Use the PerspectiveCamera to generate primary rays.
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899064ce42
commit
25b246d3ed
2 changed files with 10 additions and 5 deletions
12
src/scene.cc
12
src/scene.cc
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@ -18,6 +18,7 @@
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Scene::Scene()
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: width(640), height(480),
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camera(new PerspectiveCamera()),
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max_depth(5),
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min_weight(1e-4),
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ambient(new AmbientLight()),
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@ -30,6 +31,11 @@ Scene::Scene()
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Scene::~Scene()
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{
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if (camera) {
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delete camera;
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camera = NULL;
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}
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if (ambient != NULL) {
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delete ambient;
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}
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@ -130,11 +136,7 @@ Scene::render()
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Vector3 o, d;
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for (int y = 0; y < height; y++) {
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for (int x = 0; x < width; x++) {
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// Assemble a ray and trace it.
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o = Vector3(x, y, -1000);
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d = Vector3(0, 0, 1);
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d.normalize();
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primary_ray = Ray(o, d);
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primary_ray = camera->compute_primary_ray(x, width, y, height);
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Color c = trace_ray(primary_ray);
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pixels[y * width + x] = c;
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}
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@ -14,6 +14,7 @@
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#include <list>
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#include <string>
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#include "basics.h"
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#include "camera.h"
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class AmbientLight;
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@ -49,6 +50,8 @@ private:
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// Pixel dimensions of the image.
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int width, height;
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Camera *camera;
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/*
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* Ray tracing parameters. max_depth indicates the maximum depth of the ray tree. min_weight indicates the minimum
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* specular weight to apply before giving up.
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