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| 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) { 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);
Ray ray(eye_pos,dir); framebuffer[m++] = scene.castRay(ray,0); } UpdateProgress(j / (float)scene.height); } UpdateProgress(1.f);
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); }
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