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