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#ifndef RENDER_H
#define RENDER_H
#include "vector.hpp"
#include "ray.hpp"
#include "scene.hpp"
class Color : public Vec3d {
public:
Color() {}
Color(const Vec3d &v) : Vec3d(v) {}
Color(double r, double g, double b) : Vec3d(r, g, b) {}
uint8_t r() { return m_x * 255; }
uint8_t g() { return m_y * 255; }
uint8_t b() { return m_z * 255; }
void clamp();
};
class Renderer {
public:
Renderer(const Scene &scn, Vec3d eye, Vec3d target, unsigned width, unsigned height);
Color render(unsigned x, unsigned y);
unsigned m_width, m_height;
private:
void recalculate();
Ray findray(double x, double y) const ;
Color 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;
// User options
Vec3d m_eye, m_target;
// Calculated values
Vec3d m_qx, m_qy, m_blc;
};
#endif
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