// // Created by goksu on 2/25/20. // #include #include "Scene.hpp" #include "Renderer.hpp" 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(-1, 5, 10); int m = 0; 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; // TODO: Find the x and y positions of the current pixel to get the // direction // vector that passes through it. // Also, don't forget to multiply both of them with the variable // *scale*, and x (horizontal) variable with the *imageAspectRatio* // Don't forget to normalize this direction! Ray ray = Ray(eye_pos,normalize(Vector3f(x,y,-1))); framebuffer[m++] = scene.castRay(ray,0); } 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 * clamp(0, 1, framebuffer[i].x)); color[1] = (unsigned char)(255 * clamp(0, 1, framebuffer[i].y)); color[2] = (unsigned char)(255 * clamp(0, 1, framebuffer[i].z)); fwrite(color, 1, 3, fp); } fclose(fp); }