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;
Vector3f dir = Vector3f(x, y, -1);
dir = normalize(dir);
framebuffer[m++] = scene.castRay(Ray(eye_pos, dir), 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);
}
inline Intersection Triangle::getIntersection(Ray ray)
{
Intersection inter;
if (dotProduct(ray.direction, normal) > 0)
return inter;
double u, v, t_tmp = 0;
Vector3f pvec = crossProduct(ray.direction, e2);
double det = dotProduct(e1, pvec);
if (fabs(det) < EPSILON)
return inter;
double det_inv = 1. / det;
Vector3f tvec = ray.origin - v0;
u = dotProduct(tvec, pvec) * det_inv;
if (u < 0 || u > 1)
return inter;
Vector3f qvec = crossProduct(tvec, e1);
v = dotProduct(ray.direction, qvec) * det_inv;
if (v < 0 || u + v > 1)
return inter;
t_tmp = dotProduct(e2, qvec) * det_inv;
inter.happened = true;
inter.coords = ray(t_tmp);
inter.normal = normal;
inter.distance = t_tmp;
inter.obj = this;
inter.m = m;
return inter;
}
inline bool Bounds3::IntersectP(const Ray& ray, const Vector3f& invDir,
const std::array<int, 3>& dirIsNeg) const
{
Vector3f t_min = (pMin - ray.origin) * invDir;
Vector3f t_max = (pMax - ray.origin) * invDir;
float enter_x = dirIsNeg[0] ? t_min.x : t_max.x;
float enter_y = dirIsNeg[1] ? t_min.y : t_max.y;
float enter_z = dirIsNeg[2] ? t_min.z : t_max.z;
float exit_x = dirIsNeg[0] ? t_max.x : t_min.x;
float exit_y = dirIsNeg[1] ? t_max.y : t_min.y;
float exit_z = dirIsNeg[2] ? t_max.z : t_min.z;
float t_enter = fmax(enter_x, fmax(enter_y, enter_z));
float t_exit = fmin(exit_x, fmin(exit_y, exit_z));
return t_enter < t_exit && t_exit >= 0;
}
Intersection BVHAccel::getIntersection(BVHBuildNode* node, const Ray& ray) const
{
Vector3f invDir = ray.direction_inv;
Vector3f rayDir = ray.direction;
std::array<int, 3> dirIsNeg = {
rayDir.x > 0 ? 1 : 0,
rayDir.y > 0 ? 1 : 0,
rayDir.z > 0 ? 1 : 0
};
if(!node->bounds.IntersectP(ray, invDir, dirIsNeg))
{
return {};
}
if(node->object)
{
return node->object->getIntersection(ray);
}
Intersection hit1 = getIntersection(node->left, ray);
Intersection hit2 = getIntersection(node->right, ray);
return hit1.distance < hit2.distance ? hit1 : hit2;
}