-
Notifications
You must be signed in to change notification settings - Fork 5
/
main.cpp
146 lines (129 loc) · 3.97 KB
/
main.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
/***************************************************************************
* Copyright (C) 2009-2018 by Veselin Georgiev, Slavomir Kaslev et al *
* admin@raytracing-bg.net *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
/**
* @File main.cpp
* @Brief Raytracer main file
*/
#include <math.h>
#include <vector>
#include "util.h"
#include "sdl.h"
#include "color.h"
#include "vector.h"
#include "matrix.h"
#include "camera.h"
#include "geometry.h"
#include "mesh.h"
#include "scene.h"
#include "lights.h"
#include "shading.h"
#include "environment.h"
using namespace std;
Color vfb[VFB_MAX_SIZE][VFB_MAX_SIZE];
bool visible(const Vector& a, const Vector& b)
{
Ray ray;
ray.dir = b - a;
ray.start = a;
double maxDist = distance(a, b);
ray.dir.normalize();
for (auto node: nodes) {
IntersectionInfo info;
if (node.intersect(ray, info) && info.dist < maxDist) {
return false;
}
}
return true;
}
Color raytrace(Ray ray)
{
if (ray.depth > MAX_TRACE_DEPTH) return Color(0, 0, 0);
Node closestNode;
IntersectionInfo closestIntersection;
closestIntersection.dist = 1e99;
for (auto node: nodes) {
IntersectionInfo info;
if (node.intersect(ray, info) && info.dist < closestIntersection.dist) {
closestIntersection = info;
closestNode = node;
}
}
if (closestIntersection.dist >= 1e99) {
if (env.loaded) return env.getEnvironment(ray.dir);
else return Color(0, 0, 0);
}
return closestNode.shader->shade(ray, closestIntersection);
}
Color raytrace(double x, double y)
{
return raytrace(camera.getScreenRay(x, y));
}
void render()
{
const long long startTicks = getTicks();
camera.beginFrame();
const double offsets[5][2] = {
{ 0, 0 },
{ 0.6, 0 },
{ 0.3, 0.3 },
{ 0, 0.6 },
{ 0.6, 0.6 },
};
int numAASamples = COUNT_OF(offsets);
long long lastUpdate = startTicks;
int pixelSamples = 1;
if (antialiasing) pixelSamples = numAASamples;
if (numDOFsamples > 0)
pixelSamples = numDOFsamples;
for (int y = 0; y < frameHeight(); y++) {
for (int x = 0; x < frameWidth(); x++) {
Color avg(0, 0, 0);
for (int i = 0; i < pixelSamples; i++) {
Ray ray;
if (numDOFsamples > 0) {
ray = camera.getDOFRay(x + randomFloat(), y + randomFloat());
} else {
ray = camera.getScreenRay(x + offsets[i][0], y + offsets[i][1]);
}
avg += raytrace(ray);
}
vfb[y][x] = avg / pixelSamples;
}
const long long currentTime = getTicks();
if (currentTime - lastUpdate > 100) {
lastUpdate = currentTime;
displayVFB(vfb);
}
}
unsigned elapsed = getTicks() - startTicks;
printf("Frame took %d ms\n", elapsed);
}
int main(int argc, char** argv)
{
initGraphics(RESX, RESY);
setupScene_DOF();
camera.beginFrame();
render();
displayVFB(vfb);
waitForUserExit();
closeGraphics();
printf("Exited cleanly\n");
return 0;
}