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raytracer

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  • R Rick York

    Those two bitmap header structures are in the GDI headers so you don't need to redefine them and probably shouldn't. Also, you have the screen resolution defined in two constants. Will it really be a fixed size? To me, those should be parameters either passed to the save function or you should pass a window and/or DC to it and it can figure that out.

    L Offline
    L Offline
    leon de boer
    wrote on last edited by
    #5

    He isn't on windows you can't tell just by the screen memory access and no WinMain :-)

    In vino veritas

    B 1 Reply Last reply
    0
    • J Jochen Arndt

      The first thing to know is that the bytes per pixel line must be a 32-bit multiple. That means, that you have to allocate additional space for the fill bytes if necessary when preparing a full buffer or write data line by line. So you have to calculate the bytes per line first (here for 24 bits per pixel):

      unsigned nWidthBytes = ((screenx * 24 + 31) & ~31) / 8;
      // EDIT: Corrected
      //unsigned nExtra = 8 * ((screenx * 24) % 32);
      unsigned nExtra = nWidthBytes - 3 * screenx;

      This can the be used to calculate the total size of pixel data and the number of extra bytes pewr line:

      unsigned nPixelSize = nWidthBytes * screeny;

      Note also that you should re-organise your pixel data for this (exchange x and y):

      PIXEL pixel[ screeny ][ screenx ] ;

      For the other fields use these (untested):

      // File header
      FileHdr.bfType = 0x4D42; // "BM"
      FileHdr.bfSize = sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER) + 3 * sizeof(DWORD) + nPixelSize;
      FileHdr.bfReserved1 = pBmHdr.bfReserved2 = 0;
      // EDIT: Corrected
      //FileHdr.bfOffBits = sizeof(BITMAPFILEHEADER);
      FileHdr.bfOffBits = sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER) + 3 * sizeof(DWORD);

      // Info header for 24-bit RGB
      InfoHdr.biSize = sizeof(BITMAPINFOHEADER);
      InfoHdr.biWidth = screenx;
      InfoHdr.biHeight = screeny;
      InfoHdr.biPlanes = 1;
      InfoHdr.biBitCount = 24;
      InfoHdr.biCompression = BI_BITFIELDS;
      InfoHdr.biSizeImage = nPixelSize;
      InfoHdr.biXPelsPerMeter = 0;
      InfoHdr.biYPelsPerMeter = 0;
      InfoHdr.biClrUsed = 0;
      InfoHdr.biClrImportant = 0;

      // Color table (bit masks for the three colours) with BI_BITFIELDS
      // NOTE: I'm actually not sure if these must be reversed!
      DWORD clrTable[3] = { 0xff, 0xff00, 0xff0000 };

      fwrite(&FileHdr, 1, sizeof(BITMATFILEHEADER), file);
      fwrite(&InfoHdr, 1, sizeof(BITMATINFOHEADER), file);
      fwrite(clrTable, 1, sizeof(clrTable), file);
      for (int y = 0; y < screeny; y++)
      {
      // EDIT: Corrected
      //fwrite(pixel[y], 3, nWidthBytes, file);
      fwrite(pixel[y], 3, screenx, file);
      if (nExtra)
      {
      DWORD dummy = 0;
      fwrite(&dummy, 1, nExtra, file);
      }
      }

      L Offline
      L Offline
      leon de boer
      wrote on last edited by
      #6

      You are close but you told it there are no clear entries, then write a clear entry and then don't adjust the file header offset. FileHdr.bfOffBits must point to the offset of the image data as described in the info header. The easiest solution is drop the whole write clear entry stuff which is not needed and then the offsets are right. Finally for the OP the structure tagBITMAPFILEHEADER needs to be pack 1. Look at the first record entry it's a word if that goes normal pack 4 on a compiler the second record will be at offset 4 not offset 2.

      In vino veritas

      J 1 Reply Last reply
      0
      • L leon de boer

        You are close but you told it there are no clear entries, then write a clear entry and then don't adjust the file header offset. FileHdr.bfOffBits must point to the offset of the image data as described in the info header. The easiest solution is drop the whole write clear entry stuff which is not needed and then the offsets are right. Finally for the OP the structure tagBITMAPFILEHEADER needs to be pack 1. Look at the first record entry it's a word if that goes normal pack 4 on a compiler the second record will be at offset 4 not offset 2.

        In vino veritas

        J Offline
        J Offline
        Jochen Arndt
        wrote on last edited by
        #7

        Thank you for your corrections.

        Quote:

        you told it there are no clear entries

        ?

        Quote:

        FileHdr.bfOffBits must point to the offset of the image data

        Uups. Don't know why I used the struct size here.

        Quote:

        needs to be pack 1

        All structures needs to be packed including his own PIXEL structure. Should have mentioned that. There were two other error which I corrected: The wrong nExtra calculation and the wrong line write within the loop.

        1 Reply Last reply
        0
        • L leon de boer

          He isn't on windows you can't tell just by the screen memory access and no WinMain :-)

          In vino veritas

          B Offline
          B Offline
          bluatigro
          wrote on last edited by
          #8

          update : windows 0.1 version i included windows so i can use GDI bmp files and i can see the picture i inported ALL your input on this i got now :

          // bluatigro 1 okt 2017
          // windows raytracer 0.1

          #include
          #include

          const int winx = 800 ;
          const int winy = 600 ;

          typedef struct PIXEL {
          char r , g , b , a ;
          } ;

          void saveBMP( string filename , PIXEL[][] pixel
          , int w , int h )
          {
          unsigned nWidthBytes = ((w * 24 + 31) & ~31) / 8;
          // EDIT: Corrected
          //unsigned nExtra = 8 * ((screenx * 24) % 32);
          unsigned nExtra = nWidthBytes - 3 * w ;
          unsigned nPixelSize = nWidthBytes * h ;
          BITMAPFILEHEADER FileHdr ;
          // File header
          FileHdr.bfType = 0x4D42; // "BM"
          FileHdr.bfSize = sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER) + 3 * sizeof(DWORD) + nPixelSize;
          FileHdr.bfReserved1 = pBmHdr.bfReserved2 = 0;
          // EDIT: Corrected
          //FileHdr.bfOffBits = sizeof(BITMAPFILEHEADER);
          FileHdr.bfOffBits = sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER) + 3 * sizeof(DWORD);
          BITMAPINFOHEADER InfoHdr ;
          // Info header for 24-bit RGB
          InfoHdr.biSize = sizeof(BITMAPINFOHEADER);
          InfoHdr.biWidth = screenx;
          InfoHdr.biHeight = screeny;
          InfoHdr.biPlanes = 1;
          InfoHdr.biBitCount = 24;
          InfoHdr.biCompression = BI_BITFIELDS;
          InfoHdr.biSizeImage = nPixelSize;
          InfoHdr.biXPelsPerMeter = 0;
          InfoHdr.biYPelsPerMeter = 0;
          InfoHdr.biClrUsed = 0;
          InfoHdr.biClrImportant = 0;
           
          // Color table (bit masks for the three colours) with BI_BITFIELDS
          // NOTE: I'm actually not sure if these must be reversed!
          DWORD clrTable[3] = { 0xff, 0xff00, 0xff0000 };
           
          fwrite(&FileHdr, 1, sizeof(BITMATFILEHEADER), file);
          fwrite(&InfoHdr, 1, sizeof(BITMATINFOHEADER), file);
          fwrite(clrTable, 1, sizeof(clrTable), file);
          for (int y = 0 ; y < ; h ; y++ )
          {
          // EDIT: Corrected
          //fwrite(pixel[y], 3, nWidthBytes, file);
          fwrite( pixel[y] , 3 , w , file ) ;
          if ( nExtra )
          {
          DWORD dummy = 0;
          fwrite( &dummy , 1 , nExtra , file ) ;
          }
          }
          }

          /* This is where all the input to the window goes to */
          LRESULT CALLBACK WndProc(HWND hwnd, UINT Message, WPARAM wParam, LPARAM lParam) {

          HDC hdc ;
          PAINTSTRUCKT ps ;

          switch( Message ) 
          {
          	
          	case WM\_PAINT :
          		int x , y ;
          		PIXEL pixel\[ winx \]\[ winy \] ;
          		unsigned long color ; 
          		hdc = BeginPaint( hwnd , & ps ) ;
            for ( x = 0 ; x < winx ; x++ )
            {
            	if ( x > 100 && x < winx - 100
          			&& y > 100 && y < winy - 100 )
            	  color = 0xff007fff ; //orange
            	else
            	  color = 0xff0
          
          B 1 Reply Last reply
          0
          • B bluatigro

            update : windows 0.1 version i included windows so i can use GDI bmp files and i can see the picture i inported ALL your input on this i got now :

            // bluatigro 1 okt 2017
            // windows raytracer 0.1

            #include
            #include

            const int winx = 800 ;
            const int winy = 600 ;

            typedef struct PIXEL {
            char r , g , b , a ;
            } ;

            void saveBMP( string filename , PIXEL[][] pixel
            , int w , int h )
            {
            unsigned nWidthBytes = ((w * 24 + 31) & ~31) / 8;
            // EDIT: Corrected
            //unsigned nExtra = 8 * ((screenx * 24) % 32);
            unsigned nExtra = nWidthBytes - 3 * w ;
            unsigned nPixelSize = nWidthBytes * h ;
            BITMAPFILEHEADER FileHdr ;
            // File header
            FileHdr.bfType = 0x4D42; // "BM"
            FileHdr.bfSize = sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER) + 3 * sizeof(DWORD) + nPixelSize;
            FileHdr.bfReserved1 = pBmHdr.bfReserved2 = 0;
            // EDIT: Corrected
            //FileHdr.bfOffBits = sizeof(BITMAPFILEHEADER);
            FileHdr.bfOffBits = sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER) + 3 * sizeof(DWORD);
            BITMAPINFOHEADER InfoHdr ;
            // Info header for 24-bit RGB
            InfoHdr.biSize = sizeof(BITMAPINFOHEADER);
            InfoHdr.biWidth = screenx;
            InfoHdr.biHeight = screeny;
            InfoHdr.biPlanes = 1;
            InfoHdr.biBitCount = 24;
            InfoHdr.biCompression = BI_BITFIELDS;
            InfoHdr.biSizeImage = nPixelSize;
            InfoHdr.biXPelsPerMeter = 0;
            InfoHdr.biYPelsPerMeter = 0;
            InfoHdr.biClrUsed = 0;
            InfoHdr.biClrImportant = 0;
             
            // Color table (bit masks for the three colours) with BI_BITFIELDS
            // NOTE: I'm actually not sure if these must be reversed!
            DWORD clrTable[3] = { 0xff, 0xff00, 0xff0000 };
             
            fwrite(&FileHdr, 1, sizeof(BITMATFILEHEADER), file);
            fwrite(&InfoHdr, 1, sizeof(BITMATINFOHEADER), file);
            fwrite(clrTable, 1, sizeof(clrTable), file);
            for (int y = 0 ; y < ; h ; y++ )
            {
            // EDIT: Corrected
            //fwrite(pixel[y], 3, nWidthBytes, file);
            fwrite( pixel[y] , 3 , w , file ) ;
            if ( nExtra )
            {
            DWORD dummy = 0;
            fwrite( &dummy , 1 , nExtra , file ) ;
            }
            }
            }

            /* This is where all the input to the window goes to */
            LRESULT CALLBACK WndProc(HWND hwnd, UINT Message, WPARAM wParam, LPARAM lParam) {

            HDC hdc ;
            PAINTSTRUCKT ps ;

            switch( Message ) 
            {
            	
            	case WM\_PAINT :
            		int x , y ;
            		PIXEL pixel\[ winx \]\[ winy \] ;
            		unsigned long color ; 
            		hdc = BeginPaint( hwnd , & ps ) ;
              for ( x = 0 ; x < winx ; x++ )
              {
              	if ( x > 100 && x < winx - 100
            			&& y > 100 && y < winy - 100 )
              	  color = 0xff007fff ; //orange
              	else
              	  color = 0xff0
            
            B Offline
            B Offline
            bluatigro
            wrote on last edited by
            #9

            some stupid mistakes removed

            // bluatigro 1 okt 2017
            // windows raytracer 0.1

            #include
            #include

            const int winx = 800 ;
            const int winy = 600 ;

            typedef struct PIXEL {
            char r , g , b , a ;
            } ;

            void saveBMP( string filename , PIXEL[][] pixel
            , int w , int h )
            {
            unsigned nWidthBytes = ((w * 24 + 31) & ~31) / 8;
            // EDIT: Corrected
            //unsigned nExtra = 8 * ((screenx * 24) % 32);
            unsigned nExtra = nWidthBytes - 3 * w ;
            unsigned nPixelSize = nWidthBytes * h ;
            BITMAPFILEHEADER FileHdr ;
            // File header
            FileHdr.bfType = 0x4D42; // "BM"
            FileHdr.bfSize = sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER) + 3 * sizeof(DWORD) + nPixelSize;
            FileHdr.bfReserved1 = pBmHdr.bfReserved2 = 0;
            // EDIT: Corrected
            //FileHdr.bfOffBits = sizeof(BITMAPFILEHEADER);
            FileHdr.bfOffBits = sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER) + 3 * sizeof(DWORD);
            BITMAPINFOHEADER InfoHdr ;
            // Info header for 24-bit RGB
            InfoHdr.biSize = sizeof(BITMAPINFOHEADER);
            InfoHdr.biWidth = screenx;
            InfoHdr.biHeight = screeny;
            InfoHdr.biPlanes = 1;
            InfoHdr.biBitCount = 24;
            InfoHdr.biCompression = BI_BITFIELDS;
            InfoHdr.biSizeImage = nPixelSize;
            InfoHdr.biXPelsPerMeter = 0;
            InfoHdr.biYPelsPerMeter = 0;
            InfoHdr.biClrUsed = 0;
            InfoHdr.biClrImportant = 0;
             
            // Color table (bit masks for the three colours) with BI_BITFIELDS
            // NOTE: I'm actually not sure if these must be reversed!
            DWORD clrTable[3] = { 0xff, 0xff00, 0xff0000 };
             
            fwrite(&FileHdr, 1, sizeof(BITMATFILEHEADER), file);
            fwrite(&InfoHdr, 1, sizeof(BITMATINFOHEADER), file);
            fwrite(clrTable, 1, sizeof(clrTable), file);
            for (int y = 0 ; y < ; h ; y++ )
            {
            // EDIT: Corrected
            //fwrite(pixel[y], 3, nWidthBytes, file);
            fwrite( pixel[y] , 3 , w , file ) ;
            if ( nExtra )
            {
            DWORD dummy = 0;
            fwrite( &dummy , 1 , nExtra , file ) ;
            }
            }
            }

            /* This is where all the input to the window goes to */
            LRESULT CALLBACK WndProc(HWND hwnd, UINT Message, WPARAM wParam, LPARAM lParam) {

            HDC hdc ;
            PAINTSTRUCKT ps ;

            switch( Message ) 
            {
            	
            	case WM\_PAINT :
            		int x , y ;
            		PIXEL pixel\[ winx \]\[ winy \] ;
            		unsigned long color ; 
            		hdc = BeginPaint( hwnd , & ps ) ;
              for ( x = 0 ; x < winx ; x++ )
              {
              	for ( y = 0 ; y < winy ; y++ )
              	{
            			  if ( x > 100 && x < winx - 100
            			  && y > 100 && y < winy - 100 )
              	    color = 0xff007fff ; //orange
              	  else
              	    color = 0xff000000 ; //black
              	  pixel\[y\]\[x\].r = color & 255 ;
              	  p
            
            L 1 Reply Last reply
            0
            • B bluatigro

              some stupid mistakes removed

              // bluatigro 1 okt 2017
              // windows raytracer 0.1

              #include
              #include

              const int winx = 800 ;
              const int winy = 600 ;

              typedef struct PIXEL {
              char r , g , b , a ;
              } ;

              void saveBMP( string filename , PIXEL[][] pixel
              , int w , int h )
              {
              unsigned nWidthBytes = ((w * 24 + 31) & ~31) / 8;
              // EDIT: Corrected
              //unsigned nExtra = 8 * ((screenx * 24) % 32);
              unsigned nExtra = nWidthBytes - 3 * w ;
              unsigned nPixelSize = nWidthBytes * h ;
              BITMAPFILEHEADER FileHdr ;
              // File header
              FileHdr.bfType = 0x4D42; // "BM"
              FileHdr.bfSize = sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER) + 3 * sizeof(DWORD) + nPixelSize;
              FileHdr.bfReserved1 = pBmHdr.bfReserved2 = 0;
              // EDIT: Corrected
              //FileHdr.bfOffBits = sizeof(BITMAPFILEHEADER);
              FileHdr.bfOffBits = sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER) + 3 * sizeof(DWORD);
              BITMAPINFOHEADER InfoHdr ;
              // Info header for 24-bit RGB
              InfoHdr.biSize = sizeof(BITMAPINFOHEADER);
              InfoHdr.biWidth = screenx;
              InfoHdr.biHeight = screeny;
              InfoHdr.biPlanes = 1;
              InfoHdr.biBitCount = 24;
              InfoHdr.biCompression = BI_BITFIELDS;
              InfoHdr.biSizeImage = nPixelSize;
              InfoHdr.biXPelsPerMeter = 0;
              InfoHdr.biYPelsPerMeter = 0;
              InfoHdr.biClrUsed = 0;
              InfoHdr.biClrImportant = 0;
               
              // Color table (bit masks for the three colours) with BI_BITFIELDS
              // NOTE: I'm actually not sure if these must be reversed!
              DWORD clrTable[3] = { 0xff, 0xff00, 0xff0000 };
               
              fwrite(&FileHdr, 1, sizeof(BITMATFILEHEADER), file);
              fwrite(&InfoHdr, 1, sizeof(BITMATINFOHEADER), file);
              fwrite(clrTable, 1, sizeof(clrTable), file);
              for (int y = 0 ; y < ; h ; y++ )
              {
              // EDIT: Corrected
              //fwrite(pixel[y], 3, nWidthBytes, file);
              fwrite( pixel[y] , 3 , w , file ) ;
              if ( nExtra )
              {
              DWORD dummy = 0;
              fwrite( &dummy , 1 , nExtra , file ) ;
              }
              }
              }

              /* This is where all the input to the window goes to */
              LRESULT CALLBACK WndProc(HWND hwnd, UINT Message, WPARAM wParam, LPARAM lParam) {

              HDC hdc ;
              PAINTSTRUCKT ps ;

              switch( Message ) 
              {
              	
              	case WM\_PAINT :
              		int x , y ;
              		PIXEL pixel\[ winx \]\[ winy \] ;
              		unsigned long color ; 
              		hdc = BeginPaint( hwnd , & ps ) ;
                for ( x = 0 ; x < winx ; x++ )
                {
                	for ( y = 0 ; y < winy ; y++ )
                	{
              			  if ( x > 100 && x < winx - 100
              			  && y > 100 && y < winy - 100 )
                	    color = 0xff007fff ; //orange
                	  else
                	    color = 0xff000000 ; //black
                	  pixel\[y\]\[x\].r = color & 255 ;
                	  p
              
              L Offline
              L Offline
              leon de boer
              wrote on last edited by
              #10

              You do realize that on Windows the whole GetPixel thing is pointless you can pull the whole screen in one call to whatever colour depth and specification you want. GetDIBits function (Windows)[^] They even provide the sample Capturing an Image (Windows)[^]

              In vino veritas

              B 1 Reply Last reply
              0
              • L leon de boer

                You do realize that on Windows the whole GetPixel thing is pointless you can pull the whole screen in one call to whatever colour depth and specification you want. GetDIBits function (Windows)[^] They even provide the sample Capturing an Image (Windows)[^]

                In vino veritas

                B Offline
                B Offline
                bluatigro
                wrote on last edited by
                #11

                update : build leon sugestion into code : error : lots of error's [ i can't read the error-mesages due to a eye problem ]

                // bluatigro 1 okt 2017
                // windows raytracer 0.2

                #include
                #include
                #include

                const int winx = 800 ;
                const int winy = 600 ;

                typedef struct PIXEL {
                char r , g , b , a ;
                } ;

                class d3d
                {
                public :
                double x , y , z ;
                d3d()
                {
                x = 0.0 ;
                y = 0.0 ;
                z = 0.0 ;
                }
                d3d( double X , double Y , double Z )
                {
                x = X ;
                y = Y ;
                z = Z ;
                }
                void fill( double X , double Y , double Z )
                {
                x = X ;
                y = Y ;
                z = Z ;
                }
                unsigned long toColor()
                {
                return (unsigned long)
                ( floor( x * 255 ) +
                floor( y * 255 ) * 256 +
                floor( z * 255 ) * 256 * 256 ) ;
                }
                } ;
                d3d operator + ( d3d a , d3d b )
                {
                return d3d( a.x + b.x ,
                a.y + b.y ,
                a.z + b.z ) ;
                }
                d3d operator - ( d3d a , d3d b )
                {
                return d3d( a.x - b.x ,
                a.y - b.y ,
                a.z - b.z ) ;
                }
                d3d operator / ( d3d a , double b )
                {
                return d3d( a.x / b ,
                a.y / b ,
                a.z / b ) ;
                }
                d3d operator * ( d3d a , d3d b )
                {
                return d3d( a.x * b ,
                a.y * b ,
                a.z * b ) ;
                }
                double dot( d3d a , d3d b )
                {
                return a.x * b.x
                + a.y * b.y
                + a.z * b.z ;
                }
                double length( d3d a )
                {
                return sqrt( dot( a , a ) ) ;
                }
                d3d normalize( d3d a )
                {
                return a / length( a ) ;
                }
                double getAngle( d3d a , d3d b )
                {
                double d , la , lb ;
                d = dot( a , b ) ;
                la = length( a ) ;
                lb = length( b ) ;
                return acos( d / ( la * lb ) ) ;
                }
                d3d cross( d3d a , d3d b )
                {
                return d3d( a.y * b.z - a.z * b.y ,
                a.z * b.x - a.x * b.z ,
                a.x * b.y - a.y * b.x ) ;
                }

                struct Matrial
                {
                d3d diffuse ;
                double reflection ;
                } ;
                Matrial matrial ;

                const double INFINITY = 1e300 ;
                const double SMALL = 1e-300 ;

                class Sphere
                {
                public :
                d3d center ;
                double radius , radius2 ;
                Matrial mat ;
                void fill( d3d c , double r )
                {
                center = c ;
                radius = r ;
                radius2 = r * r ;
                mat = material ;
                }
                double hit( d3d o , d3d d )
                {
                  double t , a , b , c , disc ;
                  d3d temp = o - center ;
                  a = dot( d , d ) ;
                  b = 2 * dot( temp , d ) ;
                  c = dot( temp , temp ) - radius2 ;
                  disc = b * b - 4 * a * c ;
                  if ( disc < 0 )
                    return INFINITY ;
                  else
                {
                    double e = sqrt( disc ) ;
                    double demon = 2 * a ;
                    t = ( -b - e ) / demon ;
                    if ( t > SMALL ) return t ;
                    t = ( -b + e ) / demon ;

                L 1 Reply Last reply
                0
                • B bluatigro

                  update : build leon sugestion into code : error : lots of error's [ i can't read the error-mesages due to a eye problem ]

                  // bluatigro 1 okt 2017
                  // windows raytracer 0.2

                  #include
                  #include
                  #include

                  const int winx = 800 ;
                  const int winy = 600 ;

                  typedef struct PIXEL {
                  char r , g , b , a ;
                  } ;

                  class d3d
                  {
                  public :
                  double x , y , z ;
                  d3d()
                  {
                  x = 0.0 ;
                  y = 0.0 ;
                  z = 0.0 ;
                  }
                  d3d( double X , double Y , double Z )
                  {
                  x = X ;
                  y = Y ;
                  z = Z ;
                  }
                  void fill( double X , double Y , double Z )
                  {
                  x = X ;
                  y = Y ;
                  z = Z ;
                  }
                  unsigned long toColor()
                  {
                  return (unsigned long)
                  ( floor( x * 255 ) +
                  floor( y * 255 ) * 256 +
                  floor( z * 255 ) * 256 * 256 ) ;
                  }
                  } ;
                  d3d operator + ( d3d a , d3d b )
                  {
                  return d3d( a.x + b.x ,
                  a.y + b.y ,
                  a.z + b.z ) ;
                  }
                  d3d operator - ( d3d a , d3d b )
                  {
                  return d3d( a.x - b.x ,
                  a.y - b.y ,
                  a.z - b.z ) ;
                  }
                  d3d operator / ( d3d a , double b )
                  {
                  return d3d( a.x / b ,
                  a.y / b ,
                  a.z / b ) ;
                  }
                  d3d operator * ( d3d a , d3d b )
                  {
                  return d3d( a.x * b ,
                  a.y * b ,
                  a.z * b ) ;
                  }
                  double dot( d3d a , d3d b )
                  {
                  return a.x * b.x
                  + a.y * b.y
                  + a.z * b.z ;
                  }
                  double length( d3d a )
                  {
                  return sqrt( dot( a , a ) ) ;
                  }
                  d3d normalize( d3d a )
                  {
                  return a / length( a ) ;
                  }
                  double getAngle( d3d a , d3d b )
                  {
                  double d , la , lb ;
                  d = dot( a , b ) ;
                  la = length( a ) ;
                  lb = length( b ) ;
                  return acos( d / ( la * lb ) ) ;
                  }
                  d3d cross( d3d a , d3d b )
                  {
                  return d3d( a.y * b.z - a.z * b.y ,
                  a.z * b.x - a.x * b.z ,
                  a.x * b.y - a.y * b.x ) ;
                  }

                  struct Matrial
                  {
                  d3d diffuse ;
                  double reflection ;
                  } ;
                  Matrial matrial ;

                  const double INFINITY = 1e300 ;
                  const double SMALL = 1e-300 ;

                  class Sphere
                  {
                  public :
                  d3d center ;
                  double radius , radius2 ;
                  Matrial mat ;
                  void fill( d3d c , double r )
                  {
                  center = c ;
                  radius = r ;
                  radius2 = r * r ;
                  mat = material ;
                  }
                  double hit( d3d o , d3d d )
                  {
                    double t , a , b , c , disc ;
                    d3d temp = o - center ;
                    a = dot( d , d ) ;
                    b = 2 * dot( temp , d ) ;
                    c = dot( temp , temp ) - radius2 ;
                    disc = b * b - 4 * a * c ;
                    if ( disc < 0 )
                      return INFINITY ;
                    else
                  {
                      double e = sqrt( disc ) ;
                      double demon = 2 * a ;
                      t = ( -b - e ) / demon ;
                      if ( t > SMALL ) return t ;
                      t = ( -b + e ) / demon ;

                  L Offline
                  L Offline
                  leon de boer
                  wrote on last edited by
                  #12

                  So many typing errors .. use of ( ) instead of [ ], spelling errors, incorrect types. You had a mixture of unicode and ascii text so I added #include and put all the text in _T( ) macro so they work either way. I also assume you realize you haven't started the D3D render system so your D3d stuff wont work you will just get black screen. Fixed to at least compile. I assume you sent in the wrong window handle because it does a magnificent full screen capture (that is window handle was zero) rather than capture your actual program window so you get a nice bitmap of your entire screen :-)

                  // bluatigro 1 okt 2017
                  // windows raytracer 0.2

                  #include
                  #include
                  #include
                  #include

                  const int winx = 800;
                  const int winy = 600;

                  typedef struct PIXEL {
                  char r, g, b, a;
                  };

                  class d3d
                  {
                  public:
                  double x, y, z;
                  d3d()
                  {
                  x = 0.0;
                  y = 0.0;
                  z = 0.0;
                  }
                  d3d(double X, double Y, double Z)
                  {
                  x = X;
                  y = Y;
                  z = Z;
                  }
                  void fill(double X, double Y, double Z)
                  {
                  x = X;
                  y = Y;
                  z = Z;
                  }
                  unsigned long toColor()
                  {
                  return (unsigned long)
                  (floor(x * 255) +
                  floor(y * 255) * 256 +
                  floor(z * 255) * 256 * 256);
                  }
                  };
                  d3d operator + (d3d a, d3d b)
                  {
                  return d3d(a.x + b.x,
                  a.y + b.y,
                  a.z + b.z);
                  }
                  d3d operator - (d3d a, d3d b)
                  {
                  return d3d(a.x - b.x,
                  a.y - b.y,
                  a.z - b.z);
                  }
                  d3d operator / (d3d a, double b)
                  {
                  return d3d(a.x / b,
                  a.y / b,
                  a.z / b);
                  }
                  d3d operator * (d3d a, double b)
                  {
                  return d3d(a.x * b,
                  a.y * b,
                  a.z * b);
                  }
                  double dot(d3d a, d3d b)
                  {
                  return a.x * b.x
                  + a.y * b.y
                  + a.z * b.z;
                  }
                  double length(d3d a)
                  {
                  return sqrt(dot(a, a));
                  }
                  d3d normalize(d3d a)
                  {
                  return a / length(a);
                  }
                  double getAngle(d3d a, d3d b)
                  {
                  double d, la, lb;
                  d = dot(a, b);
                  la = length(a);
                  lb = length(b);
                  return acos(d / (la * lb));
                  }
                  d3d cross(d3d a, d3d b)
                  {
                  return d3d(a.y * b.z - a.z * b.y,
                  a.z * b.x - a.x * b.z,
                  a.x * b.y - a.y * b.x);
                  }

                  struct Matrial
                  {
                  d3d diffuse;
                  double reflection;
                  };
                  Matrial material;

                  //const double INFINITY = 1e300; Already defined
                  #define SMALL 1e-300
                  #define PI 3.141592658

                  class Sphere
                  {
                  public:
                  d3d center;
                  double radius, radius2;
                  Matrial mat;
                  void fill(d3d c, double r)
                  {
                  center = c;
                  radius = r;
                  radius2 = r * r;
                  mat = material;
                  }
                  double hit(d3d o, d3d d)
                  {
                  double t, a, b, c, disc;
                  d3d temp = o - center;
                  a = dot(d, d);
                  b = 2 * dot(temp, d);
                  c = dot(t

                  B 1 Reply Last reply
                  0
                  • L leon de boer

                    So many typing errors .. use of ( ) instead of [ ], spelling errors, incorrect types. You had a mixture of unicode and ascii text so I added #include and put all the text in _T( ) macro so they work either way. I also assume you realize you haven't started the D3D render system so your D3d stuff wont work you will just get black screen. Fixed to at least compile. I assume you sent in the wrong window handle because it does a magnificent full screen capture (that is window handle was zero) rather than capture your actual program window so you get a nice bitmap of your entire screen :-)

                    // bluatigro 1 okt 2017
                    // windows raytracer 0.2

                    #include
                    #include
                    #include
                    #include

                    const int winx = 800;
                    const int winy = 600;

                    typedef struct PIXEL {
                    char r, g, b, a;
                    };

                    class d3d
                    {
                    public:
                    double x, y, z;
                    d3d()
                    {
                    x = 0.0;
                    y = 0.0;
                    z = 0.0;
                    }
                    d3d(double X, double Y, double Z)
                    {
                    x = X;
                    y = Y;
                    z = Z;
                    }
                    void fill(double X, double Y, double Z)
                    {
                    x = X;
                    y = Y;
                    z = Z;
                    }
                    unsigned long toColor()
                    {
                    return (unsigned long)
                    (floor(x * 255) +
                    floor(y * 255) * 256 +
                    floor(z * 255) * 256 * 256);
                    }
                    };
                    d3d operator + (d3d a, d3d b)
                    {
                    return d3d(a.x + b.x,
                    a.y + b.y,
                    a.z + b.z);
                    }
                    d3d operator - (d3d a, d3d b)
                    {
                    return d3d(a.x - b.x,
                    a.y - b.y,
                    a.z - b.z);
                    }
                    d3d operator / (d3d a, double b)
                    {
                    return d3d(a.x / b,
                    a.y / b,
                    a.z / b);
                    }
                    d3d operator * (d3d a, double b)
                    {
                    return d3d(a.x * b,
                    a.y * b,
                    a.z * b);
                    }
                    double dot(d3d a, d3d b)
                    {
                    return a.x * b.x
                    + a.y * b.y
                    + a.z * b.z;
                    }
                    double length(d3d a)
                    {
                    return sqrt(dot(a, a));
                    }
                    d3d normalize(d3d a)
                    {
                    return a / length(a);
                    }
                    double getAngle(d3d a, d3d b)
                    {
                    double d, la, lb;
                    d = dot(a, b);
                    la = length(a);
                    lb = length(b);
                    return acos(d / (la * lb));
                    }
                    d3d cross(d3d a, d3d b)
                    {
                    return d3d(a.y * b.z - a.z * b.y,
                    a.z * b.x - a.x * b.z,
                    a.x * b.y - a.y * b.x);
                    }

                    struct Matrial
                    {
                    d3d diffuse;
                    double reflection;
                    };
                    Matrial material;

                    //const double INFINITY = 1e300; Already defined
                    #define SMALL 1e-300
                    #define PI 3.141592658

                    class Sphere
                    {
                    public:
                    d3d center;
                    double radius, radius2;
                    Matrial mat;
                    void fill(d3d c, double r)
                    {
                    center = c;
                    radius = r;
                    radius2 = r * r;
                    mat = material;
                    }
                    double hit(d3d o, d3d d)
                    {
                    double t, a, b, c, disc;
                    d3d temp = o - center;
                    a = dot(d, d);
                    b = 2 * dot(temp, d);
                    c = dot(t

                    B Offline
                    B Offline
                    bluatigro
                    wrote on last edited by
                    #13

                    @ leon : i m used to basic so the () inplaceof [] update : m44 class [ matrix ] added 3d engine added in the future i wil give a example of a animated avatar

                    // bluatigro 1 okt 2017
                    // windows raytracer 0.2

                    #include #include #include #include const int winx = 800 ;
                    const int winy = 600 ;

                    #define SMALL 1e-300
                    #define PI = 3.1415929203

                    // double3d
                    class d3d
                    {
                    public :
                    double x , y , z ;
                    d3d()
                    {
                    x = 0.0 ;
                    y = 0.0 ;
                    z = 0.0 ;
                    }
                    d3d( double X , double Y , double Z )
                    {
                    x = X ;
                    y = Y ;
                    z = Z ;
                    }
                    void fill( double X , double Y , double Z )
                    {
                    x = X ;
                    y = Y ;
                    z = Z ;
                    }
                    unsigned long toColor()
                    {
                    return (unsigned long)
                    ( floor( x * 255 ) +
                    floor( y * 255 ) * 256 +
                    floor( z * 255 ) * 256 * 256 ) ;
                    }
                    } ;
                    d3d operator + ( d3d a , d3d b )
                    {
                    return d3d( a.x + b.x ,
                    a.y + b.y ,
                    a.z + b.z ) ;
                    }
                    d3d operator - ( d3d a , d3d b )
                    {
                    return d3d( a.x - b.x ,
                    a.y - b.y ,
                    a.z - b.z ) ;
                    }
                    d3d operator / ( d3d a , double b )
                    {
                    return d3d( a.x / b ,
                    a.y / b ,
                    a.z / b ) ;
                    }
                    d3d operator * ( d3d a , double b )
                    {
                    return d3d( a.x * b ,
                    a.y * b ,
                    a.z * b ) ;
                    }
                    double dot( d3d a , d3d b )
                    {
                    return a.x * b.x
                    + a.y * b.y
                    + a.z * b.z ;
                    }
                    double length( d3d a )
                    {
                    return sqrt( dot( a , a ) ) ;
                    }
                    d3d normalize( d3d a )
                    {
                    return a / length( a ) ;
                    }
                    double getAngle( d3d a , d3d b )
                    {
                    double d , la , lb ;
                    d = dot( a , b ) ;
                    la = length( a ) ;
                    lb = length( b ) ;
                    return acos( d / ( la * lb ) ) ;
                    }
                    d3d cross( d3d a , d3d b )
                    {
                    return d3d( a.y * b.z - a.z * b.y ,
                    a.z * b.x - a.x * b.z ,
                    a.x * b.y - a.y * b.x ) ;
                    }
                    // primary colors
                    const d3d BLACK = d3d( 0.0 , 0.0 , 0.0 ) ;
                    const d3d RED = d3d( 1.0 , 0.0 , 0.0 ) ;
                    const d3d GREEN = d3d( 0.0 , 1.0 , 0.0 ) ;
                    const d3d YELLOW = d3d( 1.0 , 1.0 , 0.0 ) ;
                    const d3d BLUE = d3d( 0.0 , 0.0 , 1.0 ) ;
                    const d3d MAGENTA = d3d( 1.0 , 0.0 , 1.0 ) ;
                    const d3d CYAN = d3d( 0.0 , 1.0 , 1.0 ) ;
                    const d3d WHITE = d3d( 1.0 , 1.0 , 1.0 ) ;
                    // mix colors
                    const d3d GRAY = WHITE / 2.0 ;
                    const d3d ORANGE = ( YELLOW + RED ) / 2.0 ;
                    const d3d PINK = ( WHITE + RED ) / 2.0 ;

                    // matrix
                    class m44
                    {
                    public :
                    double m[ 4 ][ 4 ] ;
                    m44()
                    {
                    int i , j ;
                    for ( i = 0 ;

                    L 2 Replies Last reply
                    0
                    • B bluatigro

                      @ leon : i m used to basic so the () inplaceof [] update : m44 class [ matrix ] added 3d engine added in the future i wil give a example of a animated avatar

                      // bluatigro 1 okt 2017
                      // windows raytracer 0.2

                      #include #include #include #include const int winx = 800 ;
                      const int winy = 600 ;

                      #define SMALL 1e-300
                      #define PI = 3.1415929203

                      // double3d
                      class d3d
                      {
                      public :
                      double x , y , z ;
                      d3d()
                      {
                      x = 0.0 ;
                      y = 0.0 ;
                      z = 0.0 ;
                      }
                      d3d( double X , double Y , double Z )
                      {
                      x = X ;
                      y = Y ;
                      z = Z ;
                      }
                      void fill( double X , double Y , double Z )
                      {
                      x = X ;
                      y = Y ;
                      z = Z ;
                      }
                      unsigned long toColor()
                      {
                      return (unsigned long)
                      ( floor( x * 255 ) +
                      floor( y * 255 ) * 256 +
                      floor( z * 255 ) * 256 * 256 ) ;
                      }
                      } ;
                      d3d operator + ( d3d a , d3d b )
                      {
                      return d3d( a.x + b.x ,
                      a.y + b.y ,
                      a.z + b.z ) ;
                      }
                      d3d operator - ( d3d a , d3d b )
                      {
                      return d3d( a.x - b.x ,
                      a.y - b.y ,
                      a.z - b.z ) ;
                      }
                      d3d operator / ( d3d a , double b )
                      {
                      return d3d( a.x / b ,
                      a.y / b ,
                      a.z / b ) ;
                      }
                      d3d operator * ( d3d a , double b )
                      {
                      return d3d( a.x * b ,
                      a.y * b ,
                      a.z * b ) ;
                      }
                      double dot( d3d a , d3d b )
                      {
                      return a.x * b.x
                      + a.y * b.y
                      + a.z * b.z ;
                      }
                      double length( d3d a )
                      {
                      return sqrt( dot( a , a ) ) ;
                      }
                      d3d normalize( d3d a )
                      {
                      return a / length( a ) ;
                      }
                      double getAngle( d3d a , d3d b )
                      {
                      double d , la , lb ;
                      d = dot( a , b ) ;
                      la = length( a ) ;
                      lb = length( b ) ;
                      return acos( d / ( la * lb ) ) ;
                      }
                      d3d cross( d3d a , d3d b )
                      {
                      return d3d( a.y * b.z - a.z * b.y ,
                      a.z * b.x - a.x * b.z ,
                      a.x * b.y - a.y * b.x ) ;
                      }
                      // primary colors
                      const d3d BLACK = d3d( 0.0 , 0.0 , 0.0 ) ;
                      const d3d RED = d3d( 1.0 , 0.0 , 0.0 ) ;
                      const d3d GREEN = d3d( 0.0 , 1.0 , 0.0 ) ;
                      const d3d YELLOW = d3d( 1.0 , 1.0 , 0.0 ) ;
                      const d3d BLUE = d3d( 0.0 , 0.0 , 1.0 ) ;
                      const d3d MAGENTA = d3d( 1.0 , 0.0 , 1.0 ) ;
                      const d3d CYAN = d3d( 0.0 , 1.0 , 1.0 ) ;
                      const d3d WHITE = d3d( 1.0 , 1.0 , 1.0 ) ;
                      // mix colors
                      const d3d GRAY = WHITE / 2.0 ;
                      const d3d ORANGE = ( YELLOW + RED ) / 2.0 ;
                      const d3d PINK = ( WHITE + RED ) / 2.0 ;

                      // matrix
                      class m44
                      {
                      public :
                      double m[ 4 ][ 4 ] ;
                      m44()
                      {
                      int i , j ;
                      for ( i = 0 ;

                      L Offline
                      L Offline
                      leon de boer
                      wrote on last edited by
                      #14

                      Still not following why you are doing software renderer you are on windows you can setup the hardware accelerated renderer. Beside that 2 other comments ... 1.) Your value of Pi is wrong 1000 places of Pi[^] 2.) You obviously struggling to make frame filename and frame is already use .. try this

                      void frameName (TCHAR* buffer, int bufsize, const TCHAR* nameStart, const TCHAR* ext, int no, int len)
                      {
                      // format string must be ascii .. do not change these 2 lines even on unicode
                      // I know its strange but thats the way it is .. format strings are always ascii
                      char fmtstring[32];
                      sprintf_s(fmtstring, _countof(fmtstring), "%s%i%s", "%s%0", len, "i.%s");
                      // Okay now we swing unicode/ascii for actual string
                      _stprintf_s(buffer, bufsize, fmtstring, nameStart, no, ext);
                      }

                      It looks slightly strange because you have to make the format string. "%s%08i.%s" is an example format string, which basically says string + integer to 8 digits + . + string The problem is you don't want a constant 8 you want Len so you have to 1st build the format string Example of use of what I suspect you are trying to do. Len I assume is length of number padded with "0"'s

                      TCHAR buf\[256\];
                      frameName(buf, \_countof(buf), \_T("test"), \_T("bmp"), 1, 6); // Will give Test000001.bmp in buf
                      

                      If you haven't run across TCHAR before it is a character type that changes with compile mode. In Ansi mode it is char In unicode mode it is wchar I have no idea if you are compiling in ansi mode or unicode, you had both so I am trying to be careful to support either which is what using TCHAR does. However you need to be aware TCHAR size changes. That is the reason for using _countof() rather than sizeof() for the buffer size.

                      In vino veritas

                      1 Reply Last reply
                      0
                      • B bluatigro

                        @ leon : i m used to basic so the () inplaceof [] update : m44 class [ matrix ] added 3d engine added in the future i wil give a example of a animated avatar

                        // bluatigro 1 okt 2017
                        // windows raytracer 0.2

                        #include #include #include #include const int winx = 800 ;
                        const int winy = 600 ;

                        #define SMALL 1e-300
                        #define PI = 3.1415929203

                        // double3d
                        class d3d
                        {
                        public :
                        double x , y , z ;
                        d3d()
                        {
                        x = 0.0 ;
                        y = 0.0 ;
                        z = 0.0 ;
                        }
                        d3d( double X , double Y , double Z )
                        {
                        x = X ;
                        y = Y ;
                        z = Z ;
                        }
                        void fill( double X , double Y , double Z )
                        {
                        x = X ;
                        y = Y ;
                        z = Z ;
                        }
                        unsigned long toColor()
                        {
                        return (unsigned long)
                        ( floor( x * 255 ) +
                        floor( y * 255 ) * 256 +
                        floor( z * 255 ) * 256 * 256 ) ;
                        }
                        } ;
                        d3d operator + ( d3d a , d3d b )
                        {
                        return d3d( a.x + b.x ,
                        a.y + b.y ,
                        a.z + b.z ) ;
                        }
                        d3d operator - ( d3d a , d3d b )
                        {
                        return d3d( a.x - b.x ,
                        a.y - b.y ,
                        a.z - b.z ) ;
                        }
                        d3d operator / ( d3d a , double b )
                        {
                        return d3d( a.x / b ,
                        a.y / b ,
                        a.z / b ) ;
                        }
                        d3d operator * ( d3d a , double b )
                        {
                        return d3d( a.x * b ,
                        a.y * b ,
                        a.z * b ) ;
                        }
                        double dot( d3d a , d3d b )
                        {
                        return a.x * b.x
                        + a.y * b.y
                        + a.z * b.z ;
                        }
                        double length( d3d a )
                        {
                        return sqrt( dot( a , a ) ) ;
                        }
                        d3d normalize( d3d a )
                        {
                        return a / length( a ) ;
                        }
                        double getAngle( d3d a , d3d b )
                        {
                        double d , la , lb ;
                        d = dot( a , b ) ;
                        la = length( a ) ;
                        lb = length( b ) ;
                        return acos( d / ( la * lb ) ) ;
                        }
                        d3d cross( d3d a , d3d b )
                        {
                        return d3d( a.y * b.z - a.z * b.y ,
                        a.z * b.x - a.x * b.z ,
                        a.x * b.y - a.y * b.x ) ;
                        }
                        // primary colors
                        const d3d BLACK = d3d( 0.0 , 0.0 , 0.0 ) ;
                        const d3d RED = d3d( 1.0 , 0.0 , 0.0 ) ;
                        const d3d GREEN = d3d( 0.0 , 1.0 , 0.0 ) ;
                        const d3d YELLOW = d3d( 1.0 , 1.0 , 0.0 ) ;
                        const d3d BLUE = d3d( 0.0 , 0.0 , 1.0 ) ;
                        const d3d MAGENTA = d3d( 1.0 , 0.0 , 1.0 ) ;
                        const d3d CYAN = d3d( 0.0 , 1.0 , 1.0 ) ;
                        const d3d WHITE = d3d( 1.0 , 1.0 , 1.0 ) ;
                        // mix colors
                        const d3d GRAY = WHITE / 2.0 ;
                        const d3d ORANGE = ( YELLOW + RED ) / 2.0 ;
                        const d3d PINK = ( WHITE + RED ) / 2.0 ;

                        // matrix
                        class m44
                        {
                        public :
                        double m[ 4 ][ 4 ] ;
                        m44()
                        {
                        int i , j ;
                        for ( i = 0 ;

                        L Offline
                        L Offline
                        leon de boer
                        wrote on last edited by
                        #15

                        I assume this is what you are trying to do GitHub - LdB-ECM/Tiny-Renderer: Software Renderer[^] I just doctored Dmitry V. Sokolov's great software renderer.

                        In vino veritas

                        B 1 Reply Last reply
                        0
                        • L leon de boer

                          I assume this is what you are trying to do GitHub - LdB-ECM/Tiny-Renderer: Software Renderer[^] I just doctored Dmitry V. Sokolov's great software renderer.

                          In vino veritas

                          B Offline
                          B Offline
                          bluatigro
                          wrote on last edited by
                          #16

                          @ leon : hardware raytracing ? do you meen openGL ? or directx ? in vs2017 i cant do c++ in vb2017 i cant do opengl or directx in that case i won't get reflection and refraction this is also a try at better c++ understanding i can't run c++ on my work pc is there a c++ ide you can start [ and compiles ] from usb ?

                          L 1 Reply Last reply
                          0
                          • B bluatigro

                            @ leon : hardware raytracing ? do you meen openGL ? or directx ? in vs2017 i cant do c++ in vb2017 i cant do opengl or directx in that case i won't get reflection and refraction this is also a try at better c++ understanding i can't run c++ on my work pc is there a c++ ide you can start [ and compiles ] from usb ?

                            L Offline
                            L Offline
                            leon de boer
                            wrote on last edited by
                            #17

                            hardware raytracing ?
                            do you meen openGL ?
                            or directx ?

                            Those or any of the other hardware renderer frameworks?

                            in vs2017 i cant do c++

                            yes you can on the VS2017 app folder run the installer again and tick the box. It doesn't install by default you have to select it, think only C# gets setup by default :-) Select it as shown on this image https://github.com/LdB-ECM/Docs_and_Images/blob/master/Images/VS2017.jpg?raw=true

                            in vb2017 i cant do opengl or directx

                            Again yes you can you just have to manual handle the API calls ... is it easy, well no :-) Walkthrough: Calling Windows APIs (Visual Basic) | Microsoft Docs[^]

                            this is also a try at better c++ understanding

                            That I agree with and you have obviously made progress in that area.

                            I can't run c++ on my work pc, is there a c++ ide you can start [ and compiles ] from usb ?

                            You can install VS2017 onto a USB drive you just need to make sure the drive is mapped to a known letter. I actually do that my VS2017 is on an external harddrive that I map to G: I just make sure on any machine I wish to use the compiler I set the USB driver letter to G:. It's slows slightly on USB2 but on USB3 drive and port you can't notice the difference.

                            In vino veritas

                            B 1 Reply Last reply
                            0
                            • L leon de boer

                              hardware raytracing ?
                              do you meen openGL ?
                              or directx ?

                              Those or any of the other hardware renderer frameworks?

                              in vs2017 i cant do c++

                              yes you can on the VS2017 app folder run the installer again and tick the box. It doesn't install by default you have to select it, think only C# gets setup by default :-) Select it as shown on this image https://github.com/LdB-ECM/Docs_and_Images/blob/master/Images/VS2017.jpg?raw=true

                              in vb2017 i cant do opengl or directx

                              Again yes you can you just have to manual handle the API calls ... is it easy, well no :-) Walkthrough: Calling Windows APIs (Visual Basic) | Microsoft Docs[^]

                              this is also a try at better c++ understanding

                              That I agree with and you have obviously made progress in that area.

                              I can't run c++ on my work pc, is there a c++ ide you can start [ and compiles ] from usb ?

                              You can install VS2017 onto a USB drive you just need to make sure the drive is mapped to a known letter. I actually do that my VS2017 is on an external harddrive that I map to G: I just make sure on any machine I wish to use the compiler I set the USB driver letter to G:. It's slows slightly on USB2 but on USB3 drive and port you can't notice the difference.

                              In vino veritas

                              B Offline
                              B Offline
                              bluatigro
                              wrote on last edited by
                              #18

                              update : avatar added animation added to be sure i REMed the animation and saving part for so far i understand it is right if i add : ambient , specular , shinines , phong , emission etc... to Material how do i calc the end color ?

                              bluatigro 1 okt 2017
                              // windows raytracer 0.3

                              #include
                              #include
                              #include
                              #include

                              const int winx = 800 ;
                              const int winy = 600 ;

                              #define SMALL 1e-300
                              #define PI = 3.14159265358979323846

                              // double3d
                              class d3d
                              {
                              public :
                              double x , y , z ;
                              d3d()
                              {
                              x = 0.0 ;
                              y = 0.0 ;
                              z = 0.0 ;
                              }
                              d3d( double X , double Y , double Z )
                              {
                              x = X ;
                              y = Y ;
                              z = Z ;
                              }
                              void fill( double X , double Y , double Z )
                              {
                              x = X ;
                              y = Y ;
                              z = Z ;
                              }
                              unsigned long toColor()
                              {
                              return (unsigned long)
                              ( floor( x * 255 ) +
                              floor( y * 255 ) * 256 +
                              floor( z * 255 ) * 256 * 256 ) ;
                              }
                              } ;
                              d3d operator + ( d3d a , d3d b )
                              {
                              return d3d( a.x + b.x ,
                              a.y + b.y ,
                              a.z + b.z ) ;
                              }
                              d3d operator - ( d3d a , d3d b )
                              {
                              return d3d( a.x - b.x ,
                              a.y - b.y ,
                              a.z - b.z ) ;
                              }
                              d3d operator / ( d3d a , double b )
                              {
                              return d3d( a.x / b ,
                              a.y / b ,
                              a.z / b ) ;
                              }
                              d3d operator * ( d3d a , double b )
                              {
                              return d3d( a.x * b ,
                              a.y * b ,
                              a.z * b ) ;
                              }
                              double dot( d3d a , d3d b )
                              {
                              return a.x * b.x
                              + a.y * b.y
                              + a.z * b.z ;
                              }
                              double length( d3d a )
                              {
                              return sqrt( dot( a , a ) ) ;
                              }
                              d3d normalize( d3d a )
                              {
                              return a / length( a ) ;
                              }
                              double getAngle( d3d a , d3d b )
                              {
                              double d , la , lb ;
                              d = dot( a , b ) ;
                              la = length( a ) ;
                              lb = length( b ) ;
                              return acos( d / ( la * lb ) ) ;
                              }
                              d3d cross( d3d a , d3d b )
                              {
                              return d3d( a.y * b.z - a.z * b.y ,
                              a.z * b.x - a.x * b.z ,
                              a.x * b.y - a.y * b.x ) ;
                              }
                              // primary colors
                              const d3d BLACK = d3d( 0.0 , 0.0 , 0.0 ) ;
                              const d3d RED = d3d( 1.0 , 0.0 , 0.0 ) ;
                              const d3d GREEN = d3d( 0.0 , 1.0 , 0.0 ) ;
                              const d3d YELLOW = d3d( 1.0 , 1.0 , 0.0 ) ;
                              const d3d BLUE = d3d( 0.0 , 0.0 , 1.0 ) ;
                              const d3d MAGENTA = d3d( 1.0 , 0.0 , 1.0 ) ;
                              const d3d CYAN = d3d( 0.0 , 1.0 , 1.0 ) ;
                              const d3d WHITE = d3d( 1.0 , 1.0 , 1.0 ) ;
                              // mix colors
                              const d3d GRAY = WHITE / 2.0 ;
                              const d3d ORANGE = ( YELLOW + RED ) / 2.0 ;
                              const d3d PINK = ( WHITE + RED ) / 2.0 ;

                              // matrix
                              class m44
                              {

                              B 1 Reply Last reply
                              0
                              • B bluatigro

                                update : avatar added animation added to be sure i REMed the animation and saving part for so far i understand it is right if i add : ambient , specular , shinines , phong , emission etc... to Material how do i calc the end color ?

                                bluatigro 1 okt 2017
                                // windows raytracer 0.3

                                #include
                                #include
                                #include
                                #include

                                const int winx = 800 ;
                                const int winy = 600 ;

                                #define SMALL 1e-300
                                #define PI = 3.14159265358979323846

                                // double3d
                                class d3d
                                {
                                public :
                                double x , y , z ;
                                d3d()
                                {
                                x = 0.0 ;
                                y = 0.0 ;
                                z = 0.0 ;
                                }
                                d3d( double X , double Y , double Z )
                                {
                                x = X ;
                                y = Y ;
                                z = Z ;
                                }
                                void fill( double X , double Y , double Z )
                                {
                                x = X ;
                                y = Y ;
                                z = Z ;
                                }
                                unsigned long toColor()
                                {
                                return (unsigned long)
                                ( floor( x * 255 ) +
                                floor( y * 255 ) * 256 +
                                floor( z * 255 ) * 256 * 256 ) ;
                                }
                                } ;
                                d3d operator + ( d3d a , d3d b )
                                {
                                return d3d( a.x + b.x ,
                                a.y + b.y ,
                                a.z + b.z ) ;
                                }
                                d3d operator - ( d3d a , d3d b )
                                {
                                return d3d( a.x - b.x ,
                                a.y - b.y ,
                                a.z - b.z ) ;
                                }
                                d3d operator / ( d3d a , double b )
                                {
                                return d3d( a.x / b ,
                                a.y / b ,
                                a.z / b ) ;
                                }
                                d3d operator * ( d3d a , double b )
                                {
                                return d3d( a.x * b ,
                                a.y * b ,
                                a.z * b ) ;
                                }
                                double dot( d3d a , d3d b )
                                {
                                return a.x * b.x
                                + a.y * b.y
                                + a.z * b.z ;
                                }
                                double length( d3d a )
                                {
                                return sqrt( dot( a , a ) ) ;
                                }
                                d3d normalize( d3d a )
                                {
                                return a / length( a ) ;
                                }
                                double getAngle( d3d a , d3d b )
                                {
                                double d , la , lb ;
                                d = dot( a , b ) ;
                                la = length( a ) ;
                                lb = length( b ) ;
                                return acos( d / ( la * lb ) ) ;
                                }
                                d3d cross( d3d a , d3d b )
                                {
                                return d3d( a.y * b.z - a.z * b.y ,
                                a.z * b.x - a.x * b.z ,
                                a.x * b.y - a.y * b.x ) ;
                                }
                                // primary colors
                                const d3d BLACK = d3d( 0.0 , 0.0 , 0.0 ) ;
                                const d3d RED = d3d( 1.0 , 0.0 , 0.0 ) ;
                                const d3d GREEN = d3d( 0.0 , 1.0 , 0.0 ) ;
                                const d3d YELLOW = d3d( 1.0 , 1.0 , 0.0 ) ;
                                const d3d BLUE = d3d( 0.0 , 0.0 , 1.0 ) ;
                                const d3d MAGENTA = d3d( 1.0 , 0.0 , 1.0 ) ;
                                const d3d CYAN = d3d( 0.0 , 1.0 , 1.0 ) ;
                                const d3d WHITE = d3d( 1.0 , 1.0 , 1.0 ) ;
                                // mix colors
                                const d3d GRAY = WHITE / 2.0 ;
                                const d3d ORANGE = ( YELLOW + RED ) / 2.0 ;
                                const d3d PINK = ( WHITE + RED ) / 2.0 ;

                                // matrix
                                class m44
                                {

                                B Offline
                                B Offline
                                bluatigro
                                wrote on last edited by
                                #19

                                update : i got most of the error's removed 2 error remains : i got a back picture on screen i can't find 'black.bmp' on my pc

                                // bluatigro 23 okt 2017
                                // windows raytracer 0.4

                                #include
                                #include
                                #include
                                #include

                                const int winx = 800 ;
                                const int winy = 600 ;

                                #define SMALL 1e-300
                                #define PI 3.14159265358979323846

                                // double3d
                                class d3d
                                {
                                public :
                                double x , y , z ;
                                d3d()
                                {
                                x = 0.0 ;
                                y = 0.0 ;
                                z = 0.0 ;
                                }
                                d3d( double X , double Y , double Z )
                                {
                                x = X ;
                                y = Y ;
                                z = Z ;
                                }
                                void fill( double X , double Y , double Z )
                                {
                                x = X ;
                                y = Y ;
                                z = Z ;
                                }
                                unsigned long toColor()
                                {
                                return (unsigned long)
                                ( floor( x * 255 ) +
                                floor( y * 255 ) * 256 +
                                floor( z * 255 ) * 256 * 256 ) ;
                                }
                                } ;
                                d3d operator + ( d3d a , d3d b )
                                {
                                return d3d( a.x + b.x ,
                                a.y + b.y ,
                                a.z + b.z ) ;
                                }
                                d3d operator - ( d3d a , d3d b )
                                {
                                return d3d( a.x - b.x ,
                                a.y - b.y ,
                                a.z - b.z ) ;
                                }
                                d3d operator / ( d3d a , double b )
                                {
                                return d3d( a.x / b ,
                                a.y / b ,
                                a.z / b ) ;
                                }
                                d3d operator * ( d3d a , double b )
                                {
                                return d3d( a.x * b ,
                                a.y * b ,
                                a.z * b ) ;
                                }
                                double dot( d3d a , d3d b )
                                {
                                return a.x * b.x
                                + a.y * b.y
                                + a.z * b.z ;
                                }
                                double length( d3d a )
                                {
                                return sqrt( dot( a , a ) ) ;
                                }
                                d3d normalize( d3d a )
                                {
                                return a / length( a ) ;
                                }
                                double getAngle( d3d a , d3d b )
                                {
                                double d , la , lb ;
                                d = dot( a , b ) ;
                                la = length( a ) ;
                                lb = length( b ) ;
                                return acos( d / ( la * lb ) ) ;
                                }
                                d3d cross( d3d a , d3d b )
                                {
                                return d3d( a.y * b.z - a.z * b.y ,
                                a.z * b.x - a.x * b.z ,
                                a.x * b.y - a.y * b.x ) ;
                                }
                                // primary colors
                                const d3d BLACK = d3d( 0.0 , 0.0 , 0.0 ) ;
                                const d3d RED = d3d( 1.0 , 0.0 , 0.0 ) ;
                                const d3d GREEN = d3d( 0.0 , 1.0 , 0.0 ) ;
                                const d3d YELLOW = d3d( 1.0 , 1.0 , 0.0 ) ;
                                const d3d BLUE = d3d( 0.0 , 0.0 , 1.0 ) ;
                                const d3d MAGENTA = d3d( 1.0 , 0.0 , 1.0 ) ;
                                const d3d CYAN = d3d( 0.0 , 1.0 , 1.0 ) ;
                                const d3d WHITE = d3d( 1.0 , 1.0 , 1.0 ) ;
                                // mix colors
                                const d3d GRAY = WHITE / 2.0 ;
                                const d3d ORANGE = ( YELLOW + RED ) / 2.0 ;
                                const d3d PINK = ( WHITE + RED ) / 2.0 ;

                                // matrix
                                class m44
                                {
                                public :
                                double m[ 4 ][ 4 ] ;
                                m44()
                                {
                                int i , j ;
                                for ( i = 0 ; i < 4 ; i++ )
                                {
                                fo

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