// // Created by goksu on 2/25/20. // #include #include "Scene.hpp" #include "Renderer.hpp" #include #include inline float deg2rad(const float& deg) { return deg * M_PI / 180.0; } const float EPSILON = 0.00001; // The main render function. This where we iterate over all pixels in the image, // generate primary rays and cast these rays into the scene. The content of the // framebuffer is saved to a file. void Renderer::Render(const Scene& scene) { std::vector framebuffer(scene.width * scene.height); float scale = tan(deg2rad(scene.fov * 0.5)); float imageAspectRatio = scene.width / (float)scene.height; Vector3f eye_pos(278, 273, -800); int m = 0; // change the spp value to change sample ammount int spp = 512; std::cout << "SPP: " << spp << "\n"; for (uint32_t j = 0; j < scene.height; ++j) { for (uint32_t i = 0; i < scene.width; ++i) { // generate primary ray direction float x = (2 * (i + 0.5) / (float)scene.width - 1) * imageAspectRatio * scale; float y = (1 - 2 * (j + 0.5) / (float)scene.height) * scale; Vector3f dir = normalize(Vector3f(-x, y, 1)); for (int k = 0; k < spp; k++){ framebuffer[m] += scene.castRay(Ray(eye_pos, dir), 0) / spp; } m++; } UpdateProgress(j / (float)scene.height); } UpdateProgress(1.f); // save framebuffer to file FILE* fp = fopen("binary.ppm", "wb"); (void)fprintf(fp, "P6\n%d %d\n255\n", scene.width, scene.height); for (auto i = 0; i < scene.height * scene.width; ++i) { static unsigned char color[3]; color[0] = (unsigned char)(255 * std::pow(clamp(0, 1, framebuffer[i].x), 0.6f)); color[1] = (unsigned char)(255 * std::pow(clamp(0, 1, framebuffer[i].y), 0.6f)); color[2] = (unsigned char)(255 * std::pow(clamp(0, 1, framebuffer[i].z), 0.6f)); fwrite(color, 1, 3, fp); } fclose(fp); }