games101-hw/06/Assignment6/Renderer.cpp

58 lines
2.1 KiB
C++

//
// Created by goksu on 2/25/20.
//
#include <fstream>
#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<Vector3f> 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);
}