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#include "Scene.h"
#include "util.h"
#include "Camera.h"
#include "Ray.h"
#include "Vector3.h"
#include "Sphere.h"
#pragma comment(lib, "winmm.lib")
static int sTotalPixelCount = 0; static int sViewportWidth = 0, sViewportHeight = 0; static Camera* sCamera = nullptr; Sphere sphere(Vector3(0.0f, 0.0f, -5.0f), 0.5f); void Init(int width, int height) { sTotalPixelCount = width * height; sViewportWidth = width; sViewportHeight = height; sCamera = new Camera(45.0f, float(width) / float(height)); sCamera->LookAt(Vector3(0.0f, 0.0f, 0.0f), Vector3(0.0f, 0.0f, -1.0f), Vector3(0.0f, 1.0f, 0.0f)); }
float GetEscaptedTime() { static unsigned long sTimeSinceComputerStart = 0; static unsigned long sLastFrameTime = 0; sTimeSinceComputerStart = timeGetTime(); unsigned long frame_time = sLastFrameTime == 0 ? 0 : sTimeSinceComputerStart - sLastFrameTime; sLastFrameTime = sTimeSinceComputerStart;
return float(frame_time) / 1000.0f; }
Vector3 GetEnviromentColor(const Ray& input_ray) { Vector3 bottom_color(1.0f, 1.0f, 1.0f); Vector3 top_color(0.5f, 0.7f, 1.0f); float factor = 0.5f * input_ray.mDirection.y + 0.5f; return factor * top_color + (1.0f - factor) * bottom_color; }
void RenderOnePixel(int pixel_index) { int x = pixel_index % sViewportWidth; int y = pixel_index / sViewportWidth; float u = float(x) / sViewportWidth; float v = float(y) / sViewportHeight; Ray ray = sCamera->GetRay(u,v); HitPoint hit_point; if (sphere.HitTest(ray, 0.0f, 100.0f, hit_point)) { float rf = hit_point.mNormal.x * 0.5f + 0.5f; float gf = hit_point.mNormal.y * 0.5f + 0.5f; float bf = hit_point.mNormal.z * 0.5f + 0.5f; AByte r = AByte(rf * 255.0f); AByte g = AByte(gf * 255.0f); AByte b = AByte(bf * 255.0f); SetColor(x, y, r, g, b, 255); } else { Vector3 color = GetEnviromentColor(ray); AByte r = AByte(color.x * 255.0f); AByte g = AByte(color.y * 255.0f); AByte b = AByte(color.z * 255.0f); SetColor(x, y, r, g, b, 255); } }
void Render() { static int sCurrentRenderPixel = 0; float current_render_time = 0.0f; while (sCurrentRenderPixel < sTotalPixelCount) { RenderOnePixel(sCurrentRenderPixel); sCurrentRenderPixel++; current_render_time = GetEscaptedTime(); if (current_render_time > 0.016f) { break; } } }
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