 2 * py * cy + cy * cy + pz * pz -
2 * pz * cz + cz * cz - radius * radius;
double D = B * B - 4 * A * C;
double t = -1.0;
if (D >= 0)
{
double t1 = (-B - System.Math.Sqrt(D)) / (2.0 * A);
double t2 = (-B + System.Math.Sqrt(D)) / (2.0 * A);
if (t1 < t2)
t = t1;
else
t = t2;
tPoint pt = new tPoint();
pt.x = px + t * vx;
pt.y = py + t * vy;
pt.z = pz + t * vz;
hitpoint = pt;
}
return t;
}
public override void getNormal(double x, double y, double z,
ref double nx, ref double ny, ref double nz)
{
nx = x - cx;
ny = y - cy;
nz = z - cz;
}
public double cx, cy, cz, radius, clR, clG, clB;
}
Triangle Class
public class tTriangle : tObject
{
public tTriangle()
{
}
public void Init()
{
GetNormal(ref tnormalX, ref tnormalY, ref tnormalZ);
}
public bool SameSide(double p1x, double p1y, double p1z,
double p2x, double p2y, double p2z,
double ax, double ay, double az,
double bx, double by, double bz)
{
double cp1x = 0, cp1y = 0, cp1z = 0, cp2x = 0, cp2y = 0,
cp2z = 0;
tAlgebra.Cross3(bx - ax, by - ay, bz - az, p1x - ax,
p1y - ay, p1z - az, ref cp1x, ref cp1y, ref cp1z);
tAlgebra.Cross3(bx - ax, by - ay, bz - az, p2x - ax,
p2y - ay, p2z - az, ref cp2x, ref cp2y, ref cp2z);
if (tAlgebra.Dot3(cp1x, cp1y, cp1z, cp2x, cp2y, cp2z) >= 0)
return true;
else
return false;
}
public bool PointInTriangle(double px, double py, double pz)
{
if (SameSide(px, py, pz, tp1x, tp1y, tp1z,
tp2x, tp2y, tp2z, tp3x, tp3y, tp3z) &&
SameSide(px, py, pz, tp2x, tp2y, tp2z,
tp1x, tp1y, tp1z, tp3x, tp3y, tp3z) &&
SameSide(px, py, pz, tp3x, tp3y, tp3z,
tp1x, tp1y, tp1z, tp2x, tp2y, tp2z))
return true;
else
return false;
}
public override double GetIntersect(double p1x, double p1y, double p1z,
double p2x, double p2y, double p2z)
{
double v1x = tp3x - p1x;
double v1y = tp3y - p1y;
double v1z = tp3z - p1z;
double v2x = p2x - p1x;
double v2y = p2y - p1y;
double v2z = p2z - p1z;
double dot1 = tAlgebra.Dot3(tnormalX, tnormalY, tnormalZ,
v1x, v1y, v1z);
double dot2 = tAlgebra.Dot3(tnormalX, tnormalY, tnormalZ,
v2x, v2y, v2z);
if (Math.Abs(dot2) < 1.0E-6)
return -1; double u = dot1 / dot2;
if (!PointInTriangle(p1x + u * (p2x - p1x),
p1y + u * (p2y - p1y), p1z + u * (p2z - p1z)))
return -1;
tPoint pt = new tPoint();
pt.x = p1x + u * v2x;
pt.y = p1y + u * v2y;
pt.z = p1z + u * v2z;
hitpoint = pt;
return u;
}
protected void GetNormal(ref double nx, ref double ny, ref double nz)
{
double ux = tp3x - tp1x, uy = tp3y - tp1y, uz = tp3z - tp1z;
double wx = tp2x - tp1x, wy = tp2y - tp1y, wz = tp2z - tp1z;
nx = wz * uy - wy * uz;
ny = wx * uz - wz * ux;
nz = wy * ux - wx * uy;
}
public override void getNormal(double x, double y, double z,
ref double nx, ref double ny, ref double nz)
{
nx = -tnormalX;
ny = -tnormalY;
nz = -tnormalZ;
}
public double tp1x, tp1y, tp1z;
public double tp2x, tp2y, tp2z;
public double tp3x, tp3y, tp3z;
public double tnormalX, tnormalY, tnormalZ;
}
Now, Finally, the Ray-tracing Class
public class tRay
{
public double rx = 0.0, ry = 0.0, rz = 0.0;
public double x0 = 0, y0 = 0, z0 = 0;
public double x1 = 0, y1 = 0, z1 = 0;
public int levels = 3;
int level = 0;
System.Collections.ArrayList obj3dArrayList;
System.Collections.ArrayList lightsArrayList;
public tRay()
{
obj3dArrayList = new System.Collections.ArrayList();
lightsArrayList = new System.Collections.ArrayList();
}
public void AddTriangle(double ax, double ay, double az,
double bx, double by, double bz,
double cx, double cy, double cz,
tMaterial mat)
{
tTriangle tri = new tTriangle();
tri.tp1x = ax;
tri.tp1y = ay;
tri.tp1z = az;
tri.tp2x = bx;
tri.tp2y = by;
tri.tp2z = bz;
tri.tp3x = cx;
tri.tp3y = cy;
tri.tp3z = cz;
tAlgebra.RotX(rx, ref tri.tp1y, ref tri.tp1z);
tAlgebra.RotX(rx, ref tri.tp2y, ref tri.tp2z);
tAlgebra.RotX(rx, ref tri.tp3y, ref tri.tp3z);
tAlgebra.RotY(ry, ref tri.tp1x, ref tri.tp1z);
tAlgebra.RotY(ry, ref tri.tp2x, ref tri.tp2z);
tAlgebra.RotY(ry, ref tri.tp3x, ref tri.tp3z);
tAlgebra.RotZ(rz, ref tri.tp1x, ref tri.tp1y);
tAlgebra.RotZ(rz, ref tri.tp2x, ref tri.tp2y);
tAlgebra.RotZ(rz, ref tri.tp3x, ref tri.tp3y);
tri.material = mat;
tri.Init();
AddObject(tri);
}
public void AddLight(tPoint light)
{
tAlgebra.RotX(rx, ref light.y, ref light.z);
tAlgebra.RotY(ry, ref light.x, ref light.z);
tAlgebra.RotZ(rz, ref light.x, ref light.y);
lightsArrayList.Add(light);
}
public void AddObject(tObject obj)
{
obj3dArrayList.Add(obj);
}
private tObject get_first_intersection(tRay original_ray)
{
double eps = 1.0E-4;
double t = 1.0E10;
tObject objhit = null;
for (int k = 0; k < (int)obj3dArrayList.Count; k++)
{
tObject objn = (tObject)obj3dArrayList[k];
double taux = objn.GetIntersect(original_ray.x0,
original_ray.y0, original_ray.z0,
original_ray.x1, original_ray.y1,
original_ray.z1);
if (Math.Abs(taux) <= eps) continue;
if (taux > 0 && taux < t)
{
t = taux;
objhit = objn;
}
}
return objhit;
}
public tPoint trace_ray(tRay original_ray)
{
level++;
tPoint point_color = new tPoint(), reflect_color = new tPoint(),
refract_color = new tPoint();
if (level > levels)
{
level--;
point_color.x = 0;
point_color.y = 0;
point_color.z = 0;
return point_color;
}
tObject obj = get_first_intersection(original_ray);
if (obj != null)
{
point_color = obj.get_point_color(lightsArrayList,
original_ray);
tRay rfl = obj.get_reflected_ray(original_ray);
tRay rfr = obj.get_refracted_ray(original_ray);
tPoint clraux = new tPoint();
bool brfl = false, brfr = false;
reflect_color = trace_ray(rfl);
if (reflect_color.x > 0 || reflect_color.y > 0 ||
reflect_color.z > 0)
{
brfl = true;
}
if (obj.material.alpha < 1.0)
{
refract_color = trace_ray(rfr);
if (refract_color.x > 0 || refract_color.y > 0 ||
refract_color.z > 0)
brfr = true;
}
if (brfl && brfr)
{
clraux.x = (3 * point_color.x + reflect_color.x + 5 *
refract_color.x) / 9;
clraux.y = (3 * point_color.y + reflect_color.y + 5 *
refract_color.y) / 9;
clraux.z = (3 * point_color.z + reflect_color.z + 5 *
refract_color.z) / 9;
}
else
if (brfl)
{
clraux.x = (point_color.x + reflect_color.x) / 2;
clraux.y = (point_color.y + reflect_color.y) / 2;
clraux.z = (point_color.z + reflect_color.z) / 2;
}
else
if (brfr)
{
clraux.x = (3 * point_color.x + 5 *
refract_color.x) / 8;
clraux.y = (3 * point_color.y + 5 *
refract_color.y) / 8;
clraux.z = (3 * point_color.z + 5 *
refract_color.z) / 8;
}
else
{
clraux.x = point_color.x;
clraux.y = point_color.y;
clraux.z = point_color.z;
}
level--;
return clraux; }
level--;
return point_color;
}
public tPoint getRay()
{
tPoint ray = new tPoint();
ray.x = x1 - x0;
ray.y = y1 - y0;
ray.z = z1 - z0;
return ray;
}
public void AddSphere(double cx, double cy, double cz, double radius,
tMaterial mat)
{
tAlgebra.RotX(rx, ref cy, ref cz);
tAlgebra.RotY(ry, ref cx, ref cz);
tAlgebra.RotZ(rz, ref cx, ref cy);
tSphere sph = new tSphere(cx, cy, cz, radius);
sph.material = mat;
AddObject(sph);
}
}
Code Usage Samples
Follow these samples of code usage.
Bitmap newBitmap = new Bitmap(300, 300, PixelFormat.Format32bppArgb);
Graphics g = Graphics.FromImage(newBitmap);
Rectangle rect = new Rectangle(0, 0, 300, 300);
double fMax = 610.0;
tRay ray = new tRay();
ray.rx = 0.0; ray.ry = 0.0; ray.rz = 0.0;
ray.levels = 10;
tPoint pt = new tPoint();
pt.x = 250;
pt.y = 250;
pt.z = 630;
ray.AddLight(pt);
tMaterial mat1 = new tMaterial();
mat1.alpha = 1.0;
mat1.ambientR = 0.1324;
mat1.ambientG = 0.0324;
mat1.ambientB = 0.0236;
mat1.specularR = 0.651;
mat1.specularG = 0.351;
mat1.specularB = 0.351;
mat1.shininess = 20;
mat1.diffuseR = 0.4775;
mat1.diffuseG = 0.2775;
mat1.diffuseB = 0.2775;
tMaterial mat2 = new tMaterial();
mat2.alpha = 0.20;
mat2.ambientR = 0.00000;
mat2.ambientG = 0.00000;
mat2.ambientB = 0.00000;
mat2.specularR = 0.35;
mat2.specularG = 0.35;
mat2.specularB = 0.35;
mat2.shininess = 200.0;
mat2.diffuseR = 0.00;
mat2.diffuseG = 0.00;
mat2.diffuseB = 0.00;
tMaterial mat3 = new tMaterial();
mat3.alpha = 1.0;
mat3.ambientR = 0.2324;
mat3.ambientG = 0.2324;
mat3.ambientB = 0.3236;
mat3.specularR = 0.351;
mat3.specularG = 0.351;
mat3.specularB = 0.851;
mat3.shininess = 20;
mat3.diffuseR = 0.3775;
mat3.diffuseG = 0.3775;
mat3.diffuseB = 0.6775;
tMaterial mat4 = new tMaterial();
mat4.alpha = 1.0;
mat4.ambientR = 0.0124;
mat4.ambientG = 0.0124;
mat4.ambientB = 0.0136;
mat4.specularR = 0.451;
mat4.specularG = 0.451;
mat4.specularB = 0.451;
mat4.shininess = 2;
mat4.diffuseR = 0.0775;
mat4.diffuseG = 0.0775;
mat4.diffuseB = 0.0775;
tMaterial mat5 = new tMaterial();
mat5.alpha = 1.0;
mat5.ambientR = 0.39124;
mat5.ambientG = 0.39124;
mat5.ambientB = 0.39136;
mat5.specularR = 0.251;
mat5.specularG = 0.251;
mat5.specularB = 0.251;
mat5.shininess = 2;
mat5.diffuseR = 0.5775;
mat5.diffuseG = 0.5775;
mat5.diffuseB = 0.5775;
tMaterial mat6 = new tMaterial();
mat6.alpha = 1.0;
mat6.ambientR = 0.11124;
mat6.ambientG = 0.49124;
mat6.ambientB = 0.11136;
mat6.specularR = 0.151;
mat6.specularG = 0.651;
mat6.specularB = 0.151;
mat6.shininess = 35;
mat6.diffuseR = 0.1775;
mat6.diffuseG = 0.3775;
mat6.diffuseB = 0.1775;
tMaterial mat7 = new tMaterial();
mat7.alpha = 1.0;
mat7.ambientR = 0.23735;
mat7.ambientG = 0.23735;
mat7.ambientB = 0.23735;
mat7.specularR = 0.773911;
mat7.specularG = 0.773911;
mat7.specularB = 0.773911;
mat7.shininess = 89;
mat7.diffuseR = 0.2775;
mat7.diffuseG = 0.2775;
mat7.diffuseB = 0.2775;
ray.AddSphere(300, 300, 150, 150, mat1);
ray.AddSphere(0, 0, 150, 150, mat2);
ray.AddSphere(-300, 300, 150, 150, mat3);
ray.AddSphere(300, -300, 150, 150, mat6);
ray.AddSphere(-300, -300, 150, 150, mat7);
ray.AddTriangle(0, 500, 0, -500, 500, 0, -500, 0, 0, mat4);
ray.AddTriangle(0, 500, 0, -500, 0, 0, 0, 0, 0, mat4);
ray.AddTriangle(0, 0, 0, 0, -500, 0, 500, 0, 0, mat4);
ray.AddTriangle(500, 0, 0, 0, -500, 0, 500, -500, 0, mat4);
ray.AddTriangle(500, 500, 0, 0, 500, 0, 0, 0, 0, mat5);
ray.AddTriangle(500, 500, 0, 0, 0, 0, 500, 0, 0, mat5);
ray.AddTriangle(-500, 0, 0, -500, -500, 0, 0, 0, 0, mat5);
ray.AddTriangle(0, 0, 0, -500, -500, 0, 0, -500, 0, mat5);
ray.x0 = 0; ray.y0 = 0; ray.z0 = 2000;
tPoint color = new tPoint();
for (int i = rect.Left; i <= rect.Right; i++)
{
double x = tAlgebra.GetCoord(rect.Left, rect.Right,
-fMax, fMax, i);
for (int j = rect.Top; j <= rect.Bottom; j++)
{
double y = tAlgebra.GetCoord(rect.Top, rect.Bottom,
fMax, -fMax, j);
ray.x1 = x - deltaP; ray.y1 = y - deltaP; ray.z1 = 0.0;
tPoint colorA = ray.trace_ray(ray);
normalizeColor(ref colorA);
ray.x1 = x - deltaP; ray.y1 = y + deltaP; ray.z1 = 0.0;
tPoint colorB = ray.trace_ray(ray);
normalizeColor(ref colorB);
ray.x1 = x + deltaP; ray.y1 = y - deltaP; ray.z1 = 0.0;
tPoint colorC = ray.trace_ray(ray);
normalizeColor(ref colorC);
ray.x1 = x + deltaP ; ray.y1 = y + deltaP; ray.z1 = 0.0;
tPoint colorD = ray.trace_ray(ray);
normalizeColor(ref colorD);
ray.x1 = x; ray.y1 = y; ray.z1 = 0.0;
tPoint colorE = ray.trace_ray(ray);
normalizeColor(ref colorE);
color.x = (colorA.x + colorB.x + colorC.x + colorD.x +
colorE.x) / 5.0;
color.y = (colorA.y + colorB.y + colorC.y + colorD.y +
colorE.y) / 5.0;
color.z = (colorA.z + colorB.z + colorC.z + colorD.z +
colorE.z) / 5.0;
normalizeColor(ref color);
Color colorpx = Color.FromArgb((int)color.x, (int)color.y,
(int)color.z);
newBitmap.SetPixel(i, j, colorpx);
}
}
...