58 lines
2.1 KiB
C++
58 lines
2.1 KiB
C++
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//
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// Created by goksu on 2/25/20.
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//
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#include <fstream>
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#include "Scene.hpp"
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#include "Renderer.hpp"
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inline float deg2rad(const float& deg) { return deg * M_PI / 180.0; }
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const float EPSILON = 0.00001;
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// The main render function. This where we iterate over all pixels in the image,
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// generate primary rays and cast these rays into the scene. The content of the
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// framebuffer is saved to a file.
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void Renderer::Render(const Scene& scene)
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{
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std::vector<Vector3f> framebuffer(scene.width * scene.height);
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float scale = tan(deg2rad(scene.fov * 0.5));
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float imageAspectRatio = scene.width / (float)scene.height;
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Vector3f eye_pos(-1, 5, 10);
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int m = 0;
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for (uint32_t j = 0; j < scene.height; ++j) {
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for (uint32_t i = 0; i < scene.width; ++i) {
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// generate primary ray direction
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float x = (2 * (i + 0.5) / (float)scene.width - 1) *
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imageAspectRatio * scale;
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float y = (1 - 2 * (j + 0.5) / (float)scene.height) * scale;
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// TODO: Find the x and y positions of the current pixel to get the
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// direction
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// vector that passes through it.
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// Also, don't forget to multiply both of them with the variable
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// *scale*, and x (horizontal) variable with the *imageAspectRatio*
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// Don't forget to normalize this direction!
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Ray ray = Ray(eye_pos,normalize(Vector3f(x,y,-1)));
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framebuffer[m++] = scene.castRay(ray,0);
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}
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UpdateProgress(j / (float)scene.height);
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}
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UpdateProgress(1.f);
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// save framebuffer to file
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FILE* fp = fopen("binary.ppm", "wb");
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(void)fprintf(fp, "P6\n%d %d\n255\n", scene.width, scene.height);
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for (auto i = 0; i < scene.height * scene.width; ++i) {
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static unsigned char color[3];
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color[0] = (unsigned char)(255 * clamp(0, 1, framebuffer[i].x));
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color[1] = (unsigned char)(255 * clamp(0, 1, framebuffer[i].y));
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color[2] = (unsigned char)(255 * clamp(0, 1, framebuffer[i].z));
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fwrite(color, 1, 3, fp);
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}
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fclose(fp);
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}
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