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#ifndef RENDER_H
#define RENDER_H
#include "core/vector.hpp"
#include "core/ray.hpp"
#include "scene.hpp"
class Random {
public:
void seed(unsigned seed);
double operator()();
private:
unsigned m_seed;
};
// Samples a random direction in a hemisphere, cosine weighed
// https://blog.thomaspoulet.fr/uniform-sampling-on-unit-hemisphere/
class Sampler {
public:
Sampler(Random &src);
Vec3d sample(const Vec3d &norm);
private:
Random &m_src;
};
class Renderer {
public:
Renderer(const Scene &scn, Vec3d eye, Vec3d target, unsigned width, unsigned height, unsigned maxhops);
Spectrum render(unsigned x, unsigned y, unsigned samples);
unsigned m_width, m_height;
Sampler m_sampler;
private:
void recalculate();
Ray findray(double x, double y) const ;
Spectrum pathtrace_sample(const Ray &r, unsigned hop);
// Will return first result less than chk_dist.
// This is ignored if chk_dist is 0.
// If dist is non-null the resulting distance is written here.
const Shape* cast_ray(const Ray &r, double chk_dist, double *dist);
const Scene &m_scn;
Random m_random;
// User options
Vec3d m_eye, m_target;
unsigned m_maxhops;
// Calculated values
Vec3d m_qx, m_qy, m_blc;
};
#endif
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